Any possibility of providing “blank” character and crew sheets in the short term?

Any possibility of providing “blank” character and crew sheets in the short term?

Any possibility of providing “blank” character and crew sheets in the short term? Obviously creating blanks from scratch is possible but I’m definitely enjoying the layout and style of the existing sheets.

I skimmed the other posts but didn’t see this question so apologies if it was asked/answered already.

Basically, Blades assumes a sandbox environment with fixed factions, all more or less in the same business – right?

Basically, Blades assumes a sandbox environment with fixed factions, all more or less in the same business – right?

Basically, Blades assumes a sandbox environment with fixed factions, all more or less in the same business – right?

Could the game handle a hack well where the factions are unknown first and evolve or are discovered over time?

I’m thinking anime superpowers, where the heroes live in a small world first and discover both the “big bad” as well as their allies over time – as well as diverse groups ranging from family, goverment agencies to strange races.

Has anyone tried a hack where Vice and Trauma are inversely related rather than directly related?

Has anyone tried a hack where Vice and Trauma are inversely related rather than directly related?

Has anyone tried a hack where Vice and Trauma are inversely related rather than directly related?  So that early in your career, you can more easily keep your flaws under control, but as time takes it’s toll, you have to either start burning your Stash or Overindulging to get the same benefits.

Running With Blades

Running With Blades

Running With Blades

A would-be series about playing with the forms in Blades in the Dark, but more likely my last big job before retirement.

 

Sometimes a character needs or wants to achieve two things at once in a short amount of time and a Flashback isn’t the right tool. One way you might permit this is by granting them a “countdown of one”. A “countdown of one” is essentially an obstacle with the unique quality that it must be completed in a single action or the opportunity to complete it is lost.

The character achieves their primary goal with a “6”, but achieves their secondary goal only if they get a complete (four segment) success on that same action. In extreme circumstances, a critical (six segment) success might be needed. It’s also possible fewer than four segments are necessary.

It’s important the player know about the countdown and the number of segments up front. They might elect to face the danger following their action roll to add to their subsequent effect roll so they need to know where they stand.

 

Example: Zamira is in an exhibition duel with the Red Sashes lieutenant, Zaid. The duel is to the blood. She instigated the bout as a distraction for the rest of the crew to infiltrate the Red Sashes’ temple and plant an artifact. The deed is done, but another Red Sash was killed during the mission and the crew had to commit some robbery as cover for their mission. Zamira now needs to conclude the duel in such a way that suspicion is not cast on her being a part of the robbery. That is a difficult enough task to require an action to overcome and that is her primary goal. She also wants badly to win the duel before making her exit. Zaid is a fierce opponent so that is a difficult enough task on its own that it might require an entirely separate action sequence. Telescoping both of these goals into a countdown of one might help move things along and add tension to the scene. Zamira can conduct the duel in such a way that she was clearly just an arrogant duelist that happened by during the break-in that will be discovered later. She can also win the duel by achieving a complete success on her effect. Otherwise Zaid won the duel by scoring first blood. The danger in this case will be harm incurred as a result of the duel.

 

With the help of a Devil’s Bargain ensuring they make a permanent enemy of Zaid regardless of the outcome, the player gets the “6” they were looking for on their Risky action roll, but elects to face the harm in order to improve their chances against him in the duel. The subsequent “4” for effect is improved to a “6” result. They’ve achieved four segments in one roll and won the duel, displaying the superiority of their Rising Moon technique over the style taught by the Red Sashes!

 

Since the duel was to the blood, we know the harm must be either a non-blood injury during the course of the duel (a cracked rib?), or perhaps something that happened immediately after the duel. Defeated, Zaid approaches Zamira for the traditional offer of his dueling knife as trophy. With lightning speed, he instead dishonorably cuts her cheek with the blade and storms from the room disgraced.

 

To the ambitious Duskwall scoundrel who wants it all and wants it now, such a price is worth it.

I am currently trying to have one of my groups play BitD.

I am currently trying to have one of my groups play BitD.

I am currently trying to have one of my groups play BitD. But I know them, and they would be more interested in a Cyberpunk setting. So I am currently trying to hack the game.

So far, so good. The transition is almost seamless. The Actions are staying the same, except for the Book, which became the Screen, with Datasearch, Hack, Supply, and Rig as Actions. 

The Special Abilities need more work, but I am quite confident that using augments and specialisations will do the trick.

But I know at least one of the player is fan of Shadowrun. How would you handle inserting magic into the system alongside technology while preserving the balance between actions ?

I’ve been thinking that BitD’s format is quite perfect for anything episodic… in particular, shonen fighting anime.

I’ve been thinking that BitD’s format is quite perfect for anything episodic… in particular, shonen fighting anime.

I’ve been thinking that BitD’s format is quite perfect for anything episodic… in particular, shonen fighting anime.

Below is a link to my outline for the proposed mechanical approach to reskinning the game to fit something akin to shonen fighting anime.

Be advised that this is only an outline for now… I plan on putting the real work into the hack once the full game is released and I can see how other, brighter folks are hacking the game successfully.

As for now… What do you folks think? Am I missing any important bits that need to be reskinned? Have I missed something integral to this playset? Any thoughts would be welcomed.

John Harper  the Hacker level says “you can edit them and make your own hacks or new Editions of the Game” does this…

John Harper  the Hacker level says “you can edit them and make your own hacks or new Editions of the Game” does this…

John Harper  the Hacker level says “you can edit them and make your own hacks or new Editions of the Game” does this also count for an edition in a foreign language of the game (German)

How do you define “Edition” ?

I listened to Johns first Q&A and remember that one of the items addressed was that the players crew may rise to…

I listened to Johns first Q&A and remember that one of the items addressed was that the players crew may rise to…

I listened to Johns first Q&A and remember that one of the items addressed was that the players crew may rise to quickly to power and that it might be seen as something rather to avoid.

It did got me thinking of a small hack idea…

Maybe it could be interesting to start as a high tier group with quite some hold and try to get out of being a criminal crew. Preferably alive and well off?

Bit like shown in the Godfather were trying to dismantle the criminal empire ended with some violence, most of the family (crew) dead and a not as enjoyable retirement..

I’ve begun setting up the framework and scope of a hack of Blades that’s a version of “The West Marches” campaign…

I’ve begun setting up the framework and scope of a hack of Blades that’s a version of “The West Marches” campaign…

I’ve begun setting up the framework and scope of a hack of Blades that’s a version of “The West Marches” campaign and a bit of Darkest Dungeon PC game.

PCs play as various oddfolk, screwballs, and peasants who venture out into wilds in search of treasure in wilderness full of fairy-tale/occult mystery. 

I imagine this small town’s services as different factions the PCs can help improve and foster connections with through coin and quests.  Which is a good thing because adventuring is stressful and they’ll need to blow off steam at the inns, brothels, temples and more!

https://docs.google.com/document/d/12HWLclV7B1Pc5IDrtcVBD9I7g8lMVauJO3hCUb9bkws/edit#

Like I said- it’s barely a zygote right now, but it’s fun! 

Just read through the quick start and I’m loving the system.

Just read through the quick start and I’m loving the system.

Just read through the quick start and I’m loving the system.  I’m curious though if you intend to have a variant rule about group ticks in the final book?  If not, here’s the hack/variant rule that my group intends to use (it’s based on nWoD 2nd Ed’s “Group Beats”):

At the end of each session each player adds their Desperate Action Ticks into a group pool, which is then divided out evenly to each member of the crew.  If this does not divide evenly, then the left over ticks remain in the group pool to be added at the end of next session.

They then do the same with Playbook Advancement Ticks.

(Alternatively, the left over ticks could go towards Crew Advancement)