Question about the Entanglement “Interrogation”:

Question about the Entanglement “Interrogation”:

Question about the Entanglement “Interrogation”:

If a crew has a wanted level and gets Interrogation, what happens to the person being interrogated? Do they get arrested after they grill him? It seems odd that theyd let a wanted criminal go. Is Interrogation appropriate for a crew with a wanted level?

What type of plan would a classic bank heist be?

What type of plan would a classic bank heist be?

What type of plan would a classic bank heist be? Running in, masked, pointing guns at people yelling “Put the money in the bag”.

The one most fitting seems “Transport” since you want to get the money from the bank to your lair^^

John Harper in a Controlled action when you roll a 1-3 it says you can seize a risky oppertunity.

John Harper in a Controlled action when you roll a 1-3 it says you can seize a risky oppertunity.

John Harper in a Controlled action when you roll a 1-3 it says you can seize a risky oppertunity. What kind of risky opertunities could come up, and does this make it a risky position? If so, then wouldnt rolling a 4/5 be much worse than a 1-3 because if you press on with a 5 you take a consequence where if you press on with a 1 you get a risky oppertunity. Im just confused is all πŸ˜›

I have a question about how much reputation do a crew earn when the target is not a faction ?

I have a question about how much reputation do a crew earn when the target is not a faction ?

I have a question about how much reputation do a crew earn when the target is not a faction ?

For example, if a crew of Hawkers goes for the opportunity “A taste-making dilettante noble is slumming in your area with their coterie of sycophants, looking for β€œthe next exciting thing.””, how much will they earn when the noble is hooked by their product ?

In the rage essence entry in the Cutter playbook detail, it says that two precarious consequences are added.

In the rage essence entry in the Cutter playbook detail, it says that two precarious consequences are added.

In the rage essence entry in the Cutter playbook detail, it says that two precarious consequences are added. In the rage essence entry in the alchemical section, it says you start a clock for Spirit Wardens and tick it once per use. Is this right; and so all three things apply to each use of rage essence?

So we just started playing Blades in the Dark, one of my friends purchased it for me after I watched the youtube…

So we just started playing Blades in the Dark, one of my friends purchased it for me after I watched the youtube…

So we just started playing Blades in the Dark, one of my friends purchased it for me after I watched the youtube videos of the game being played and basically squee’d towards all my friends.

We decided on what crew we wanted to be and, as planned, they decided on the crew I was least excited about and decided to play a Cult. The rest of the crews in the version 8 release easily click to me but I’m having a harder time wrapping my head around the missions they will be doing and how to keep everything from being approached as Arcane. Of course, I’ll throw some more “mundane” missions and scores in there as they look for it but they wanted the Cult and it’d be rude to deny them the supernatural, haunted, and creepy arcane side of things.

So what I’m asking is for some fluff ideas, thoughts and ideas about what kind of scores fit the kind of operations and scores that Cults tends to do. I’m sure once I get a little bit of some ideas, I’ll be able to throw things together much better.

Leviathan question (if this is in the book, I’ve only just started reading v8):

Leviathan question (if this is in the book, I’ve only just started reading v8):

Leviathan question (if this is in the book, I’ve only just started reading v8):

Do the leviathan hunters actually kill leviathans (like whaling ships in the Dishonored franchise) or do they just capture them and drain off their blood and then let them go?

If they’re just blooded, are there actual whales to hunt in the sea?

I ask because I’m looking at Duskwall having some form of whaling-style economy besides just collecting leviathan blood (bones & teeth for scrimshaw, blubber reduced to oil for lamps, ambergris, etc.).

How do you handle Hunting Grounds in your game? Specifically:

How do you handle Hunting Grounds in your game? Specifically:

How do you handle Hunting Grounds in your game? Specifically:

– If the crew decide to claim a Turf which includes the Hunting Ground, do they just get another one?

– When are new Hunting Grounds (besides the starting one) acquired? How?

– Do HGs expand as the Tier increase?

How do other folks running games handle mechanically interacting with NPC/Faction downtime actions?

How do other folks running games handle mechanically interacting with NPC/Faction downtime actions?

How do other folks running games handle mechanically interacting with NPC/Faction downtime actions? “Advance their project clocks” and “choose a downtime manouver or two”… are we just ticking one box, making a tier roll, using the manouvers to gain additional ticks past a base tick on their clock?

It seems like, for instance, if you have two factions that each are involved in the current fiction and have same-sized clocks, by simply ticking fixed increments they are stuck in a side by side race forever, or until they collectively collapse upon each other?

It seems like just making one tick per cycle moves faction changes slowly, where determining up to 5 segments potentially per jump would really make an interesting lull-and-race pacing for world events. So, that is definitely a way we can control that pace, but I’m interested to hear how others approach it.

Assistance vs. Group Action: what determines when a PC can utilize one vs. the other?

Assistance vs. Group Action: what determines when a PC can utilize one vs. the other?

Assistance vs. Group Action: what determines when a PC can utilize one vs. the other?

For context, if two of my PCs want to Gather Information from a contact, what is the distinction (or, is there one) between assistance and a group roll?

My point being, a group roll seems altogether preferable (all PCs present can roll, stress only on 1-3, etc.) to an Assist.

What am I missing? Is it the trade-off between the 1 stress for the Assistant and the potential for more stress for the Leader of the Group Action on a failure (balanced by the fact that you have more opportunity for success)?