While playing with Dan Hall  and Craig Vial  an hour or so ago there was a brief moment of linguistic confusion over…

While playing with Dan Hall  and Craig Vial  an hour or so ago there was a brief moment of linguistic confusion over…

While playing with Dan Hall  and Craig Vial  an hour or so ago there was a brief moment of linguistic confusion over “backup”.  It refers both to people not on point and to taking a point of stress to give a die to the person on point, right?  Thought it might be helpful to not have it refer to two different things on two different pages.

Also, how does coin for characters work?  We couldn’t find anything about characters getting coin.  I can’t remember if we read it or remembered it but we get coin when we fill a crew’s advancement ticks, right?  When else do characters get coin?

Thank you 🙂

I have a thought about offering devil’s bargains.

I have a thought about offering devil’s bargains.

I have a thought about offering devil’s bargains. I have been offering them BEFORE the roll, because the suspense is high there. It could be interesting also to offer the bargain AFTER the roll, so you either dig yourself in deeper or get yourself out.

That way it could be interesting to see whether it was the bargain that saved you specifically, instead of seeing an increase in your overall odds.

This could be especially interesting if the bargain came to represent an element of fate that might take an interest in a crew’s activities.

One side effect is that the players would be much more open to bargains once they face the consequence of a bad roll. They are more vulnerable at that point, but they could be saved if they agree to accept a consequence that becomes inevitable whether the following roll succeeds or not.

In fact, using BOTH approaches means you could have the softer easier bargains offered before rolling. But any bargain offered after the dice were rolled could be significantly harder-edged.

Just thinking out loud.

I can bullshit my way through this, but I’d like to hear if the community has a more concrete notion on how to…

I can bullshit my way through this, but I’d like to hear if the community has a more concrete notion on how to…

I can bullshit my way through this, but I’d like to hear if the community has a more concrete notion on how to handle this:

When an Enemy Faction is attempting to gather information on the PCs, the QS says the PCs may resist this by making a roll.  What roll would that be? As worded, I feel like that means they make some kind of Effect roll to resist the enemy’s gather info.  But could there be an action roll involved as well?

Here’s what I’m thinking of doing: The PCs are met with a “news-reporter” who’s asking them about the crimes they were picked up by the police for. This guy is going to try and get an interview in their base and all that jazz so he can talk to them and “get their side of the story as he’s investigating police corruption.”  Any thoughts on how I should let the PCs resist this attempt at gathering info on them?

We have run into a problem during Crew Creation with Thieves.

We have run into a problem during Crew Creation with Thieves.

We have run into a problem during Crew Creation with Thieves. Because of our character setup, we can’t technically take “Everyone Steals”, which actually fits quite well with the fiction.

I’m pretty sure that most Lurks worth their salt would take a pip in Prowl, Slip, Secure and Finesse anyway, so if you have a Lurk in your crew it rules out this (pretty useful) Special Ability.

Furthermore, the actual text pretty much rules out ever taking this SA past Crew Creation, because later in the game surely more and more people are going to have level 0 in the required Actions and Effects.

Would it be better to just have this either (a) not have the requirement to have Level 0 in the Actions / Effects or (b) boost the max level of these Actions / Effects.

Having played a partial session of the game and read the rules a few times, I have a couple of questions about…

Having played a partial session of the game and read the rules a few times, I have a couple of questions about…

Having played a partial session of the game and read the rules a few times, I have a couple of questions about action resolution and the general flow of the game:

First, how do plans work within the context of the game mechanics?  Is there an explicit point wherein the start of the heist has to be agreed upon, and, if so, other than choosing a detail, what specific ramifications does this have for play?  In particular, does the type of plan constrain the type of actions you can do (e.g., when executing an infiltration plan, are you not permitted to use social or occult actions to advance any of the clocks)?

I ask, because the last session ended in a situation where our characters knew what we were doing for our operation (stealing from the Red Sashes, but doublecrossing the Lampblacks in the process), but hadn’t actually officially declared a plan at that point.  My character had gone to check on one of his contacts to gather information on what we’d be up against for the Red Sashes; this got me to know what the relevant clocks were.  At this point, I wanted to work against the first clock–getting past the guards–by getting my contact several different kinds of high and getting detailed info from her on guard patterns and when they changed, so we could slip through effortlessly.  I figured this would manifest in game terms by me rolling consort, with the danger that she’d realize what I was doing and warn the sashes, resulting in increased security or something later.  My GM maintained that this was an attempt to circumvent the rules, since we hadn’t yet formally announced a plan and a plan type, and forbade the action.  Who was in the right here?  I should note that at this point, none of the players, myself included, had read the rules and thus weren’t making our points clearly, which only served to muddle the situation.

Secondly, on a largely unrelated note, in situations where a clock is only partially successful, is it permissible to make the exact same roll to overcome it, or does the skill being rolled have to change?  For instance, if a character uses cipher to analyze a magical device and partially succeeds, filling two segments of a four segment clock, would that character be able to roll cipher again to finish, or would she need to switch to, say, attune or something similar?

I would find it super-helpful if there was a page that summarized all the ways that experience is gained, and how it…

I would find it super-helpful if there was a page that summarized all the ways that experience is gained, and how it…

I would find it super-helpful if there was a page that summarized all the ways that experience is gained, and how it applies, both for characters and crews. It is kind of spread out and hard to get at.

I would also really appreciate it if there was a page that listed how each class and crew gains experience, so the GM can help prod players into noting when their characters get experience. You know, summarize the “playbook advancement” information.

After a session of actual play, here are the main complaints my group shared.

After a session of actual play, here are the main complaints my group shared.

After a session of actual play, here are the main complaints my group shared. Their conclusion was that they would only play this again if we house-ruled the hell out of the “Action, Effect, & Resistance Rolls” page. Even then, some elements left them cold. Here is what they had to say, summarized. First, a link to the play report:

https://fictivefantasies.wordpress.com/2015/04/18/blades-in-the-dark-adventure-summary/

TO BE CLEAR, I don’t want this to come across as me saying the game is terrible. Instead, my goal here is to share the feedback of my group. They do not want to play the game again, and these are their reasons why. Every game is not for every player, and I’m not suggesting this game is “broken.” I do feel it may be helpful to share their perspectives. I understand and accept that these problems may stem from me misunderstanding the rules, or “doing it wrong.” Still, I want to share what my players shared with me during and after the session (sometimes with heated enthusiasm.) I’m really not sure which category is best for a discussion like this, so we’ll go with “Rules (Official.)” On to the feedback!

SIX IS TOO MUCH TO ASK. They felt that being punished for anything but a six, which could fail to materialize with any number of rolled dice, made their characters feel incompetent and vulnerable. In a sneaksy game, once you are detected, once things escalate, de-escalating them is really difficult if it is even possible. Having dangers manifest on anything but a six means if you’re around people and alarms and traps, escalation is pretty damn likely. They disliked this. In play, this worked predictably; a danger manifests, now the DM thinks up more dangers, and they manifest, and the situation gets more and more difficult with very limited tools to de-escalate. After all, on anything but a 6, more dangers will manifest.

YOU NEED SIX TWICE IN A ROW. Even if you get a 6 on the action roll, if you don’t get ANOTHER 6 on the Effect roll, you are still much less effective. Even a critical success can be reduced to a partial success for effectiveness. They found this demoralizing.

DICE POOLS WILL NOT BE BIG ENOUGH. Tied into the issue of needing a six, your maximum dice pool for an experienced character is 4 for an action, +1 for background, +1 for a tool, maybe +1 for having them overmatched; that’s still 7 dice, and incomplete success if none of them turn up a 6. They compared that to, for example, Arkham Horror. There a 5 or 6 is a success, and dice pools can get higher than 10. And you STILL get screwed by the dice sometime. With the combination of the tiny (often 1 or 2) dice pools and the need for a 6, they were pretty demoralized.

TRIPLE JEOPARDY. For a flashback, you can take triple jeopardy. FIRST, you take stress for a bad situation, avoiding consequences. SECOND, you take stress to have a flashback, no matter whether it turns out to be helpful or not. THIRD, you can be asked to make rolls and accept consequences DURING the flashback. The fact that the characters could actually be in a worse situation because they triggered a flashback made the players leery of using them often.

For example, one character used a flashback to trail an important NPC, then she got challenged to a duel, and she used her armor up to defend against an injury in the flashback. In the present mission, the armor is still used up. And, of course, lots of other bad things could happen.

In another example, one character used a flashback to bribe a bluecoat, who did not take well to the offer; he didn’t push, but he did snap back to the present down 2 stress from making the attempt. His already desperate situation was that much worse.

BIGGER GROUPS ARE DISPROPORTIONATELY PUNISHED. I had two players. However, when I explained how the group actions worked, they were appalled by the levels of stress that would flow to the leader, or to the party, if EVERYONE was rolling and needed to not roll 1-3, or if the leader didn’t roll a 6 and all those people would absorb stress. 

The main objection there was that you could have a group getting stressed out by not doing much. Ideally you want stress to be connected to awesome flashbacks or derring-do; but after two not-perfect lock picking sessions and a not-perfect climbing session the group could have racked up a lot of stress for not-particularly-stressful activity. Is that wrong? They didn’t care so much about that, but as PLAYERS, they didn’t like the idea at all for how they play.

ROLE PLAYING NOT INTUITIVE. This may be my fault; when they wanted to do things, I called for rolls. However, this led for a session where the players did not portray the characters talking to each other or NPCs. Things were handled in an abstract way. It was definitely a roll-play focus; which action to use? What effect? The dice then determined how it worked.

There was definitely game fiction going on; I relayed to them the situation, but in terms of whether it was controlled, risky, or desperate, and what actions might be most appropriate to use. They never got into the skins of the characters. Their decisions were driven by what was on the sheets, not what was in the character’s minds. I’m not sure how I would pull them from that mindset, considering the abstraction requests a GM keep the game moving by setting the scene and resolving it and keeping things from bogging down. 

The characters were still distinct, and had goals and such, but they were much more marionettes dandled by the players and less masks the players wore. Your mileage may vary, that was just an observation from the experience.

IN CONCLUSION. I think this is a really interesting game! I am not saying it is bad, or broken. I AM saying that I will not be able to run it with my group again unless I roll up my sleeves and tinker with some of its internal mechanics.

Why bother sharing this at all? My intent is not to be abusive, but to share specific “ouch” points from my group, and their insights in playing it. Maybe the community will chime in a chorus of how I was doing it wrong and these things should not apply, or maybe there is a flash of insight that knocks half these things out of consideration. In any case, I hope this report serves as food for thought for the game designers, and others who are preparing their own games. 

https://fictivefantasies.wordpress.com/2015/04/18/blades-in-the-dark-adventure-summary

On the summary page “Action, Effect, & Resistance Rolls” under “Desperate” under “4/5:” it states:

On the summary page “Action, Effect, & Resistance Rolls” under “Desperate” under “4/5:” it states:

On the summary page “Action, Effect, & Resistance Rolls” under “Desperate” under “4/5:” it states:

Things go badly. The danger manifests. You must abandon this approach OR try again by taking a bigger risk and rolling a DESPERATE move.”

So, the bigger risk is in the fiction only, right? There is no level more desperate than “Desperate.” This is not only abstract, it’s damn punishing. 

My group would prefer pulling from the “Controlled” consequences, and letting the character do it, but the danger manifests, and they are -1 success level on Effect rolls. That makes more intuitive sense, doesn’t it?

My players had a real problem with the “Controlled” dice results.

My players had a real problem with the “Controlled” dice results.

My players had a real problem with the “Controlled” dice results. They felt it was punishing to have reduced effect on 4-5, considering that does not happen on Risky or Desperate rolls! Why be punished when you have the best circumstances you can have?

This is how we think it should be:

Crit: Success, increased effect +1, and an additional effect +1 OR additional opportunity.

6: You do it! Effect +1.

4-5: You do it!

1-3: You reveal a flaw, you can either back out or escalate to Risky.

This game is not focused around the individual encounter, but the flow of a session. Within that session there’s one or more heists. It’s just fine, under controlled circumstances, to let the players succeed and move on to the next challenge.

Considering no matter how good the circumstances are, you can’t get a complete success without rolling a 6, and the dice pools are pitifully small, my players reported that they did not feel their characters were competent. This adjustment could help, because when the circumstances favor the rogues they are much more likely to have a competent success and not be undercut if they don’t roll a 6.

Before playing, it looked like the “detached” special ability for Hounds was overpowering; no one else can…

Before playing, it looked like the “detached” special ability for Hounds was overpowering; no one else can…

Before playing, it looked like the “detached” special ability for Hounds was overpowering; no one else can voluntarily get rid of stress during a mission. Then during the mission every roll was low dice pool and important, so it never got used. So, I guess it is not overpowered.