Is it possible that we may see updates to the Quick Start? e.g. newly backed base playbooks etc.

Is it possible that we may see updates to the Quick Start? e.g. newly backed base playbooks etc.

Is it possible that we may see updates to the Quick Start? e.g. newly backed base playbooks etc.

I was goofing around this evening making R-maps for my Blades game and it was only a bit more work to make the…

I was goofing around this evening making R-maps for my Blades game and it was only a bit more work to make the…

I was goofing around this evening making R-maps for my Blades game and it was only a bit more work to make the opening situation Faction map implied by the Quick Start (p4). I’m planning to use this next time I run a Blades one-shot.

If anyone wants to get the XMind file and clean it up, make it more usable, please let me know. I’m not a designer and I’ve never used Xmind before.

https://drive.google.com/file/d/0B156JfVtecqDVGVFbzlVcDlKWVE/view?usp=sharing

There’s been a great conversation at https://plus.google.com/u/0/+DuamnFigueroa/posts/9NSHAivGdH1.

There’s been a great conversation at https://plus.google.com/u/0/+DuamnFigueroa/posts/9NSHAivGdH1.

There’s been a great conversation at https://plus.google.com/u/0/+DuamnFigueroa/posts/9NSHAivGdH1. Giving me heaps of ideas.

 

I want to riff off the idea of turning the work of fencing stolen goods into a score itself, to see how the current rules can let a crew of thieves make more coin from a big steal.

 

You know how with a crew of hawkers, their story doesn’t end after they’ve grabbed some turf to sell their wares. It’s really just the beginning. They need to defend that turf, defend their supply lines, defend their customers, bribe bluecoasts, etc. Lots of juicy play.

 

Same goes with a crew of thieves. Their story doesn’t end after they’ve stolen loot; that’s where things start to get really dangerous, really juicy.

 

Here’s one way to breakdown the work of thieves:

1) Steal stuff

2) Keep what you’ve stolen

3) Turn stolen stuff into coin

 

These steps can be rolled up into a single score or broken into separate scores.

Scores that bring a small haul are more manageable precisely because you can skip steps. Steal coin and you skip 2 and 3. Steal small expensive goods—like jewellery—and maybe skip 2. Just carry the stuff around fence-to-fence, client-to-client. The risk is if things get nasty, you might face a threat or a devil’s bargain where you’ll lose some of the goods on you. This might lose you dice on your Development roll.

 

If you score big, you can skip 2 and 3. That means you basically don’t want the hassle of (2) stashing and (3) fencing. You haggle a few coin and let someone else take the heat. You make less coin, but you get clean fast and can move on to other things.

 

But if you want to make more coin, you gotta put in the effort and take the risks. Put in the work (1) getting, (2) keeping and (3) moving stuff, and you’ll reap the rewards.

 

This means making each step its own score. This will broaden the games’ focus, not just on doing heists but on making a living as a criminal. As a score, each step gets it’s own downtime and development rolls, bringing in more coin and skill as the crew makes big on the haul. Do step 2 right and you can spend the time to find the right buyer for each piece, making more money. Maybe use a long-term project clock if you’ve got some really unique goods where finding the right buyer is no easy task. Either way, getting the goods to that perfect buyer can be a whole score in itself.

 

But making each step it’s own score, or fencing each loot seperately, brings risks. More chance for heat, getting more factions off side, more thieves trying to find and take the stuff you’ve stolen, not to mention the stress and the trauma. For big hauls this makes sense; more expensive the things stolen, the madder people tend to get, and the more they try to or or hurt the thieves.

 

You could try to skip 2 and just stash the loot in your hidden lair, but your lair might not stay hidden long, what with other thief crews hearing about your haul and stalking you, thugs ruffing you up, bluecoats asking questions, and informants wanting a quick coin. No, if you want to make big off a big steal, you gotta get dirty and do the work.

 

At least, that’s what I think it means to be a crew of thieves.

My next unlock request: The World Train Setting

My next unlock request: The World Train Setting

My next unlock request: The World Train Setting

The World Train is a vast train, kilometres long, that endlessly circumnavigates the globe. The train doesn’t belong to any government or organisation; it is true neutral territory. That makes it a perfect place for shady, extra-legal activities.

https://sites.google.com/site/worldtrainrpg/

Teamwork rules only apply when working on a score? Does the planning and gathering info tests fall under too?

Teamwork rules only apply when working on a score? Does the planning and gathering info tests fall under too?

Teamwork rules only apply when working on a score? Does the planning and gathering info tests fall under too? 

Say a player has a Downtime project, and another one wants to help her, do I apply Teamwork rules, have them advance the project clock at double speed or in case its a multi-clock project, have the characters advance in different, interconnected clocks?

They all sound like possible choices.

#Teamwork   #Clocks  

Question: Backup: Assist, it costs 1 stress to give 1d to the character on point’s action and effect roll or do the…

Question: Backup: Assist, it costs 1 stress to give 1d to the character on point’s action and effect roll or do the…

Question: Backup: Assist, it costs 1 stress to give 1d to the character on point’s action and effect roll or do the assisting character have to spend 1 stress for the action and another stress for the effect roll?

#Teamwork   #Assist   #Stress  

My lingering question when considering ‘s underwater temple scenario (in this thread:…

My lingering question when considering ‘s underwater temple scenario (in this thread:…

My lingering question when considering ‘s underwater temple scenario (in this thread: https://plus.google.com/u/0/+DuamnFigueroa/posts/9NSHAivGdH1) is that all the effort of a multi-score endeavor doesn’t specifically move you toward raising your tier, though it does give plenty of coin and xp. That makes me wonder, though, if it is actually too easy to “raise your tier by doing a job for a higher tier faction with whom you have +3 relationship”?

I’ve not run the game, but on my first read-through I must have glossed over that option and therefore got the impression that the faction tiers are zero-sum slots that you can only get into if you knock someone out first. I can see how a 0-sum game on each tier could be problematic due to factions bouncing up and down all the time and leaving vaguaries for what happened to their ‘slot’. 

Nevertheless, I found some appeal in the tone of making and then competing to fill power vacuums. I suppose still mostly works with the option or raising tier by exploiting a higher vulnerable faction. That clause still makes it valuable to help Faction A whittle down Faction B until you can swoop in and make the best of B’s weakness (while probably burning some bridges with A)

Played an intro round of Blades on Sunday. Loved it , great mechanics

Played an intro round of Blades on Sunday. Loved it , great mechanics

Played an intro round of Blades on Sunday. Loved it , great mechanics 

help the flow of the game. Just got to get back into story telling to help expand the world . Can’t wait to continue on our quest this weekend.