A few thoughts on “setting effect.” I’m looking at page 22 of the quickstart version 4 print friendly version.

A few thoughts on “setting effect.” I’m looking at page 22 of the quickstart version 4 print friendly version.

A few thoughts on “setting effect.” I’m looking at page 22 of the quickstart version 4 print friendly version. Either I have it wrong, or the example does.

When I have run Blades in the Dark, I have not discussed setting the effect “level” as part of the expectations I share with the players. (I think the example MEANS to talk about factors, not effect levels.)

As I see it, a player character tries to do something, and what we intend the result will be BECOMES the full effect. If they get limited effect, the result is less than what they were trying to do. Greater effect is more than what they were trying to do.

The effect is what they were trying to do. What that means can be adjusted up or down, but that’s the full effect.

This is where I get itchy in assigning limited effect or greater effect before the dice are rolled.

The advantage of a fiction first system is that the “effect” has no independent meaning. “Full effect” is you get what you were after when you made the action roll.

As GM, that means I can negotiate for what “full effect” represents. Take the example in quickstart 4 printer friendly version page 22. In the example, the GM says the situation is difficult, so he will have a limited effect.

In previous versions, what I would do there is to say that the situation is difficult, so if you’re successful the most you can reasonably hope for is to convince him to give you the amulet in exchange for something, and the terms are not likely to be favorable.

If the player and the GM are cool with that, then you roll; if you get a failure then the conversation is over and you don’t get what you want. Limited effect might be the conversation continuing, but the position escalates to desperate. Full effect would be bargaining for the amulet, but at a steep cost. Critical success would be to get the amulet in exchange for a minor cost, or a symbolic act.

In the current version on page 22, the GM pre-ordains that the player is aiming for a limited effect because of challenges. What happens when the player rolls a limited success? Is there a subsection there of limited success within limited success? Unlikely. More likely, the GM is not being clear, and the action will have a -1 effect due to the potency of the boss’s backup. (So, just say THAT.)

I like the idea that the “effect” is what the player is trying to get out of the situation, and not modifying that with game terms until the roll comes out.

Can someone give some examples of what they have used attune rolls for in their BitD games?

Can someone give some examples of what they have used attune rolls for in their BitD games?

Can someone give some examples of what they have used attune rolls for in their BitD games? Trying to establish a baseline for what might or might not be possible in the setting for a starting Whisper. 🙂

So in last night’s game, one of the hound’s solo downtime projects involved stalking and assassinating some of Lord…

So in last night’s game, one of the hound’s solo downtime projects involved stalking and assassinating some of Lord…

So in last night’s game, one of the hound’s solo downtime projects involved stalking and assassinating some of Lord Skurlock’s zombies.

It wasn’t really a big deal, and we weren’t that interested in playing out the fiction blow by blow.

I suggested the player use their Prowess attribute as the trait for the daring action roll (at standard effect )and used the core mechanic to narrate the montage of the ‘hunt’ in the fiction. The player rolled a critical success for great effect and had a little moment of authorial bliss as they described their slippery, shadowy murder in the dark.

Later, I thought I might have bypassed the action roll granularity and used the attribute as an action trait rather than just for resisting consequence.

The group was happy and I thought was a neat way of condensing the fiction during downtime.

Thoughts?

Quick question about vice —

Quick question about vice —

Quick question about vice — 

I don’t really understand this line on the Player Reference Sheet: “Indulge your Vice. Clear 1 stress + your Vice rating. Also, clear +4 stress if you

overindulge”

I understand that vice is increased in order to decrease stressed but at what rate? Is all stress cleared at the cost of 1 vice point? Is it a 1-1 ratio and what defines overindulging? Are dice rolled to determine how much stress is relieved?

Thanks!

I finally got to run a BiTD session and the game definitely has potential and we’re coming back for another go this…

I finally got to run a BiTD session and the game definitely has potential and we’re coming back for another go this…

I finally got to run a BiTD session and the game definitely has potential and we’re coming back for another go this weekend. I’m afraid I have some pretty basic questions about the rules and was wondering if there were some written play examples showing the basics? For example, combat, stealth, detect traps, sway?

Overheard in Crow’s Foot

Overheard in Crow’s Foot

Overheard in Crow’s Foot

Hello Blades fans! I’m adding a section to the write-up for each district called “Overheard in [District]” — which will be a collection of sound bites one might hear while walking around (or skulking in) that area. A passing comment, a whispered exchange, the cries of a vendor, etc. I started writing them myself and then I thought, wait! This is a great thing for the community to be involved in.

So, please share your overheard snippets! Keep them short (a single person speaking a line or two, or a couple people talking back and forth with a line from each). Feel free to include rumors or events that have occurred in your home games of Blades. Be colorful and specific. Make up slang as needed. References to Friends and Contacts from the sheets are a bonus. 🙂

This post will collect material for the Crow’s Foot district. I’ll make new posts for the other districts.

I can’t find the QS 3f rules anywhere: am I missing something or it’s just limited to backers of the kickstart…

I can’t find the QS 3f rules anywhere: am I missing something or it’s just limited to backers of the kickstart…

I can’t find the QS 3f rules anywhere: am I missing something or it’s just limited to backers of the kickstart (which, regrettably, I was late for)?

Rules clarification please.

Rules clarification please.

Rules clarification please.

Three characters are on a score together and in close proximity. They each decide to react instinctively to a threat, and in a similar manner (i.e. use the same action). Does this count as three individual rolls or one (instinctive) team roll (the optional rules are in use)?

If it is three separate rolls and they all roll 1-3, do they each recieve a consequence from the table or one consequence for all of them (ie a single complication would be applicable to all three)?

If somebody only had 1 point of stress before going to trauma, and resisted a condition that rolled a cost of 4,…

If somebody only had 1 point of stress before going to trauma, and resisted a condition that rolled a cost of 4,…

If somebody only had 1 point of stress before going to trauma, and resisted a condition that rolled a cost of 4, what would you do?

On the one hand you could say “they chose to pay stress and it all gets worked out that side of the ledger; there is no negative stress.”

On the other hand you could say “the cost was 4 and they only had 1 so they couldn’t pay it, so they lose the stress AND take the condition.”

On the third hand, you could say “the cost is 4 stress, we know that now. Since you can’t pay it, instead you’ll take the condition and continue on with 1 stress left to spend before Trauma.”

What do you think?