So does anyone else have any issues with the Slide ability, Like Looking Into A Mirror?

So does anyone else have any issues with the Slide ability, Like Looking Into A Mirror?

So does anyone else have any issues with the Slide ability, Like Looking Into A Mirror?

This thing just seems crazy to me, and potentially game breaking. I’ve got a Slide in my crew and he’s been eyeing this thing pretty lustfully and I’ve been dreading the day he finally decides to pull the trigger and take it.

This is a game of scoundrels, criminals, and bad guys, after all. Every other word out of every other mouth is a lie, and to suddenly have somebody who can just see through them all at will just seems nuts. I mean, I’ve got a plot line going right now with about two dozen NPC’s, all with their own agendas, and most of those agendas pivoting on deception, half-truths, and flat out lies. And that’s not even taking into account the PC’s who lie to the NPC’s and each other more than they tell the truth.

And all the sudden I’m gonna have this one guy who can see through it all? I’m worried that the whole house of cards is going to come crashing down and they’ll be no pieces left to pick up.

I’ve actually been using the Roll Play Blades crew as a faction in my game. If you’ve seen that series and remember, Lady Cataby took that ability toward the end of the show. I don’t think she ever got to use it, but I’ve had to take it away from her in my game because it would kill any chance for my PC crew to ever put one over on Cariless and Co.

So, what are your experiences with it? Am I wringing my hands over nothing?

I’m loathe to remove it as an option for the PC’s for a couple of reasons. I’m still relatively new to Blades and I don’t want to tinker too much with the system before I’ve seen it in action. And that ability made it past the play testers, so it must be there for a reason. Plus it feels kind of cheap to ax a cool ability option from the Slide. I’d try to replace it with something equally cool, but still, I think I’d be a little put out if I was the player.

What do you think?

I would love to get some feedback from the folks here.

I would love to get some feedback from the folks here.

I would love to get some feedback from the folks here. Is there a useful limit to how unforgiving Blades mechanics can be? Is it possible to make characters more competent simply by making it easier to recover from consequences?

Originally shared by Eli Kurtz

I’ve been playing a lot of Blades in the Dark and thinking about a lot of pulpy adventure tropes lately. After reading intelligent thoughts and chatting with my fellow players, this is the result.

http://mythicgazetteer.com/competence-and-consequence-three-models-in-blades-in-the-dark/

http://mythicgazetteer.com/competence-and-consequence-three-models-in-blades-in-the-dark/

I’m late to the party – as usual – but I have a question.

I’m late to the party – as usual – but I have a question.

I’m late to the party – as usual – but I have a question.

Has anyone given any thought to reestablishing this community somewhere when G+ finally disappears? If so, can anyone point me in the right direction?

I’m running a play-by-post game over Facebook for some friends.

I’m running a play-by-post game over Facebook for some friends.

I’m running a play-by-post game over Facebook for some friends. The only thing that’s starting to alarm me is that I have a lot of players – seven, in fact! I’m looking for advice from folks who have run this game before. Given that folks yelling and talking over each other in excitement at the table isn’t a concern here, do you think this game will run well enough with seven players? Or am I going to have to make some hard choices?

Another session in the bag, and for once we’re not careening toward disaster.

Another session in the bag, and for once we’re not careening toward disaster.

Another session in the bag, and for once we’re not careening toward disaster. What are we doing instead? Well, it involves at least three musical numbers.

I am consistently surprised (and pleased!) with the arc of this campaign. My players are awesome!

Originally shared by Eli Kurtz

Score #08: Breath of Air

Our scoundrels face a new nightmare together, the rumor of a challenge above and beyond the many fires they’ve left burning around the Docks. It leaves them rattled, but the current of the city never ceases. The Dockers demand that the crew of the EEK do something with all the momentum they’ve built up. Is it sabotage? Is it civil disobedience? Do they confront the bosses and demand better wages, hours, and conditions?

No, they throw a cookout to bring the people together, share music and laughter, and recruit hands for a project of mutual aid. A surprising course of action to be sure, but it’s well in keeping with the spirit of any workers’ movement.

https://www.youtube.com/watch?v=NRpuKic1vYI&t=1s&index=9&list=PLNmwv04gc3RrRILd05BcpUJywUbmG88TH

https://www.youtube.com/watch?v=NRpuKic1vYI&t=1s&index=9&list=PLNmwv04gc3RrRILd05BcpUJywUbmG88TH

Pallbearers End

Pallbearers End

Pallbearers End

My 9-month Blades in the Dark campaign ended last week. It was a hell of a ride and I wanted to share it with y’all.

The Pallbearers:

Ashen Crow: Leech, devotee to a dead sun god and master of the mystical and mechanical.

Finni Gyles: Bruiser, ghost-fighter and partially ghost himself, lover of sandwiches and seeker of eternal life.

Herrik Vanir: Smooth operator and team rakehell trading in whispers and favors to further his own ends.

Veretta Jingshen: Deposed Svoklan noble turned sorceress and burgeoning playwright.

The team had spent months fighting back against enemies like the Gray Cloaks, Inspectors, Spirit Wardens and Lord Scurlock while in the background a clock counted down to the arrival of a demon they had accidentally unleashed on their second score. The demon, named Murmur, finally emerged from the sea and began a campaign of terror against the people of Doskvol, killing and abducting as it pleased. It then approached the Pallbearers (minus Ashen Crow and Herrik who were imprisoned at the time) and marked them as its agents on a mission of pure destruction: they were tasked with infiltrating the Ministry of Preservation and destroying the city’s leviathan blood stockpiles, bringing down the lightning walls and letting Murmur rule over the survivors.

Without much choice, the B-team of Pallbearers, now including Dog the Skovlander tracker and Ioane the Dagger Island archer, broke into the fortress of the Ministry of Preservation and went about their task of sneaking past the hazard-suited workers to find the leviathan blood reserves. What they discovered was that the leviathan hunters have been failing to return for months and that the reserves were depleted, a secret not even known to Murmur. Veretta convinced the Director to use the reserves to protect the fortress with its own lighting walls, a last-ditch redoubt for the team.

Meanwhile, Finni Gyles led another B-team consisting of Lily the ghostly avenger and Jolly the Iruvian sniper into Ironhook Prison to break out Ashen Crow and Herrik. In the process, Ashen Crow assembled his arcane materials and unleashed his greatest ritual: summoning a demon that embodied the power of the shattered sun and bringing light to Dunslough in the form of a blazing creature that hung in the sky. Doing this earned him the devotion of the imprisoned sorcerers, who began to follow him. The team then released all of the prisoners in Ironhook and escaped while the prisoners overcame the guards.

The two teams came together in the fortress of the Ministry of Preservation, fighting their way past demons and defenses to reunite. The core team remained behind and the others were sent to organize the defense of their home Six Towers, using the sorcerers to ignite old wards left by the Emperor in the hopes of holding off the denizens of the Deathlands. The Pallbearers then waited for Murmur to arrive, and in the final showdown they managed to kill the demon, hooking its body to an experimental generator and transferring its essence into the sun demon summoned by Ashen Crow.

As the lightning barriers fell, the team tested their preparations with some Fortune rolls. They managed to save Six Towers along with Charterhall, Brightstone, Nightmarket, Coalridge, Dunslough and the Docks. With their new miniature sun and the ancient spells of power reawoken they were able to hold back the mass of Deathlands inhabitants. The sun demon’s power is great but not infinite, and it has to rest for half of the day, and during that time the lightning barriers are reignited to protect the reduced Doskvol. And the light draws the attention of powerful horrors from across the continent as well as the eye of the Emperor, who contemplates what to do next.

We had a discussion on how each character’s epilogue would go, and this is what we came up with:

Ashen Crow became the leader of the cult devoted to the sun demon, keeping it supplied with power. His cult becomes a very powerful force in Doskvol and is contacted by the Emperor about the city’s continued status as a part of the Empire.

Finni Gyles: His hands were turned to demonflesh during the fight with Murmur, and after the battle he left the criminal life to become a leviathan hunter, captaining a small fleet of ships that work out of Doskvol while still pursuing immortality.

Herrik Vanir: Falling back on his core talents, Herrik expanded his spy networks across the new city and became an information broker playing for all sides. He is entertaining offers to work for both the Emperor and his distant homeland of Tycheros, who are very interested in this new sun.

Veretta Jingshen: A master of the arcane in her own right, Veretta gathered up the sorcerers and witches who abhorred the light of the new sun and took them to the Deathlands, where she has built her own fortress to continue her studies and write her plays far from the light over Doskvol.

Since we kinda broke the setting, we decided this was the end of the campaign for the time being. We all had a ton of fun and I look forward to running more Blades of FitD games in the future. Right now I’m really eyeing Blades Against Darkness and Copperhead County. And we might not be done with our version of Doskvol! I’ve considered writing up the changed city a hundred years in the future and picking up from there with new factions and characters, and we’ve also thought about using a different system to play around in the aftermath of this campaign. Either way it was a blast to run and Blades is my new favorite system for how easy and fast it is.

Question: Say a scoundrel’s two first level harm boxes are full.

Question: Say a scoundrel’s two first level harm boxes are full.

Question: Say a scoundrel’s two first level harm boxes are full. Then he takes second level harm but he wants to resist it. Normally he’d resist and the new harm would drop to first level, but those are full, so it has no place to go. What’s the ruling on this?

TIA.

Hi all – Here is Version 1.7 of Live Fast – a Blades in the Dark hack for modern & near future settings.

Hi all – Here is Version 1.7 of Live Fast – a Blades in the Dark hack for modern & near future settings.

Hi all – Here is Version 1.7 of Live Fast – a Blades in the Dark hack for modern & near future settings. If you have a chance to play test, send me feedback at ebrunsell@gmail.com.

Danny Ocean? Ethan Hunt? Dominic Toretto? They have nothing on you. Style, stealth and speed – you and your crew have it in spades.

Live Fast is a game about a group of thrill-seeking characters in a close-knit crew who swindle, steal, and shoot their way to infamy and fortune – or die trying. The game takes place in a fictional setting that looks just like our modern world.

It includes:

New art.

New vehicle (and drone) rules.

8 playbooks (Chessmaster, Driver, Egghead, Grifter, Hitter, Spook, Thief, & Trickster).

3 crewbooks (Disposable Heroes, Scoundrels, Throttle Hoppers)

World building prompts and worksheet

A “Maltese Falcon” character arc option.

New approach to claims maps (goals, obstacles, and rewards)

Inspirational websites and a bunch of generator tables.

https://drive.google.com/open?id=1JRCM5478Ng2CRN3YDmeq4-j7QngaytKS

I’m currently working on backgrounds and stuff for my own #aFistfulOfDarkness game. Here are some (low-res) examples.

I’m currently working on backgrounds and stuff for my own #aFistfulOfDarkness game. Here are some (low-res) examples.

I’m currently working on backgrounds and stuff for my own #aFistfulOfDarkness game. Here are some (low-res) examples.

If you’re doing a aFoD game/playtest on roll20 I’m happy to provide graphics/pictures for your game. Please contact me here or via E-Mail (in[at]monkeyecho.de)

Scum and Villainy

Scum and Villainy

Scum and Villainy

I’m looking at the modules for ships (p118), and specifically in regards to the initial choice made during crew creation (p114) and crew advancement (p51). Each ship seems to have some modules listed as “Installed” and some listed as “Available” (or pre-checked/pre-listed but unchecked boxes on the sheets).

Taking the Stardancer (p122) as an example:

What does it mean that the Afterburners are available?

Can they be installed at any time for free?

Are they recommended starting modules?

If they are meant to already be in the crew’s possession, does that mean that other modules that aren’t listed on the sheet have to be purchased or otherwise aquired in order to be a legal pick for advancement?

A jumble of questions that all probably won’t need to be answered for me to work the rest out. Help appreciated!