Not sure if there’s an official Scum & VIllainy G+ since there wasn’t a link for it in on the Forged in the Dark…

Not sure if there’s an official Scum & VIllainy G+ since there wasn’t a link for it in on the Forged in the Dark…

Not sure if there’s an official Scum & VIllainy G+ since there wasn’t a link for it in on the Forged in the Dark page but I found an inconsistency; and yes I know it’s Early Access.

The Scarlet Wolves are listed as a tier 4 faction under the faction tables but is listed as a tier 2 faction in it’s individual entry on p333. Which tier is it?

Some question that came to my mind while running & prepping for our first Blades game.

Some question that came to my mind while running & prepping for our first Blades game.

Some question that came to my mind while running & prepping for our first Blades game. Most of these don’t really have single correct answers, but interested in your thoughts šŸ™‚

1) Payment from Scores: is the design intent that scores always (or almost always) generate some coin as a result, even if the score fiction does not directly talk about money? Or is a coin reward intended to be there only when it’s explicitly talked about? For example, a score for smugglers to open up a new import channel might not specifically talk about a direct coin reward… should there generally still be one?

2) Claims: according to my understanding, the PCs can seize a claim by stating that they want to do so, and then either asking the GM for suitable “open” opportunities or doing some rolls to find information. After that, the whole thing is run as a Score, and if successful the Crew gets the Claim (with status implications vs the factions which had the claim previously). Is this correct, or am I missing something?

3) The book talks about district crime bosses usually demanding a cut from profits. I didn’t do that in our first game, but it’s something I have to think about. Is that something you usually have in your games? The Crew is currently operating around Nightmarket, off barge moored nearby. What do you think, would Nightmarket tend to have a crime boss who would start putting pressure on the Crew to pay him/her off? Who or what faction would it be in your game? Suggestions welcome :). I don’t want to go for a strict “now you have to pay this criminal some taxes” approach without getting good story and some player options out of it.

4) I don’t think the book specifies where the Dimmer Sisters HQ is, other than it’s some sort of house/mansion. Where have you situated it in your games? Any other fun ideas about the Dimmers? (I’ll probably be using them a lot, due to player choices at PC/Crew generation).

Fun game šŸ™‚

Hi

Hi

Hi,

Possibly this was answered already: how does BitD (as a general system, not particularly to the setting) treat

-Selling things?

-Buying things?

And other ways of changing the equipment list on my character.

Specifically not talking about A Big Thing Which Is Hard To Sell/Buy (as this obviously is a score in itself or even a project to work on first), but something smaller, which to whole group feels itā€™s obvious it will not be a risk for a crew to obtain/move; it isnā€™t so cheap that can be ignored, but can be bought for a Coin or two; is NOT one-use (so isnā€™t an Asset to acquire)

Example: I want to buy a lantern. Or a climbing kit. Or a nice dress to mingle

I’m about 2/3 of the way through my first read (skipped over the GM Section to read the world info, but now I’m…

I’m about 2/3 of the way through my first read (skipped over the GM Section to read the world info, but now I’m…

I’m about 2/3 of the way through my first read (skipped over the GM Section to read the world info, but now I’m jumping back to tackle that). I remember reading the word “initiative” near the beginning of the book but it’s not in the index and everything else I’ve read hasn’t helped me figure this out. So, my question:

Is initiative in BitD determined purely by the narrative? eg when it makes sense for a character to act? Is it always just clockwise around the table?

How have people handled the spiderā€™s mastermind ability when used to protect?

How have people handled the spiderā€™s mastermind ability when used to protect?

How have people handled the spiderā€™s mastermind ability when used to protect?

The ability lets the spider check off special armor to protect someone, even if the mastermind is not in the scene, representing some preparation or planning, which is thematically awesome. However, the rules of protect are that the person taking the action to protect is now the target of the consequence (and can resist it, etc) and that can be really hard to make sense of if the consequences are immediate and the spider is elsewhere.

Iā€™m curious if people have any good rules of thumb for it. The most obvious is some equivalent consequence, but even that feels kind of awkward, so Iā€™d love a cleaner fix.

(Asking this one as a player – I conceptually love the move, but the mechanics of it make me leery to use it)

When you lead a group action with cohorts do you take 1 stress for each cohort that rolls a 1-3 as their best…

When you lead a group action with cohorts do you take 1 stress for each cohort that rolls a 1-3 as their best…

When you lead a group action with cohorts do you take 1 stress for each cohort that rolls a 1-3 as their best result, or does that only apply to PCs?