Oh, hey, here’s a pretty popular site reviewing BitD!
https://www.shutupandsitdown.com/rpg-review-blades-in-the-dark/
Oh, hey, here’s a pretty popular site reviewing BitD!
Oh, hey, here’s a pretty popular site reviewing BitD!
https://www.shutupandsitdown.com/rpg-review-blades-in-the-dark/
How do you handle drop in/drop out for crews?
How do you handle drop in/drop out for crews? In my experience, groups I’m not running just hand-wave it; these people showed up to play, so their characters are in the crew.
I feel like there needs to be some barrier, though. Other crews wouldn’t let our membership stroll in and sit down at the table so easily. (“Hey guys, I’ve got a free weekend, so I’m a Red Sash. Where’s your safe house?”)
There are secrets, and we’re putting our lives in each others’ hands, and this is a cut-throat city of competition and rivalry and schemes and plots. It seems kind of suicidal to let people just wander in and out of your crew.
To me, there should be two elements to bring someone new in. One, who vouches for them and what happened in the past that earned the character a shot in the crew. Second, some kind of oath or fealty ceremony or hazing or SOME way to mark the rite of passage that joining the crew entails. A tattoo, a dire oath marked with a curse if it’s broken, at the very least a dowry.
It could be fun to randomize a character already in the crew, and randomize a list of potential reasons that character would vouch for the new person.
Also, when people just go (and characters too) is the crew roster cool with just, you know, thanks for joining up and come back whenever you feel like it?
“So yeah, we’ve been at war with the Piecemeats, and the Spirit Wardens have been asking hard about where our secret base is, but now that Pinky has just strolled in without a mark on him and muttered something about having spent a little time hanging out with family in Charterhall, let’s get him up to date on our secrets!”
It makes the Spider in me cringe. Like, that crew deserves what it’s about to get when it turns out Pinky, predictably enough, has been in a Spirit Warden bottle for two weeks getting his noggin unpacked and repacked with a few new souvenirs.
Maybe that’s a chart too; were you compromised while you were off wandering around ignoring your mates, and if so, how, and if not, why not?
I assume everyone else handles this with handwaving. I’m too itchy for that, and I’ll own it, maybe it’s just me.
But what if we had 4 tiers of membership? Leaders, Inner Circle, full member, and probationary. Getting from one tier up to the next is a long term project, you decide how hard and what other costs are involved. And if you go on walkabout with an unexcused absence, you drop a tier.
That’s a shorthand for who gets paid most, how sensitive information is, and your regard within the crew (and ability to speak for it.)
Having a number of tests and dowries that are customized per crew could be fun.
Anyway, just thinking aloud. I’m playing a Spider in a crew that is looking to start up a second arc, and it just jangles my spider-sense that the borders are so porous in the gang; I find it harder to want to invest in the crew and trust it, if just anybody could show up and be a member, and if trusted members may just vanish without a reason perhaps never to return.
How does your table handle it?
Hi All
Hi All,
I have been looking to purchase a copy of the Blades Book, unfortunately being in Australia my options are limited.
Since DriveThruRPG dosen’t ship to Internationally anymore they provided me a link to this website.
http://store.aetherworks.com.au/product_info.php?products_id=33378
Which works out wonderfully, Australian stock, Australian business!
The only question I have, and I believe this is for either John Harper Sean Nittner or anyone that has purchased from them before. With this purchase do they include the PDF? I have sent them an email 3 days ago and haven’t heard back so I was hoping someone here could shed some light. If they don’t provide the PDF is there anyway to use the proof of purchase to get a copy of it digitally?
Thanks in Advance and I look forward to joining my fellow scoundrels in being the proud owners of the hard copy.
Kind Regards,
Stephen
http://store.aetherworks.com.au/product_info.php?products_id=33378
Question for fellow hackers.
Question for fellow hackers. In your view, what is the Blades engine best at? As an example, Fate can do a lot of things but is at its best when it’s going for highly competent heroes and pulpy action.
Blades is obviously great for crime/heists, and a lot of the upcoming hacks and stretch goals are centered around that idea in different settings. How general do you think it can go before losing what makes it tick? What scope of game/genre/setting “works”?
Are there any good actual plays where a character is incarcerated?
Are there any good actual plays where a character is incarcerated? I love that that’s a thing in this game, but I’d really like to see it in play.
Between incarceration and vices, I was pretty much immediately like “this game needs to be cyberpunk’d.”
So, to get themselves out of a demonic entanglement, my table is working to take down Master Slane through a…
So, to get themselves out of a demonic entanglement, my table is working to take down Master Slane through a combination of bad publicity and economic sabotage. My version of him has him running a foundry producing iron fittings for Leviathan Hunter ships, and so I’m flipping through the book to think about what the extended consequences of wrecking his business might be.
Who do I run into when reading up on the Ministry Of Preservation, but a /Lady/ Slane. So obviously, there’s something going on there, the crew just needs to figure out what, and if they can use it for leverage.
Anyone else come across less-obvious links like this?
Hi All!
Hi All!
Been doing a game with a group of 6 friends and has been going amazingly well.
The only thing that I wish I could improve upon is my knowledge of the rules. I seem to keep forgetting certain mechanics. They will ask a question like “How do we reduce heat” and I scroll through the PDF for a bit before making up something like “Roll 4 dice and minus 1 per wanted level and reduce heat by the highest amount”
Essentially what I’m looking for is if anyone has a GM reference sheet giving a layout of every single rule that can come up in play. I’ve seen some that’s good for regular play, but what about one for downtime, entanglements, heat, vice rolls, all of that kind of stuff.
I would greatly appreciate if anyone has made a ‘Cheat Sheet’ of all of this or if there is an official resource on this.
Thanks Fellow Scoundrels!
I enjoy popping in on this community and sharing my thoughts on Doskvol and the lives of these wretched scoundrels.
I enjoy popping in on this community and sharing my thoughts on Doskvol and the lives of these wretched scoundrels. Now I”m writing a book set in Doskvol.
https://www.patreon.com/andrewshields
John Harper has graciously agreed to let me write a novel in the setting. The Patreon is to help me out while I’m writing it, and if it goes well, to fund things like copyediting, cover art, layout, copyright, buying a few copies, and that sort of thing.
I’m quite pleased to be working on this project and I’m really looking forward to showing you my vision of Doskvol. I hope you come along!
Special thanks to Brad Elliott for the runes, James Dudli for the Blades in the Dark banner, and John Harper for the picture of the rogues.
Thank you for the kind words and support I have received in this community. I hope you enjoy this novel as well.
Running my first Roll20 game of Blades in a few hours.
Running my first Roll20 game of Blades in a few hours. I haven’t played or run a game in a long while, and I’ve never run one virtually. One of my players has never played a tabletop game, and the other two are well-versed in D&D but totally new to this game.
Anyone have any Blades specific tips for online games? ..or a “must have” resource either for online games of introducing new players?
The Waistcoat Whalers finally pushed the Red Sashes over the edge, and they’re now at war.
The Waistcoat Whalers finally pushed the Red Sashes over the edge, and they’re now at war. What methods have you all used to figure out when the war is over? I’m considering having two clocks – one for the crew to use to get the Sashes in a desparate position, where they can strike the finishing blow. Another to track when the Sashes (who are also at war w/ the Lampblacks – I’m using parts of the starting situation, now that we’re a ways into our own story) decide they’ve had enough and decide to strike back.
I figure after every mission the crew takes on against the Sashes (to steal territory, do harm to them for the Lampblacks, steal supplies – they’re Hawkers after all) I’d roll a fortune die to see how far the first clock moves.
Not sure when I’d have the second clock move – keep waffling between basically having it progress (with a fortune die) every session as long as they’re at war, ro maybe only when they attack the Sashes.
What do you think? Any other ideas?