What Wanted Level is your crew usually at?

What Wanted Level is your crew usually at?

What Wanted Level is your crew usually at?

Do they fear it and desperately try to avoid gaining new levels? Or do they take Fiends and ramp it up to boost their turf? Or another approach entirely?

I’m interested to know how it works out in play for others, if it stays consistent around a level or fluctuate a lot?

Hello all, I am going to be running my first game of Blades soon.

Hello all, I am going to be running my first game of Blades soon.

Hello all, I am going to be running my first game of Blades soon. I have a new crew of Shadows that are looking to make espionage their thing. For the first score I’ve set up some basic industrial espionage concerning supply of drugs to The Devils Tooth in Nightmarket, but I have an issue. If the proof of a business deal is in a Tier 1/2 Safe, I feel that Limited effect would make sense if they try to open it from a Tier 0 standpoint. How would opening a safe with Limited effect work? Would I make a clock in this situation, and only fill it partially? Any advice is appreciated, thank you!

Quick question: in the Playbooks, for veteran advances, it says you may choose an ability from another source.

Quick question: in the Playbooks, for veteran advances, it says you may choose an ability from another source.

Quick question: in the Playbooks, for veteran advances, it says you may choose an ability from another source. (Note the Crew sheet specifically says from another Crew sheet). So, does this mean a playbook may take an ability from a Crew sheet as a veteran advance? For example, I would like my Lurk/Whisper to take Emberdeath.

I’m looking for some ideas for a heist.

I’m looking for some ideas for a heist.

I’m looking for some ideas for a heist.

The crew is a cult that has just learnt that an artifact has just arrived on an abandoned leviathan ship.

The artifact is being constantly moved round the city by the inspectors as the object keeps attracting spirits to it. The Grey Cloaks are involved and somehow the cults connect a spirit trafficker is involved.

I could go with something basic like the cults connected spirit trafficker has informed the group that the object is being moved around the city by the inspectors and while the group makes their move the Grey Cloaks turn up, but I was looking for something a little different and more involved.

Any heist ideas or complications greatly appreciated. Many thanks.

This is another excellent piece on Devil’s Bargains that will be news to the newer folks like me.

This is another excellent piece on Devil’s Bargains that will be news to the newer folks like me.

This is another excellent piece on Devil’s Bargains that will be news to the newer folks like me. Thanks Andrew Shields!

https://fictivefantasies.wordpress.com/2016/10/01/devils-bargain/

I ran my group (an Assassin Crew) through their very first score the other night.

I ran my group (an Assassin Crew) through their very first score the other night.

I ran my group (an Assassin Crew) through their very first score the other night. The job was to get some information about the location of some artifact that only this noble knew. I phrased/offered in such a way that the job could be framed as a ransom job (ransom the guy for his information), because that’s what they get a bonus for in their hunting grounds. I figured a relatively straightforward job for their first outing would be good for all of us getting our feet wet.

Anyhow, it brought up a couple question (well probably more than that, but two main ones).

I asked them what kind of plan they’d be going with. The Spider wanted to be a sort of man on the inside while the rest of the crew find another way in, which I thought seemed fun. I said I thought Stealth made the most sense. In hindsight the two-prong attack felt a little weird — the Spider going in to talk with the guy while everyone else sneaks in. Any tips/suggestions for dealing with that in future? Should I have just done the Spider’s part as a setup maneuver sort of thing?

For the second, once they were able to have a direct confrontation with the mark, the Whisper wanted to set something up with his ally, a possessor Ghost. The idea being the ghost would possess the noble and then give the crew the information they wanted. I loved the idea so I just had him spend a little stress for the flashback. He basically ended up letting the ghost hitch a ride in his body and then had the ghost transfer into the noble. I still love the idea of that, but I don’t want it to become too much of a crutch or a solution to a lot of problems. I don’t want to totally disincentivize using his ally contact, but I feel like I definitely made it too easy for this first time around. What might be some appropriate consequences to doing something similar in the future?

hey everyone, Im new herer and to Blades in the Dark and am looking for some advice:

hey everyone, Im new herer and to Blades in the Dark and am looking for some advice:

hey everyone, Im new herer and to Blades in the Dark and am looking for some advice:

Im the GM of my RPG group and want to introduce Blades in the Dark to them. We were brainstorming a bit in advance on what kind of crew they might be interested in. And they went way wierder than I had expected:

A few of the players are excited by the idea of playing a Cult that focuses on Immortality => they basically want one of their goals to be to become vampires and maybe also spread vampirism into the general population later on.

I love the fact that they are excited by an idea like this, but am unsure if this concept is really the best way to introduce a group that has been mainly playing D&D to Blades in the Dark.

There has been talk about maybestarting out as some other kind of crew with the plan to change the crew into a cult later on, maybe after one of the PCs died and started on his way to become a vampire. And I get the feeling that this amount of planned story(by the players, not the GM!) goes against the “play to find out” concept. What do you think?

Do you think I should try to guide them towards a more standard criminal career?

If not, since the “normal” Cult seems to be focused on a forgotten god and this idea does diverge from that a good deal, what adjustments would you suggest?

What would be an interesting starting situation and factions they would come into conflict with? Obviously the Spirit Wardens would become a big problem at some point, but not at the early parts of the game.

Any advice is apreciated.

This is the kind of RPG that crosses the border between a game and artwork…

This is the kind of RPG that crosses the border between a game and artwork…

This is the kind of RPG that crosses the border between a game and artwork…

The hardcover book is simply beautiful, the art is so evocative, and the text is clear and atmospheric…

Good job to the writers/production team!