I’ve made peace with the fact that this campaign is probably orders of magnitude more high-octane than your typical…

I’ve made peace with the fact that this campaign is probably orders of magnitude more high-octane than your typical…

I’ve made peace with the fact that this campaign is probably orders of magnitude more high-octane than your typical BitD game. The crew is still racking up trauma and careening towards a fearful reckoning, but they’re just so damn brazen! I can’t help but go along with their wild ideas.

Originally shared by Eli Kurtz

Score #06: An Explosive Comeback

Just days ago, the crew of the Electrick EEK got out of prison, finally recovered from some nasty wounds, and then killed a person in vengeance for both those hardships. Big events threaten to change the landscape of the Docks, rivals are pressing in from every side, and the crew’s got more targets than backs to paint them on. So what do they decide to do?

Remind everyone that they are the most daring and reckless skiff racers to ever touch the water in this accursed city.

https://www.youtube.com/watch?v=nWrdKvBQD3k&t=0s&list=PLNmwv04gc3RrRILd05BcpUJywUbmG88TH&index=7

Scum & Villainy – Playbook examples

Scum & Villainy – Playbook examples

Scum & Villainy – Playbook examples

I am going to be running a S&V one shot at the FLGS this weekend, and am putting together some additional materials to smooth out the process. One of the things I am making is a guide to the playbooks with multiple examples of each from “Small crew spaceship” SF TV and Film.

I’m able to come up with multiple examples of Mechanics, Muscles, Mystics, and Pilots. But I can only come up with one clear example each of Scoundrel, Speaker, and Stitch.

But for the remaining, the only clear examples to me are:

Scoundrel – Han Solo (I thought about Peter Quill, but I’m not sure he’s unambiguously a scoundrel.)

Speaker – Inara Serra

Stitch – Simon Tam (I thought about Shed from the Expanse, but he didn’t last long enough to become Iconic.)

Any thoughts? Who am I missing here?

Has anyone tried a FitD game where the PCs are not in a crew together?

Has anyone tried a FitD game where the PCs are not in a crew together?

Has anyone tried a FitD game where the PCs are not in a crew together? I’m working on something like that, where it’s more of a situation like Urban Shadows, with the characters are a mix of different groups navigating the situations they all get thrust into while maintaining their own background agendas.

So basically, there is no shared crew sheet stuff (although there eventually could be if eveyone decides to be of the same faction). I would like to include crew things that the characters might have access to from their own factions– sortof chopping up the different crew options and sprinkling them into the different character playbooks that represent the (currently) five factions in the setting.

I’ve already roughed in Rep on the playbooks to represent a character’s standing within their own group, with Turf being replaced by something like Distinctions. Distinctions would be similar to Claims, but would be things that the characters do that their own group recognizes as great achievements that make raising your rank (tier) easier.

So overall, there would be faction dynamics, but they’d be more personal, and less of the team-vs-the-world way the original Blades works .

Does this make sense? I can’t tell, I’ve have very little sleep the past couple days…

Watch the Goat Caper pt.1! The gang needs to fix a goat race to get Bluefoot out from under some loan sharks.

Watch the Goat Caper pt.1! The gang needs to fix a goat race to get Bluefoot out from under some loan sharks.

Watch the Goat Caper pt.1! The gang needs to fix a goat race to get Bluefoot out from under some loan sharks.

https://youtu.be/KZ7iRQmLy_M

https://youtu.be/KZ7iRQmLy_M

A question: During our session the other night a situation occurred in which the crew were in one boat and their…

A question: During our session the other night a situation occurred in which the crew were in one boat and their…

A question: During our session the other night a situation occurred in which the crew were in one boat and their targets were in another. While they were still well apart from each other, one of the NPC targets pulled his pistol and took a shot at one of the PC’s.

I wasn’t immediately sure how to adjudicate it. None of the PC attributes seemed to cover a dodge type action, so I wasn’t sure what to have the PC roll. Should I have just had the NPC automatically hit and then let the PC resist? What’s the correct call here?

So after some thought and feedback from friends, the Playbooks have evolved for my “Trapped in an MMO” hack (still…

So after some thought and feedback from friends, the Playbooks have evolved for my “Trapped in an MMO” hack (still…

So after some thought and feedback from friends, the Playbooks have evolved for my “Trapped in an MMO” hack (still needing to be named). The following is an excerpt from the rules I am writing:

“The characters attempt to come to terms with their new lives as Heroic Adventurers, struggling against their past lives and limitations to achieve better things in the new world. They do this by facing challenges together, accepting quests, forging alliances, destroying their enemies, struggling with the NPC’s opinions of them and trying to stay alive! There are several Adventurer types to choose from representing the personality and wishes of the character, and each Adventurer type has 2 classes to choose between each representing different types of classes from the original video game and the ways in which the Adventurer goes about achieving their wish:

*GUARDIANS* wish to protect something. They defend their allies and forge strong friendships with those closest to them. Guardians have the Defender and Mender classes. *DEFENDERS* are typically represented by a tank class, they are armoured in some way, whether that be magical or physical. Defenders protect what they care about by standing in the line of fire and risking their lives. They are typically seen as the biggest threat in the room, but have a softer side for their friends. *MENDERS* are typically represented by a healing class. Rather than preventing harm and soaking it themselves, Menders protect what they care about by healing and reducing the damage dealt by enemies. They are typically seen as caring and pleasant characters.

*SCOUTS* wish to find something precious to them, whether that be a way home, a worthy opponent, or perhaps a lost sibling. Scouts have the Assassin and Sharpshooter classes. *ASSASSINS* are typically represented by a physical, melee damage dealing class. Assassins find the thing most precious to them ruthlessly, without regard for anyone else. They would betray their friends in a heartbeat if it meant they could fulfil their wish. They are seen as uncaring and lone-wolves. *SHARPSHOOTERS* are typically represented by a physical, ranged damage dealing class. Sharpshooters find the thing most precious to them methodically, pinpointing weaknesses in those that stand in their way, and bringing out the strengths of the allies that stand with them. They are seen as intelligent and a valuable ally.

*MEDLERS* wish to help others achieve their goals; they are charismatic and have a silver tongue. Medlers have the Enchanter and Inspirer classes. *ENCHANTERS* are typically represented by a magic wielding class that specialises in hindering opponents and buffing allies. Enchanters are devilish masterminds who manipulate others for their own benefit behind a fake smile. They outwardly help allies towards their goals, but have a secret agenda they want to fulfil themselves, and will use others to get to it. *INSPIRERS* are typically represented by a magic wielding class that specialises in amazing feats of area damage magic. They are powerful, and just as good a speaker; rallying and inspiring others to achieve their goals.

*WONDERS* wish to remain in the new world so that they can pursue a personal quest that they couldn’t in their old world, or to avoid returning to their less than ideal previous lives; and they will do anything to stay. Wonders have the Alchemist and Monk classes. *ALCHEMISTS* are tinkering magic wielders who can imbue their talents into new items, artefacts and potions, preparing their allies for the obstacles ahead. They pursue an outward quest such as researching the world, crafting a legendary item, or studying the various new animals and flora. They are seen as eccentric and spontaneous. *MONKS* are physical magic wielders, often represented by a martial arts class. They imbue their bodies with magic to strengthen their blows, harden their skin and move at lightning speeds. They pursue an inward quest of self improvement, and do not wish to lose the amazing powers that they have gained by arriving in this new world by returning to their original weaker bodies. They are seen as wise, yet somewhat desperate as they grasp for greater and greater heights.

At character creation, players will choose an Adventurer Type, a Class from within that type, and a Sub-Class out of any class in the game. A Guardian might choose to be a Defender with a sub-class of Mender to play as a Paladin type class; a Scout might choose to be an Assassin with a sub-class of Enchanter to play a Trickster type class. There are numerous combinations and possibilities.”

What do people think?

Hello scoundrels, apologies for the long absence.

Hello scoundrels, apologies for the long absence.

Hello scoundrels, apologies for the long absence.

I have a design question that may have a very Blades flavored answer.

I’m toying with a game in a Dune-ish universe of Emperors and ancient schools, an rpg played out on the Imperial capitol, (Think 40K Terra, or Trantor)

The players are high-level con artists and thieves come to relieve the Emperor of his wealth, and instead of a map, I want to play over a Kingsburg style flowchart of the Imperial court. The criminals will have to take advantage of the eccentric rituals and rites of the court to get close to the Emperor and keep their marks from getting wise.

So…

Any suggestions from you folks on incorporating Blades mechanics into a pyramid-flowchart? I really want to emphasize the suck-up/kick-down nature of the court.

If the players’ markers (and thus, their false faces) are under the protection of a duchess three levels below the Emperor, then they should be able to ruin the life of a fourth level duke, and order the summary executions of a fifth level marquis.

So, Stainless Steel Rat meets Dune meets Foundation meets Gentlemen Bastards. Any ideas?

Interesting question for my fellow hackers out there, when naming playbooks and crews, how important is it for the…

Interesting question for my fellow hackers out there, when naming playbooks and crews, how important is it for the…

Interesting question for my fellow hackers out there, when naming playbooks and crews, how important is it for the name alone to communicate what that thing is about? Or do you think it is OK to lean heavy on flavor and supplement with a sub-title to say what that thing is about? Im making a thing and am attached to the flavor of this thing but I want to ensure that doesnt impede good design.

Balancing the city’s power with structure is impossible.

Balancing the city’s power with structure is impossible.

Balancing the city’s power with structure is impossible. Structures are occupied by individuals of varying passion and ability. Attempting to stabilize power through laws and rules is like trying to balance a gladiator match by throwing more weapons and armor into the ring. The power of Doskvol has always been its bloody hunger. It is hunger that propels the powerful towards more power, and it is hunger that motivates their enemies to drag them back from it. The only real check against the power lust of the rulers is the power lust of those they rule.

If humanity ever does curb that starving ambition, then the inevitable transition from rulership by mortals to rulership by vampires will accelerate. Vampires have the long view, and experience, and a hunger no mortal can match. So far the main resistance to this inevitability has flourished in the vampire’s blind spot for the current moment. They get lost in future machinations and lose sight of unanticipated changes right before their eyes. The sharpening gift of mortality focuses humans and keeps the churn of power fresh, even when contained in ancient lines of aristocracy and tradition. Lo, before us is a new generation, and right behind it another. New faces, consumed in the oldest game.

From “Six Inevitable Truths of Rulership” by Lady Crolucia VenVaskell

What are the gold standard Scum & Villainy actual play videos?

What are the gold standard Scum & Villainy actual play videos?

What are the gold standard Scum & Villainy actual play videos?

I’m studying up for running it myself but I don’t have time to watch more than a few episodes.

I’m not aware of the creators having video out there like John Harper did for the Kickstarter.