Looking for opinions: I’m running a one-shot tomorrow.

Looking for opinions: I’m running a one-shot tomorrow.

Looking for opinions: I’m running a one-shot tomorrow. It’ll be long enough for probably 2-4 Jobs, depending how things go. One complication: because it’s explicitly a one shot, I don’t want to mess around with advancement, so I’m considering redeeming stress in lieu of XP when it comes up. Anyone tried something like this?

And beyond that, any one-shot-specific tips?

Is the Spider’s fine cover identity meant to be defined each time it is marked?

Is the Spider’s fine cover identity meant to be defined each time it is marked?

Is the Spider’s fine cover identity meant to be defined each time it is marked? (As opposed to one identity defined upon first time it’s marked)

Hi

Hi

Hi,

I suspect a bit of understanding is maybe lost in translation, but I struggle with the «Hold» concept…

I have no trouble with Claims & Turf concepts, but the Hold is a bit more/too abstract for me, and I have difficulties imagining situations that would reflect the rules.

Could you give me some examples of situations that would come up in the fiction and illustrate the rules as stated pp.44-45 about «Hold» and «Reducing Hold»?

Is any successful Score against a target sufficient to reduce their Hold?

Thanks 🙂

Certain abilities (e.g.

Certain abilities (e.g.

Certain abilities (e.g. the Cutter’s “Ghost Fighter”) say that characters “gain potency”. Others (e.g. the Cutter’s “Bodyguard”) say that characters “get +1 effect”. Now, by my reading of p24-25, those are much the same except:

* Increased potency doesn’t guarantee +1 effect — it just feeds into the GM’s judgement of what the effect level should be.

* Increased potency could still leave the character with zero effect; +1 effect means they’re guaranteed at least limited effect (although I’d expect most groups would apply an is-this-plausible-at-all check to that).

Is that the intended difference? Is that how the rest of you are interpreting it?

On BitD p158, it says

On BitD p158, it says

On BitD p158, it says

“Choose downtime maneuvres and advance clocks for the factions you’re interested in right now … Later, when you turn your attention to a faction you’ve ignored for a while, go ahead and give them several downtime phases and project clock ticks to “catch up” to current events.”

I interpret that as “Each time the PCs take downtime, each faction should advance all its clocks and take one or two downtime actions. But for factions you’re not interested in right now, feel free to do this only in retrospect, when you think it would be interesting for them to do something now.” (i.e. for any programmers in the audience, it’s suggesting you do lazy evaluation of faction development).

A less rigid interpretation is that GMs should advance some factions each downtime, and try to advance all of them sometimes, but not worry too much about making sure they get their “fair share”.

Former will give more consistent behaviour of factions; latter is more tractable, especially given a large active set (e.g. the BitD book has detailed writeups for 26 factions).

Do we know John’s intent here? How is everyone else doing this?

1. Can/should seizing a claim (specifically turf) be available as a long term project?

1. Can/should seizing a claim (specifically turf) be available as a long term project?

1. Can/should seizing a claim (specifically turf) be available as a long term project?

2. Can Crew upgrades (equipment rigging, workshop, etc) be able to be seized as a long term project?

Question regarding quality/tier as they relate to the effect of rolls.

Question regarding quality/tier as they relate to the effect of rolls.

Question regarding quality/tier as they relate to the effect of rolls.

Page 24 states that the quality of tools or other gear affects rolls relative to the relationship between the tier of the PC’s crew and whatever they’re acting against.

This seems to mean that if a new crew (tier 0) is fighting a group of Bluecoats (tier 3) in an even fight, the PC’s skirmish (or whatever) rolls to effect them will be degraded by the difference (3). So, if they are making a bog standard roll (Risky/Standard effect) that they get marked down to zero effect (really -1 effect) and have to have 2 edges (fine weapon and pushing for effect, say) to even have a limited effect on the roll? This seems like it’s pretty hard for the PC’s to have even a small chance in a fair fight. I guess this is intentional (don’t take on factions that are way above you in fair fights)?

Does anyone here have experience running a game of Blades in the Dark with >4 players? Any advice?

Does anyone here have experience running a game of Blades in the Dark with >4 players? Any advice?

Does anyone here have experience running a game of Blades in the Dark with >4 players? Any advice?

Some crew questions:

Some crew questions:

Some crew questions:

1. Can Cohorts participate in Downtime Activities?

Because I can’t figure out where to use Adept Gang or certain type of Experts(like scholar, engineer, artificer etc). Can they do LTPs, rituals, craft things or stuff(with one of the PCs present? I know they won’t give you a free downtime)?

2. Does NPC contact you get on character/crew creation count as having same Quality as your crew tier?

3. How do you handle non-Cohort vehicle?

Vehicle upgrades are available to all crews, but only Smugglers can create them as cohorts.

They have second upgrade box which give them Armor, which means they can get damaged. How would you repair it in downtime? How would you handle destroyed vehicle – do they get replacement? Etc.