So, does armor only refresh if you take a lasting injury recovery action now?

So, does armor only refresh if you take a lasting injury recovery action now?

So, does armor only refresh if you take a lasting injury recovery action now? That’s how it looks to me on the player reference page.

How about special armor from special abilities?

Now there is no roll to add heat or to see how the payout of the heist went.

Now there is no roll to add heat or to see how the payout of the heist went.

Now there is no roll to add heat or to see how the payout of the heist went. I understand the additional simplicity this adds, but miss the gambling aspect, where you can get more or less than you bargained for with a job.

Crime is so unstable, with mercurial fate, after all. 

Seems to me “Skirmish” implies messy, with numbers on each side.

Seems to me “Skirmish” implies messy, with numbers on each side.

Seems to me “Skirmish” implies messy, with numbers on each side.

To match the description text, I’d suggest “Duel.” Other possibilities could include Precision, Clash, En Garde, or Fencing. Your mileage may vary. =)

I would also conflate what I understand to be “Murder” with “Skirmish” and leave “Mayhem” as a second. With three categories, that’s pretty fine distinction. Maybe Murder should include things like poison use, managing clues, and some sleuthing (and anti-sleuthing) techniques. That could distinguish it better.

I guess my main problem with murder is that it is one-sided. In that case, the need for a roll gets fuzzier; if the target doesn’t see it coming or cannot defend, then when would you roll it (instead of just succeeding)?

If I understand right, using Tier rating to clear off Heat means that for every mission, a Tier 0 crew (where…

If I understand right, using Tier rating to clear off Heat means that for every mission, a Tier 0 crew (where…

If I understand right, using Tier rating to clear off Heat means that for every mission, a Tier 0 crew (where everyone starts) rolls 2 dice and keeps the lower. Ouch! Am I missing something? Or is it just that hard to clear off Heat for new crews that no one has ever heard of before? This is especially brutal since high profile or killing adds 2 Heat instead of 1 now.

Also: could we get one-sentence descriptions of the new factions? Previously I’ve cut and pasted that from the FAQ into my Quickstart, the names alone are not very helpful.

So the roll to acquire an asset is crew tier. Again, pretty rough for everybody starting at 0, and no skill comes into play. Could you use an “acquire asset” roll to get medical help for lasting conditions instead of paying for it? I would think so.

I like unlocking downtime actions so you get two and not the ones for free and the ones you pay for. So if you are really stressed you can use Vice two times, for example. But if you are not stressed, you can do two Heat rolls or whatever.

Okay… am I just dense? What the hell is Rep (reputation, I assume) and what does it do?

I think I like Suffer Harm better now than I did with the last update, but not as well as the lasting condition simplicity from the first version. =)

Thanks for the update. I’ll be pushing the domino rows to get my game lined up with changes.

Blades Quick Start v3 Draft: new version!

Blades Quick Start v3 Draft: new version!

Blades Quick Start v3 Draft: new version!

Here’s the new draft PDF for v3 of the Quick Start:

https://www.dropbox.com/s/32k4p0semn2k7yh/blades_quickstart_v3_draft_03.pdf?dl=0

It’s still rough in places, and is missing some new stuff I’ve been developing, but I decided to not make you all wait any longer. 🙂

(Full version with examples, changelog, etc. will be in the works next week after I’m done with GoPlay NW)

https://www.dropbox.com/s/32k4p0semn2k7yh/blades_quickstart_v3_draft_03.pdf?dl=0

Devil’s Bargains!

Devil’s Bargains!

Devil’s Bargains!

Obviously, everyone at the table can potentially offer a Devil’s Bargain, but we were finding that pausing a roll to figure out a good one was slowing things down too much, so we have made the decision to make them “on demand”. Basically, the player who is rolling can ask for one, and then we all brainstorm what it should be, but if they are confident in their dice, then we don’t worry about it.

Pros:

-Much quicker.

Cons:

-Means we don’t get as many fun complications as when there are always DBs on the offer for each roll.

So, regarding entanglements.

So, regarding entanglements.

So, regarding entanglements. How many happen? I like the idea that it is variable, as I believe it once was. I think the scale for engagement (0, 1, or 2) would be useful. But what would the dice pool be? Maybe I’m just missing where that’s written, but that’s pretty key.

Running again this Wednesday.

Running again this Wednesday.

Running again this Wednesday. I have a whole bunch of faction clocks, and due to some… creative action on the part of my players, I’ve had to invent a new faction.

I’m going to have to start paying special attention to resistance rolls and outcomes. Here’s a question regarding resistance rolls: how do you time them out?

Example A:

1. Player rolls a mixed result.

2. GM picks a consequence.

3. Player decides to face the consequence or roll.

4. Player rolls to resist.

5. Player picks between stress or consequence.

Example B:

1. Player rolls a mixed result.

2. Player rolls to resist.

3. Player picks between stress or consequence.

4. If the player picks the consequence, the GM determines an appropriate consequence.

Example C:

1. Player rolls a mixed result.

2. Player rolls to resist.

3. GM picks a consequence.

4. Player picks between stress or consequence.

I’ve mostly been doing A, and I think C is the most “fair”, because the player has the most information when they choose. I think, though, that I’m going to start doing B, because it takes pressure off of me as GM to constantly be coming up with consequences. I only have to make up a consequence if all other courses of action have failed.

Effects Draft Page

Effects Draft Page

Effects Draft Page

Here’s the draft of a new Effects page for the Quick Start.

https://www.dropbox.com/s/wo6ib7z8l4tteed/blades_quickstart_v3_draft_effects.pdf?dl=0

As you can see, I’m moving toward a more subjective method, similar to the assessment for position on the action roll. I hope this combination of human judgment of effect level plus the concrete nature of clocks will allow for maximum flexibility in play. Play that guitar. 🙂

https://www.dropbox.com/s/wo6ib7z8l4tteed/blades_quickstart_v3_draft_effects.pdf?dl=0