I’m about to GM Scum and Villainy, and I have a question about the Cerberus starting mission (and clocks related to…

I’m about to GM Scum and Villainy, and I have a question about the Cerberus starting mission (and clocks related to…

I’m about to GM Scum and Villainy, and I have a question about the Cerberus starting mission (and clocks related to group actions in general I suppose):

The instructions under “The first scene” tells you to start a 10-segment chase clock and put two ticks on it – when it’s full, you corner the target, if it empties he gets away. No problems so far, but I’m having a hard time figuring out how to resolve a clock like this in a smooth way.

Let’s say they decide to simply chase the target. If everyone rolls for Scramble individually, it would feel weird – one member shouldn’t affect the target getting away if the rest of the group manages to keep up, for instance. I also think it would be really boring to start of with a scene where everyone rolls the same action, one after another.

But if they decide to do it as a group action, it would still take several rolls, probably costing the leader a lot of stress. I feel like it shouldn’t cost that amount of stress for a “simple” chase, and I think this approach would be pretty boring as well.

Maybe I’m overthinking it, and should just let the players go crazy – maybe they will all attempt different things, rigging a nearby hover-bike, shooting at the target etc. and the “group chase” won’t be an issue? Or maybe there’s an easy answer in sight, I’m just too narrow minded to see it? Any thoughts would be appreciated!

A quick discussion on the narrative/tactical rpg spectrum.

A quick discussion on the narrative/tactical rpg spectrum.

A quick discussion on the narrative/tactical rpg spectrum. Thought it would be of interest for fellow BitD fans. https://clockwerkwarriors.com/2018/10/rpgspectrum.html

https://clockwerkwarriors.com/2018/10/rpgspectrum.html

Has anyone done some long-form math to demonstrate how numbers of Resistance dice scale with regards to stress costs?

Has anyone done some long-form math to demonstrate how numbers of Resistance dice scale with regards to stress costs?

Has anyone done some long-form math to demonstrate how numbers of Resistance dice scale with regards to stress costs?

Including the two sixes removing a stress?

I ask because I have an exceptionally numbers-oriented player who feels threatened by the system because of stress (from resisted consequences) and harm being taken on most rolls not a 6.

He trusts me, so it works fine for the game, but some actual statistics would help back me up here. Even with the base assumption that this is a sort of antiheroic tragedy, I think scoundrels’ odds are better than he thinks.

Sometimes, when your A plot is primed and ready to go, the right decision is to set it aside and explore a B plot…

Sometimes, when your A plot is primed and ready to go, the right decision is to set it aside and explore a B plot…

Sometimes, when your A plot is primed and ready to go, the right decision is to set it aside and explore a B plot for a little bit. But things are building to a head! How much longer can the Dockers stand idly by while the powers that be continue to add pressure to their struggle?

Originally shared by Eli Kurtz

Score #07: Leverage

After an explosive win in the canals, the crew of the Electrick EEK needs to lay low while all the fallout settles. The Dockers are finally organized and ready for action, but the crew doesn’t have a task for them just yet. While the laborers twiddle their thumbs, the EEK takes care of a certain thorn in their side: the Bluecoat Captain Laroze…

https://www.youtube.com/watch?v=ZWkNcaU-y54&t=0s&list=PLNmwv04gc3RrRILd05BcpUJywUbmG88TH&index=8

How many Gangs in a Faction?

How many Gangs in a Faction?

How many Gangs in a Faction?

The book says Tier defines “the quality and scale of the gangs your crew employs” (emphasis mine). To give examples, the Billhooks (Tier II, pp. 285) have “a large gang of bloodthirsty butchers” and “a pack of death-dogs” listed under Notable Assets, which to me implies two Gang cohorts of around 12 members each. The Bluecoats (Tier III, pp. 285) have “many large gangs of vicious thugs” under Notable Assets, which to me implies 6+ gangs of 20 people each. But then the Deathlands Scavengers (Tier II, pp. 288) have equipment listed under Notable Assets instead of cohorts of any kind.

I know there are no objective rulings about this sort of thing, so this is a question for individual GMs/tables: how many gangs do you give to factions at different Tiers? Do some of your factions have more Gangs/Experts, and some others have assets of a different kind? I’m thinking about the overall population of different factions and trying to get some insight into the ways other GMs approach the situation.

And yet another question…

And yet another question…

And yet another question…

I imagine this has been answered many times, but I’ll hope for your patience.

Why do the authorities not question the ghosts of murder victims about the identity of their killers?

I understand that the Spirit Wardens cremate bodies asap because they don’t want ghosts running around, but it seems like, in the case of an assassination or something similar, that they, or the Bluecoats/Investigators, would have a few Whispers on hand to wrangle the victims ghost and compel it to tell them whodunit.

Is there a mechanical or lore reason why this doesn’t happen?

Question – I ran Blades In The Dark for the first time this last Saturday.

Question – I ran Blades In The Dark for the first time this last Saturday.

Question – I ran Blades In The Dark for the first time this last Saturday. During the session I used a single clock to represent two carriage guards. If the character got a full success I took of 3 pie pieces and if it was a success with complication I tool off 1 pie piece.

Is that ok? Should I have used straight single skill rolls? Thoughts as to straight skill roll vs a clock?