How often do players in your group choose not to resist consequences on 4/5 results?

How often do players in your group choose not to resist consequences on 4/5 results?

How often do players in your group choose not to resist consequences on 4/5 results?

I’ve run about 30 sessions of BitD for 4 different groups and I can only think of 3 or 4 times a player has just let the consequence happen…

Perhaps I’m being too harsh in my consequences?

I’ve started a tutorial series on the Blades in the Dark rules.

I’ve started a tutorial series on the Blades in the Dark rules.

I’ve started a tutorial series on the Blades in the Dark rules. So far it covers some core concepts of the game, rolling dice, and the steps of the Action Roll. More coming soon! Comments are appreciated.

https://youtu.be/JHFeW6sDK7Y?list=PLhnce2Cs9CTUeWd6F4wlHlWVqwcq6zrQV

We have a Train Job coming up.

We have a Train Job coming up.

We have a Train Job coming up.

How have trains come up in your games?

This is what I sent to the players via e-mail:

Thinking about trains in Doskvol.

The world at large is an apocalyptic ruin filled with hungry ghosts and monsters. Doskvol is kept safe from ghosts by the Lightning Barriers and the Spirit Wardens. Trains are only kept safe because they have Railjacks, working class steampunk ghostbusters.

Trains are used primarily by the Imperial Government of the Undying Emperor (long my He reign). The trains are how they get resources around from city to city. Food, fresh water leviathan blood – y’know, the essentials.

People who use the trains have to get an Imperial Writ. Scoundrels can’t just easily jump on a train to get out of town. There are freighthoppers or “hobos” but they play a more dangerous game than the vagabonds in our world.

Don’t feel any pressure to have any of this memorized. I just wanted to give you fuel for game-related daydreams.

Due to some players moving, we recently took our game to Roll20.net.

Due to some players moving, we recently took our game to Roll20.net.

Due to some players moving, we recently took our game to Roll20.net. The character/crew sheets are fantastic, so whoever made those, kudos.

However, I’m looking for pointers on how people write up CLOCKS in real time using the platform. At the table, I used dry erase note cards. The playbooks and crew sheets have a great clock widget, is there something like that for the shared digital space?

How are GMs handling this?

Thanks

In which the Hellspawn, Tycherosi prison orphans who operate out of a cave in Dunslough, accept their first job –…

In which the Hellspawn, Tycherosi prison orphans who operate out of a cave in Dunslough, accept their first job –…

In which the Hellspawn, Tycherosi prison orphans who operate out of a cave in Dunslough, accept their first job – stealing a piece of art in a social club.

A fine night in Doskvol with Janaki Parthasarathy, Dev Purkayastha and Laura Simpson.

https://githyankidiaspora.wordpress.com/2017/09/22/the-hellspawn-and-the-fight-night-art-replacement-job/

In a game I run the players have chosen to be Cultists.

In a game I run the players have chosen to be Cultists.

Originally shared by Aaron Berger

In a game I run the players have chosen to be Cultists. Before character creation we were reminiscing about our last game of Soth which probably influenced all the ideas we used to generate this campaign. Anyways these cultist have a vague endgame of bringing about Ragnorok. With the idea that if they succeed there will be no retiring, this mind set has lead to a laissez-faire approach to subtlety. The crew has some traditional characters, there’s a slide and a lurk who are pretty by the book. But then we have the stand out characters, like the explosive happy Leech and the serial killer Cutter. To sum it up these cultist have been acting more like a terrorist cell than anything. For people with experience in thiefy type games, I’m curious other people’s reactions when the scoundrels refuse to play coy.

I’m having no problem escalating the threats arranged against them. The blue coats are carrying more than clubs, and an inspector has arrived from out of town who has a nose for conspiracies. The spirit wardens have set up a command tent in Silkshore since they’ve been called there so often, and the Gondoliers have attained Carte Blanche to let loose in the streets if they see the need. They players see the escalation of danger but they keep pressing forward as the scoundrels they are.

Where I’m less sure of myself is how to handle the complete lack of diplomacy or tact. Alliances are held toeghether by paper thin lies. The constant collateral damage has rubbed everyone they come into contact with the wrong way. The citizens of Silkshore are on the brink of finding the crew completely repungant and going to war with them. Increasing the danger of even walking down the street.

It has felt for a while that the cult has been digging themselves into a ditch. A hole so deep it might soon be impossible to climb out of. Last night while the crew was conducting a kidnapping operation in the much beloved Red Lantern Brothel the question came up as to whether they should use a terrorizing ghost to cover their escape, and I ended up coaching them against it. The brothel was busy and crowded, the ghost would of been major headlines news. The crew was mostly in the clear but the cutter wanted to double back to retrieve a claymore that had gotten stuck when it cleaved into a goon. It felt like low stakes to waste the last remnants of good will they had left. The crew agreed after some discussion not to use a ghost. The Cutter went back for the sword anyway and retrieved it but got a trauma for his trouble.

After the session thinking about it, I felt bad about the back seat gaming. It wasn’t me showing them other options but more me warding them away from a path I felt unprepared for. Its hard for me to envision the game where the crew is so much at war with the entire city. Or not hard to envision, but I foresee it leading to the downfall of the entire organization. But maybe that’s okay?

Maybe what the players want to do is lay their part of a doomed terrorist cell, and I should try my best to lead a interesting conversation around that. Who knows maybe the players find a way to navigate through this quagmire. Maybe they’ll survive long enough to resurrect their forgotten god. Next session should involve some inter crew discussion. They have just kidnapped the daughter of Lord Strangford, who appears to be some sort of conduit to their god, due to her exposure to a spirit well. yeah there should be plenty of interesting things to talk about.

I’m having a hard time finding all the fractions and their hunting area.

I’m having a hard time finding all the fractions and their hunting area.

I’m having a hard time finding all the fractions and their hunting area.

Does anyone have a map with the start area’s of all the fractions?

Like the crows holding crow foot for instance?

What would happen if electroplasm is applied to living things?

What would happen if electroplasm is applied to living things?

What would happen if electroplasm is applied to living things?

Considering electroplasm melts the dead body but a bullet charged with one is “ineffective against living things”, my guess is that it would melt only ‘dead part’ of the creature. So, ranging from minor irritation to mild burns on skin contact, weakening or loss of nails/hair, depending on how fast it melts stuff?

What do you think?

End game content.

End game content.

End game content.

So there have been a couple of posts that have me thinking about end game content. When all your crew is teir 3 or 4. You have 4 pips in your major skill, 27 different playbook abilities and roll atleast 4 resist die for any given challenge what challenges can the gm throw at you to make this fun?

Additionally other than 4 die for the entanglement rolls is there any real disadvantage to a maxed out wanted level?

Basically what I am considering is how best to gm late game content?