Title

Title

Looking for ideas/advice on painting things even blacker… (Honest Odds – stay out!)

So, second season of my Blades game just began. In the season finale, I told all the players to prepare to give a cliffhanger/predicament for their character.

The end of the game saw Crow’s Foot in the grip of a plague thanks to Lord Scurlock/PC cooperation, and the Crew set up to take the fall for an explosion that took out a Silkshore Lightning Tower. Ghosts and other horrors poured in, the plague-ridden streets were inundated with death, and so on. Players gave some great precarious fates for their characters as the closing credits rolled.

A Spider who decided to turn himself in to reduce Heat was sidelined by a mysterious Noble, Lord Valkenveer. The Whisper was yanked into the Ghost Field by parties unknown. The Lurk ran off into the night in the grips of the Black Tear Plague. The Slide was by all accounts murdered by Lord Valkenveer, if a ritual was to be believed. And the Cutter was blown up when the Tower exploded thanks to a vengeful Baszo Baz with nothing left to live for.

SO Season 2 opener sees the Crew being reassembled. The Whisper is now a ghost, and her body is missing. The Slide is alive but… has a complicated relationship with some Iruvian special forces camping out in the Crew’s lair, as war is brewing. Etc. etc. All very cool as the Crew is reassembled.

My thought, however, is that I need to get across how Crow’s Foot was decimated.

The place is now a real ghost town, with many lives lost. Factions have been eliminated, and new ones scrabble up to take their place. The only one for sure that I’ve thrown in new is The Bell and the Candle, which are remnants of ruined criminal factions that were saved by a shadowy cult when the plague and ghostpocalypse wracked the district. Survivors bound by a savior-religion.

The District itself is a mess, with only small pockets of light and people amidst empty haunted buildings. It’s harder to make money from crime, as there are just fewer people.

SO, I ask you for cool things.

Vignettes that might drive home the new status quo.

New factions worming their way up in the desolation of Crow’s Foot – I’ve removed a few of the smaller factions and reduced the Hold of others to show the loss of life and surety after the plague and the ghostpocalypse hit.

Basically, though the city stands and the military was able to close the gap on the wall, the district has been seriously hammered. And the Honest Odds, our crew of Hawkers/Spies have been blamed for a great deal of it.

I want some ideas on how to reflect this even crappier version of Crow’s Foot…

Tonight’s session will mostly take place in the Red Sash Sword Academy.

Tonight’s session will mostly take place in the Red Sash Sword Academy.

Tonight’s session will mostly take place in the Red Sash Sword Academy. I’m running it on Roll20, so I’m looking for any good inspirational images and floor plans. Anyone have any they’ve used for their own games?

Thanks!

First session help?

First session help?

First session help?

Hi, i’m gonna GM the first session, i read the book about 3 times now and i’d like some advice on how much to prepare, and how should i go to make sure everything is set up.

We are using the standard situation: War in Crow’s Foot as described in the book (PC are at red sashes base to pay tribute and they will be asked about their intentions and loyalty).

Since anything can happen i’m really not sure how to set up things, i’m not even sure if I should actually plan something or “Let it flow” and see what happens.

Thanks in advance

Greetings Fellow Scoundrels

Greetings Fellow Scoundrels

Greetings Fellow Scoundrels,

I’ve ran into a bit of an issue in the game I’m running and looking for some feedback.

tl;dr: Non-ritual use of Attune and Electroplasm for mind-control. Thoughts and Ideas?

Background:

The game I’m currently running splits further away from blades proper than usual. Its heavily inspired by Dark Souls to the point of it begin the mainstay of the plot and background. As such, new systems are being introduced such as Sorceries, and woven into the blades world.

Unfortunately, one of my players is completely unfamiliar with the Dark Souls lore or world, which is fine on its own and adds another point of view on everything, however we’ve ran into a bit of a problem. While the other whisper-focused character has diverted and invested into Sorceries as soon as it was introduced, this player has shied away from them for want of maintaining diversity.

Issue:

Of course I want to accommodate this player as well, though they seem uninterested in any of the other emerging systems (Miracles and Pyromancy). After a bit of talking they decided that they want to focus more on electroplasm and expand the standard “Blades” Attune.

With the new systems (and power creep that comes with them), The basic Attune falls a bit behind, lacking Sorceries “Stress cost for immediate abilities” save for tempest.

While I’m happy to work on this, I’ve ran into a bit of a snag, as the player has expressed interest in a Electroplasm based Mind Control effect that does not come from Rituals. While a ritual Mind control would be a pretty quick thing to throw together, a non-ritual one is a bit more of a process, and Ideas for this would be very helpful.

Current Mind Control Ideas:

Attune as a setup action that can increase either Effect or Position against a target during social interactions? (Confusing the spirit or creating a dis-junction between body an ghost?)

Allow more suspect behavior within their presence without affecting Position (Acts as a subtle distraction that won’t draw the same attention conversation would)

Current Balancing Ideas:

A: Perhaps I’m not thinking wide enough with attune and limiting its potential too much? Keep Attune with very wide use while Sorceries are High-cost/High-Effect.

B: Match Sorceries by adding “Spells” that can be researched much like Sorceries, but making them more area/interaction oriented rather than Sorceries more direct Person-to-Person application (So far they have only discovered attack/Buff spells)

Let me know what you think down below, and thank you for your time.

A question regarding cohort acquisition: Say another Tier 0 gang of NPCs, maybe 2 or 3 guys, are looking to free…

A question regarding cohort acquisition: Say another Tier 0 gang of NPCs, maybe 2 or 3 guys, are looking to free…

A question regarding cohort acquisition: Say another Tier 0 gang of NPCs, maybe 2 or 3 guys, are looking to free themselves from their oppressive masters, and solicit the PCs to join the PCs’ crew as cohorts. This all arises from the fiction, with zero fortune rolls. Should I continue with the fiction and just grant them a cohort upgrade without the need to spend XP, or is that unbalancing in some way?

I suddenly have a game I need to run and/or play in ASAP: https://en.wikipedia.org/wiki/Forty_Elephants

I suddenly have a game I need to run and/or play in ASAP: https://en.wikipedia.org/wiki/Forty_Elephants

I suddenly have a game I need to run and/or play in ASAP: https://en.wikipedia.org/wiki/Forty_Elephants

https://en.wikipedia.org/wiki/Forty_Elephants

Looking for advice on two (out of two) players wanting to use the same playbook

Looking for advice on two (out of two) players wanting to use the same playbook

Looking for advice on two (out of two) players wanting to use the same playbook

Hi everyone, back with another S&V campaign prep question of the day:

The players have been looking over the playbooks, and two of us (out of a total of 3 players, although the 3rd’s attendance may be spotty, so it’ll most likely just be us two) are dead set on Mystic. Neither of us really has any desire to play another playbook, so there hasn’t been any sort of, “oh, well, alright, you can have it, I’ll just be blank” moment.

Doubling up on classes or playbooks or what have you is something I’ve always been pretty fundamentally against in RPGs. While the book says everyone can theoretically play the same playbook, and sure, I see that they could, it seems as if the major overlap in what abilities they can take (Veteran abilities can only go so far), what contacts they have, what their special items are, their exp trigger– all that stuff that comes with the playbooks that uniquely defines one character from another– would really take away from how cool and unique each character should be in their roles on the team and what positions they fit into narratively.

Something I really like about PBTA and BitD is how unique picking a playbook makes the character. Someone playing something like a Cutter is saying they specifically want to be good at, and get into situations that involve, fighting. Someone playing a Slide might avoid combat entirely, and really play up the social aspect of the game. They both get to shine and feel as if they’re the expert at doing whatever they’re good at. In that heist movie sense, they’ll each have that moment, or moments, where they bring something to the job that nobody else could have brought.

In our game of The Sprawl, high speed chases were all about our Driver. Crazy shootouts and cool fight scenes were where our Killer shined, single handedly taking out whole squads of enemies. Our Hacker was the only one who could even come close to dealing with the type of electronic security we encountered everywhere we went, etc. etc.

Everyone regularly had those scenes or moments where they were absolutely the star. Having different playbooks made each character stand out in what they did. There was basically never a moment where someone was just kind of… doing that cool thing someone else just did a few minutes ago, now, too… >.<

The disappointing thing I see happening when two of us play Mystic is something like: Player A has been looking forward to taking the “Sundering” ability for an advance, but Player B ends up taking it first. The first time Player B uses their cool new devastating space magic powers in a cinch is a great moment, revealing a badass new power they’ve obtained. Player A picks up Sundering at their next advance, buuuuut it’s basically that cool thing that Player B has already done, and it’ll always kind of be associated with them.

Thennnnn one player gets Psy Blade first, and the other has to follow it up, or decide not to take it at all. Then one player gets Visions, and the other eventually gets it too, and so on…

Having players picking from the same list of abilities seems like you’re either constantly doubling up and feeling like you’re not bringing anything particularly unique or stand-out to the table, or you’re intentionally being wary to not pick the same abilities, but every time the other player picks one, it’s shutting off an ability you would’ve had available to you, and now you’re in this shitty race with your friend to snag up all the coolest stuff before they do.

The DM has said they’ll think of ways to make this not be lame for the players, but I’m not very confident that a solution exists. Has anyone ever played with a crew that doubled up on playbooks? If so, what did people do to not feel as if they were competing with each other for recognition in whatever that playbook was all about? Are there even any house-rule type solutions people can think of?

For example, something that came to mind would be giving each player greater access to abilities from a second playbook, maybe even to the starting abilities. That way, one is playing something like a Mystic/Muscle in a bigger way than they normally could, while the other is a Mystic/Speaker (ignoring the obvious power creep involved with having free access to more abilities than usual).

I’m thinking vaguely of the Star Wars RPGs like Force and Destiny where you’d have a group where everyone’s a Jedi, but there’s actually a bunch of distinct classes of Jedi to be, so it’s not like everyone is directly overlapping in abilities. Like, “okay, assuming everyone here is just going to be a Mystic, what class of Mystic are each of you?” I understand that specializing in different action ratings and taking a few Veteran abilities allows for some of this already, but I still feel as if there’ll be problems when the players are still going to be picking from the same major list of abilities most of the time.

Similarly, would it be worth taking another playbook’s list of contacts? I have mixed feelings on this, in that maybe it’d actually be interesting to know the same people. Maybe my character’s friend is the other’s rival. At the same time, you’re introducing fewer potential contacts into the game than you would be if everyone was using a unique playbook.

I was also thinking of stitching together exp triggers from other playbooks. For example, for the Mystic/Muscle character, their new trigger might be something like “You addressed a tough challenge with force or the Way,” (no pun intended). It’d hopefully help with each player feeling as if they’re being incentivized and rewarded in actions that are unique to them.

If you want to get out onto the deep waters around the city, you could do worse than to peruse the Dark Seas rules…

If you want to get out onto the deep waters around the city, you could do worse than to peruse the Dark Seas rules…

If you want to get out onto the deep waters around the city, you could do worse than to peruse the Dark Seas rules from Vol. 4 of The Gong Farmer’s Almanac 2017. Especially the excellent appendixes.