I explained to my players that vices were “things that help scoundrels relax, and pull their attention away from…

I explained to my players that vices were “things that help scoundrels relax, and pull their attention away from…

I explained to my players that vices were “things that help scoundrels relax, and pull their attention away from scoundrelling.”

In that vein, I suggest a couple more that could be intriguing. Family Doting and Academics. Both are time intensive, require loyalty, and have endless expenses. =)

I am a big fan of the Dishonored video game.

I am a big fan of the Dishonored video game.

I am a big fan of the Dishonored video game. I thought to myself, “How would I represent someone like Corvo in Blades in the Dark, customized to a Duskwall setting?”

Check it out.

https://fictivefantasies.files.wordpress.com/2011/07/being-chosen-in-blades-in-the-dark.pdf

https://fictivefantasies.files.wordpress.com/2011/07/being-chosen-in-blades-in-the-dark.pdf

One of my players suggested he would be more interested in taking the Devil’s Bargain if it offered +1 effect…

One of my players suggested he would be more interested in taking the Devil’s Bargain if it offered +1 effect…

One of my players suggested he would be more interested in taking the Devil’s Bargain if it offered +1 effect instead of the possibly worthless +1d. That’s still not any kind of guarantee, but it provokes players to bite at future disadvantages more readily. Just a thought.

It might be interesting to have an “ally leakage” sort of determination.

It might be interesting to have an “ally leakage” sort of determination.

It might be interesting to have an “ally leakage” sort of determination. For example, the Lampblacks hire you to take a shot at the Red Sashes. The Red Sashes do not know it was you, no one else knows. But do the Lampblacks let the secret slip? Do all of them know, or do the leaders keep it quiet?

This matters when generating heat and reputation, whether anyone knows you did it. Currently the GM just decides whether the employers exercise enough discretion. It could be interesting to have an optional way to determine whether or not loose lips sink ships. Just a thought! =)

Suggestion: it would be helpful to have a special ability where you can spend 1 stress to add +1 to your highest…

Suggestion: it would be helpful to have a special ability where you can spend 1 stress to add +1 to your highest…

Suggestion: it would be helpful to have a special ability where you can spend 1 stress to add +1 to your highest roll. This could replace one or more of the oft-repeated Daring special ability instances.

At some point, I could swear I saw some talk about needing help to develop chase scenes for BitD.

At some point, I could swear I saw some talk about needing help to develop chase scenes for BitD.

At some point, I could swear I saw some talk about needing help to develop chase scenes for BitD.  So, I’ve taken the liberty of whipping up a pdf to help procedurally generate chase scenes. A note: the more complications and obstacles you add, the more chance you will stress out your PCs.  Though that’s probably obvious, the point is that you need to use this document with restraint and decide just how important the chase is to the overall mission.

At any rate, here it is:

https://drive.google.com/file/d/0By3TMkYb-oWtd2lrbWV6NzBSbU0/view?usp=sharing

Anyone working on a Roll20 character sheet?

Anyone working on a Roll20 character sheet?

Anyone working on a Roll20 character sheet?

I may just go ahead and make a super simple one with just the skills tacked into  dice buttons, but if someone is already doing this, I’ll offer my meager html/Roll20 experience to help. 🙂

Need to sleep a few hours now though, I’ll check back later.

On a long drive home today, it hit me that Blades in the Dark may be a great system to explore the onstage/offstage…

On a long drive home today, it hit me that Blades in the Dark may be a great system to explore the onstage/offstage…

On a long drive home today, it hit me that Blades in the Dark may be a great system to explore the onstage/offstage group dynamics of professional wrestling. In the day, you’d have several stables of wrestlers vying popularity and success not just in the ring, but also within the ranks backstage. Heat in wrestling exists as your narrative currency (popularity with the fans) and in real life beefs between performers (personal insults, breaking traditions, etc etc). In other words, the games I imagined were less about describing suplexes and chair shots and more about describing the journeys wrestlers go through from their first match to retirement.