Hey all.

Hey all.

Hey all. I’m GMing a gang of Hawkers who have just finished character and crew creation. I’ll post an actual play report when we’ve finished our first session.

Discussion about where my players might want to start with their criminal endeavors brought up a question. Can a crew gain a crew upgrade (like a library or a gang of rooks) through a score specifically intended to acquire the materials or persons necessary for that upgrade?

It may have sorta been answered in Sean Winslow’s discussion here: https://plus.google.com/108792259001927627388/posts/4P8anuPFeFc. It also pretty heavily relates to his earlier discussion, here: https://plus.google.com/u/0/+DuamnFigueroa/posts/9NSHAivGdH1.

Example time (ideal, but still possible): say that crew of Hawkers decides, in order to expand their production, to steal the equipment necessary to create a fully-functioning workshop from a rival gang. If all goes well, they find the Red Sashes’ supplier, knock over their alchemy den, and smuggle the stuff down the river to their lair. They roll well on development, gaining decent hold and coin. (Second Example could be a jailbreak for some friends of friends, who agreed to work for the crew if they’re busted out.)

There’s a big part of me that wants to say: yeah, you have a workshop, now, or an extra gang, but this jars with the rules-as-written (so far) and the idea that upgrades should come from a crew’s experience/growth/etc. It’s analogous to the question about PCs acquiring items from scores. John Harper stated, in the first linked thread, that a PC can gain permanent items through completing a project or through making a series of successful asset roles over time, with an item gained from a score getting an extra tick on a project clock (towards keeping it). Would the same kind of rules treatment work for a crews? 

Final note: we are all super excited to start playing! Our group is impressed with the simplicity of the rules and the awesome and terrible things you can do with the setting. 

Question about the Tinkerer/Hacker levels:

Question about the Tinkerer/Hacker levels:

Question about the Tinkerer/Hacker levels:

What format will the assets be in? Like will it be assumed we’ll have InDesign? Scribus? Some other program?

A friend and I are both tempted to upgrade to one of these levels, because making handouts that are formatted the way the rest of the game is would be really awesome, but we’re not sure what to actually expect from these assets/templates etc, and how easily we’ll be able to use them ourselves.

If this has been covered elsewhere apologies, I just haven’t been able to find the details.

So, Wizards in a Tower (suggested by Michael Atlin ) is a thing that is happening now, and while trying to determine…

So, Wizards in a Tower (suggested by Michael Atlin ) is a thing that is happening now, and while trying to determine…

So, Wizards in a Tower (suggested by Michael Atlin ) is a thing that is happening now, and while trying to determine a modified skill loadout for wizard characters, I came across an interesting question that has relevance to the main game.

Specifically, to what extent do Effects flavour outcomes? Is non-lethal sparring just Murder/Finesse or Murder/Maneuver, whereas killing in a straight-up fight would be Murder/Force? I get that you can potentially kill someone in a fight with any Effect, so long as it is appropriate to what you described, but surely you cannot restrain yourself from killing with Force, even though you can with Finesse?

I’m rather pleased with how Blades in the Dark is looking in Roll20  for our upcoming session!

I’m rather pleased with how Blades in the Dark is looking in Roll20  for our upcoming session!

I’m rather pleased with how Blades in the Dark is looking in Roll20  for our upcoming session!

hari capra Jeremy Kear Alex Pepper 

I’m curious why coin and hold gained from a successful score  are rolled as a single move/action

I’m curious why coin and hold gained from a successful score  are rolled as a single move/action

I’m curious why coin and hold gained from a successful score  are rolled as a single move/action

My other two recent questions about PC crew hold and NPC faction downtime actions circles back to the long thread by Duamn Figueroa (https://plus.google.com/u/0/+DuamnFigueroa/posts/9NSHAivGdH1) about rewarding PCs for what they earn in terms of more chance for coin for particularly profitable scores.

These issues cause me to wonder if the coin + hold gained from development rolls are linked set values for design or balance reasons. Or, what if players could choose either to specifically pursue coin or hold at the expense of the other.

For instance, if we pull a score that was mainly intended to fill our coffers, why can’t we have a full success give us 4 coin and 0 hold (or 3 coin and 1 hold) rather than 2 coin and 2 hold? Meanwhile, at other times your crew may choose scores that are almost completely meant to solidify your hold (such as whenever you raise your tier and reset to 1 hold): why couldn’t the development roll grant extra hold in place of the coin you might also have earned?

While pg 5 of the QS (under “Gaining Hold”) says that 1 hold is generally worth 1 coin, it looks like the development roll assumes hold may be more valuable than coin, or else perhaps gaining more than 2 hold from a single successful score would let the PCs’ faction grow stable too quickly. While I expect asymmetry since PCs are cooler than NPCs, PCs could much more quickly grow their hold than NPC factions (elaborated in my NPC downtime action question on a separate thread).

Question part B) So then I wonder: Why are coin and hold linked in a single development roll (other than for simplicity, elegance)? I can see plenty of legitimate reasons why hold could be gained dependent on crew effects other than Resources. Sure Resources elegantly explains how much of our coin we retain after all our expenses etc, but why can’t we leverage our gangs or our morale help strengthen our hold? Even transport could work if you spend time establishing vigilant and well-supplied patrols of your turf or invest in smuggling fleets, or investing in a better lair could believably enhance hold.

Since getting 1 entanglement always happens no matter what, why not separate coin and hold gained into 2 similar but separate development moves,  perhaps called Profit (coin) and Development (hold)?

Question about NPC Faction Downtime Actions (pacing and targeting the PC crew)

Question about NPC Faction Downtime Actions (pacing and targeting the PC crew)

Question about NPC Faction Downtime Actions (pacing and targeting the PC crew)

Pg 20 of the QS says that for each downtime phase, NPC factions both advance their agenda clocks, and can do their own downtime action. What is the difference between planning an operation and executing it? By which I mean, do factions have to spend a downtime action to plan an operation first before they execute it? If so, then in order for Faction A to reduce Faction B’s hold by -1, they would need to invest 4 downtime actions: plan to make B vulnerable; execute operation; plan to reduce hold of that now-vulnerable B; execute operation. Am I reading that correctly?

Question Part b) Is there any reason NPC factions can’t execute operations similarly against the PC crew to reduce their hold or make them vulnerable? Does executing operations against the PC’s work differently? I would guess the PCs can and would resist and play out such operations, rather than just returning to their turf to see trouble has befallen them and thus their hold is reduced. With regard to the PC crew, the concept of “vulnerable” as used in the Faction Downtime action list is maybe too vague. If another faction has succeeded on an operation to make the PC crew vulnerable, what would it take in play to end that vulnerable condition? Does the answer to that question always depend solely on narrative context?

The following thread of questions by Chris Boyd raised the issue of the value of a downtime phase in terms of coin, but if NPC factions can pull off operations that easily reduce the PC crew’s hold, then each phase of downtime becomes much more valuable, and therefore spending hold for another downtime phase may be sufficient (but spending coin is still rather cheap): https://plus.google.com/u/0/114451952512667903737/posts/idLkBSdb2EA

I had 3 semi-connected questions about PCs’ hold, NPC faction downtime actions (pacing and targeting the PCs’ crew),…

I had 3 semi-connected questions about PCs’ hold, NPC faction downtime actions (pacing and targeting the PCs’ crew),…

I had 3 semi-connected questions about PCs’ hold, NPC faction downtime actions (pacing and targeting the PCs’ crew), and why development rolls combine profit and hold together, but I’ll divide them into separate threads for more clarity of discussion.

PC Crew Losing Hold

Other than occasionally on entanglements, and optionally to gain additional downtime phases, how else does the PC crew lose hold? Could losing hold result from a nasty Devil’s Bargain (the QS suggests stress or heat, but not hold)? Could the PC crew lose hold as a result of NPC faction downtime actions?

Hey John Harper, will there be any guidelines for playing ghosts in the rulebook?

Hey John Harper, will there be any guidelines for playing ghosts in the rulebook?

Hey John Harper, will there be any guidelines for playing ghosts in the rulebook?

I only ask, because in last night’s tumultuous game, Miss Vanessa the Whisper confronted the Master  in an attempt to sway the Red Sashes to the troupe’s chicanery. It all went horribly wrong and I offered Barbara (who was playing Vanessa) the danger of her grisly death at the hands of her nemesis (she has a project to trap the master’s spirit essence).

She rolled poorly on her effect save, had limited stress reserves and asked if she could become a ghost instead? I said sure! Because that sounds awesome, but she now has other issues, since she will be hunted by the spirit wardens, needs a vessel to house her soul, craves vengeance on the Master and has limited means of (physically) interacting with the world.

I’m sorta winging it. Any advice would be welcome!