I have struggled with how Trauma, Vice, and Stress fit together.

I have struggled with how Trauma, Vice, and Stress fit together.

I have struggled with how Trauma, Vice, and Stress fit together. I’ve come up with a number of possible solutions, some more radical and complex than others, and discarded them one by one.

What’s my problem anyway? Here are some of my base assumptions that don’t fit with how these things work in the game as it is (and I don’t expect the game to change to fit my assumptions.)

* Vice is a threat to rogues, even as it comforts them. It is not an unmitigated good. You can get lost in it, brittle and destroyed.

* There are ways to clear stress that are not vices, and sometimes vice can add stress (by which I mean damage, system strain, and pushed luck.)

* I disagree that the more damaged you are, the easier it is for you to relax and clear stress; the more damaged you are, the more helpful vices are to you.

I have FINALLY come up with the rough draft of what I think is a workable alternative. As I continue working on my own hack of Blades in the Dark, this is the foundation of what I think will be a better fit for me.

DISCLAIMER: I don’t need you to love it! I don’t hate Blades in the Dark because we disagree about these issues! All is well. I’m experimenting. If you have useful comments I’d love to hear them, and clarifying questions are great. No abuse please.

https://docs.google.com/document/d/1pFXfro-ngx51VYVRjjisbcoMrO0K5NmE1ct4cbWwO70/edit

It took a while, but it was explained to me so I understand it.

It took a while, but it was explained to me so I understand it.

It took a while, but it was explained to me so I understand it. “Fine” items give you +1 level of success unless you roll 1-3 or a critical. So, they help you on a 4, 5, or 6. Otherwise they don’t matter.

Last night I got to thinking. What if taking stress to help was switched with “fine” items? So, using a fine item gives you +1d, and if you spend 2 stress you can give yourself 1 extra level of success, or someone else can take 1 stress to give you 1 extra level of success. And, this can be done after the roll if necessary.

Really, it fails to satisfy. For me the problem is “if you fail then you just fail and there’s no help.” It takes too many words to explain to players, it feels too arbitrary. Especially since if you succeed you succeed better, with fewer consequences. But only if you succeed.

Still, I’ve played enough and this has been annoying enough to me, I’m starting to consider using the method I proposed months ago. 

If you have a fine item, you get +1 on your highest die roll result. A 3 becomes a 4, a 5 becomes a 6, etc.

This has a few advantages. For one, you can still fail if you roll a 1 or 2, but on a 3 you can tip over to success. Also, if you succeed with complications, it can tip you over to not have those consequences. However, it will not give you 2 results of 6.

There’s room for 2 tiers of quality; +1 for fine gear, and +2 for best possible gear. The goal is to show it is still possible to fail, but the gear is still useful.

The main down side is it is the only mechanic that works in that way. Is that a deterrent? Eh. It’s still faster to explain than how quality will only help you if you succeed.

Because of that, I’d branch out and look at how effort works. +1 instead of +1d, for taking stress to help another or help yourself? Making that the same as quality? I could definitely see that, I could even see letting “effort” stack with “quality.”

“FATE in the Dark” – a hacked together add-on to FATE, boot-strapping what I feel are the best mechanics of “Blades…

“FATE in the Dark” – a hacked together add-on to FATE, boot-strapping what I feel are the best mechanics of “Blades…

“FATE in the Dark” – a hacked together add-on to FATE, boot-strapping what I feel are the best mechanics of “Blades in the Dark”. Comments and criticism are welcome!

This game’s focus on “heist” and “down time” cycles with allowance for flashbacks makes it an ideal vehicle for…

This game’s focus on “heist” and “down time” cycles with allowance for flashbacks makes it an ideal vehicle for…

This game’s focus on “heist” and “down time” cycles with allowance for flashbacks makes it an ideal vehicle for playing as monsters in a slasher flick.

Ok, this is gonna be the last file for the #spanish Sheets, for a few days, at least.

Ok, this is gonna be the last file for the #spanish Sheets, for a few days, at least.

Ok, this is gonna be the last file for the #spanish Sheets, for a few days, at least. This one includes all 5 playbooks, and I hope that most of the little mishaps have been fixed. I was in a hurry, so I could have everything ready for tomorrow, and won’t have much time to change anything before the game. Probably there will be a few mistakes still, anyway…

https://drive.google.com/open?id=0B8CbTQOUV9J1emp6Sl9PR3N1OHc

So here s v.0.03 of Desks in the Dark.

So here s v.0.03 of Desks in the Dark.

So here s v.0.03 of Desks in the Dark.  The rules are evolving further from bitd, which I see as a cool thing.  Big changes, you can’t resist the consequences of your actions if they come up, string limits are based on your social status, xp stealing is more attractive, and now rules for clique membership (since in the play test I now have characters able to join cliques). I’d love to hear people’s thoughts, especially John Harper if he can find the time.

https://drive.google.com/file/d/0B511-yaR3CdxZnlTakNNYVhfems/view?usp=sharing

https://drive.google.com/file/d/0B511-yaR3CdxZnlTakNNYVhfems/view?usp=sharing

I didn’t have enough players for my Lasers and Feelings game tonight, so I canceled it.

I didn’t have enough players for my Lasers and Feelings game tonight, so I canceled it.

I didn’t have enough players for my Lasers and Feelings game tonight, so I canceled it. My loss can be your gain! Want a vampire playbook? OF COURSE YOU DO!

https://fictivefantasies.files.wordpress.com/2011/07/vampire-7-23-15.pdf

https://fictivefantasies.files.wordpress.com/2011/07/vampire-7-23-15.pdf