So I’ve started hacking Blades to make a game where teenagers get stuck in an MMORPG world as Heroes with no way to…

So I’ve started hacking Blades to make a game where teenagers get stuck in an MMORPG world as Heroes with no way to…

So I’ve started hacking Blades to make a game where teenagers get stuck in an MMORPG world as Heroes with no way to log out. The game is going to focus on the players struggles fitting into a new world, struggling with the expectations of the would-be NPCs who are now sentient, and facing great threats to the Kingdom.

I’m drawing heavy inspiration from both Blades in the Dark and Masks to create this game with a small amount of influence from Log Horizon TRPG (for a new resource known as “Threat” that will become apparent in combat with monsters).

I’ve gotten a dice system down (basically just Blades) and some ideas for how Boss Monsters might work, but what I am struggling with are Playbook Moves. So far, I have decided on the following playbooks:

*GUARDIANS* are frontline fighters, putting their lives on the line to protect their allies from danger and being the biggest threat in the room. They are bold, daring and intimidating, but have a soft side for their friends. Typically represented by a “tank” class in an MMO.

*SHARPSHOOTERS* are keen eyed ranged fighters, able to pinpoint weaknesses that their allies can exploit both in and out of combat. They are dexterous, careful, and thoughtful. Typically represented by a “Ranged DPS” class such as an Archer or a Gunslinger.

*ASSASSINS* are deadly damage dealers, adept at sneaking, sleight of hand, and scouting. They are unnerving, untrustworthy, and selfish.

*BARD/HEALER/BUFFER (man I need a better name for this one that doesn’t lock you down to a specific class)* have a silver tongue, able to inspire their allies and manipulate foes, as well as help allies recover from harm. They are caring, yet manipulative, and can talk their way into or out of mostly anything. Typically represented by a supportive class like a Bard or Priest.

*ENCHANTERS* are devious magic wielders, using their powers to assist allies and hinder foes, manipulating their forces from the background. They are masterminds, prepared for any eventuality and use their magic to bend people to their will. Typically represented by a magic based class that has heavy reliance on buffs and debuffs.

*SORCERERS* are powerful magic wielders, able to shape the world around them with their power, and deal devastating damage across large areas. They are wise and kind, yet feared by those who do not understand the burden of their power. Typically represented by a Magic-based DPS class.

*ALCHEMISTS* are tinkering magic wielders, who can imbue their talents into items and artefacts, or even themselves, defending their allies and preparing them for the obstacles ahead. They are eccentric, clever, and adaptable. Typically represented by martial artist classes, or classes with an alchemy theme.

Any thoughts about the base ideas for a playbook would be awesome. I have tried to give each a combat and social flavour that suits the character type.

Any suggestions for Playbook Moves / Special Abilities would be awesome too.

Ideally I also want to come up with a particular struggle each Playbook wants to explore. For example, in Masks a Janus is about the struggle between balancing their lives as both a teenager and a hero; where the Legacy is about trying to live up to your legend. Something akin to this for each role could be cool to explore as an idea.

Any feedback in general is also welcome!

Spacebound and Down: A Star Wars Story

Spacebound and Down: A Star Wars Story

Spacebound and Down: A Star Wars Story

Black Sun hires the Porg Chop Express to run a juvenile rancor from Jakku to Tatooine before that shoulder-padded bastard Dash Rendar does the same for Crimson Dawn.

All the players were really into it. Once I mentioned Dash Rendar, Kass Nanto the Muscle jumped at the idea and started incorporating Sally Field’s lines from Smokey and the Bandit into how Dash had jilted her once. She actually spent a cred right then and there to sic bounty hunters on Rendar (acquire asset, gets a 6) – unleashing the indefatigable duo of 4-LOM and Buford T. Zuckuss.

I ran the race with this idea of accumulating Lead, like a tug-of-war clock. The Porg Chop started in the hole, but if they pushed their position to desperate as they made their hyperspace hops they could catch up. I gave them a choice whether to arc around the inner rim (safer, slower) or cut through the Core (more Imperials would notice their Wanted Level 2). They chose the Core, obviously.

Milo had the rancor and its keeper/veterinarian (“Oh no, I’m an animal enthusiast!”) Malakili put on the Express. Malakili was played by my worst Dom Deluise impression. We never found out why he wore that stupid leather hat. He’d be around to both not help and to tempt Kass with pharmaceuticals.

Then I sprung the Entanglement I’d rolled last game. Their hyperdrive cuts out. Crash the Mechanic gets it patched up fairly quickly, but 1) I start a “She’ll Hold Together” clock and 2) they lose another tick of Lead. This clock’s a possible consequence of any failed Helm rolls and it kept Dorifto the Pilot and Crash working together.

You Sumbitches Couldn’t Close an Umbrella

After several hyperspace hops (Jakku -> Corellia -> Vandor), they caught up to Dash Rendar in an ice field. Vandor’s Imperial garrison launches fighters. 4-LOM and Zuckuss were in hot pursuit, somehow having lost at least one of their stabilizers along the way.

Kass doesn’t wait for Dorifto to close before she opens fire. She eats shit on her roll and Leebo, Dash’s droid co-pilot, shoots up the Express. The rancor starts to wake up, there’s a hull breach in the cargo hold, and they’re in a dogfight in an ice field. It doesn’t look great, but then, like a friendly semi truck convoy, the sixes come to the rescue.

Crash tackles the hull breach first and crits, fixing quietly and insuring that

Akkol Cha the Mystic has a controlled position as he soothes the rancor back to sleep with the Force, all while

Dorifto makes the Imperials look like a bunch of inept state troopers.

Akkol Cha seizes on the idea of soothing the rancor with the Force and reverses it, reaching out to wake the rancor inside Dash Rendar’s hold. Kass adds her nascent abilities to the roll and they crit again:

“Leebo, that wasn’t laser fire! We hit something – and I never hit somethings! Go back and check it out!”

Dash’s Outrider leaps into hyperspace and is not seen for the rest of the session.

Double or Nothing

After that, the handoff at Jabba’s palace goes smoothly and the crew head to Mos Eisley for some downtime – and to wait for Dash Rendar in case the scoundrel shows up. The Porg Chop Express goes to +3 status with Black Sun, which would technically trigger the endgame and they have enough cred to boost their crew quality to tier 2. The idea of a big finale doesn’t feel wrong to me, but I’m not sure it’s time just yet?

In the end I mostly ignored the Lead clock. The players were going full throttle without me needing to track it. The “She’ll Hold Together” clock was the main source of stress, as different characters took turns resisting the ticks on the 4-segment clock as those early 4-5 results piled up. I think that worked well. Buford T. Zuckuss is the best Star Wars pun we’ll ever have and has taken the crown from Casey Fucking Dewback.

A cluster map I generated using Calum Grace’s A Nocturne randomizer (and a lot of inefficiently-wasted time in Clip…

A cluster map I generated using Calum Grace’s A Nocturne randomizer (and a lot of inefficiently-wasted time in Clip…

A cluster map I generated using Calum Grace’s A Nocturne randomizer (and a lot of inefficiently-wasted time in Clip Studio Pro). Going to be running a game for some folks in v0.8… or maybe 0.9 if it comes out soon enough cough. When I’m done polishing the (text-heavy) sector results I could post the full details of the stoically-named “HCSS 1185”, but I’m unsure if people would be too into it so let me know if that’s worth it to anyone!

I took a quick look through a few of the free Forged in the Dark hacks out there and I didn’t notice any Advanced…

I took a quick look through a few of the free Forged in the Dark hacks out there and I didn’t notice any Advanced…

I took a quick look through a few of the free Forged in the Dark hacks out there and I didn’t notice any Advanced Rules and Permissions a la the Iruvian Sword Arts found in the book. I would have expected this sort of stuff to be more popular. Anybody have any ideas why it’s not? Anybody know if the published settings (Scum and Villainy, Band of Blades) have any of these?

Okay need a bit of help with S&V: I get that ships start with certain modules Installed, but I can’t for the life of…

Okay need a bit of help with S&V: I get that ships start with certain modules Installed, but I can’t for the life of…

Okay need a bit of help with S&V: I get that ships start with certain modules Installed, but I can’t for the life of me figure out what the Available modules are supposed to be. At first I assumed it must mean that those are the only available modules for purchase with the group’s beginning upgrades, but later on it stated that the Cerberus could start with the targeting computer, even though it’s not listed as an available system.

A couple of questions:

A couple of questions:

A couple of questions:

1. Is there a place that specifies which districts each faction operates out of? I know some of them denote a specific turf under their details, but some do not. I’m wanting to introduce Ulf Ironborn as a potential client for my crew of assassins, but I’m wondering where I can find his HQ (The Old Forge Tavern). I’m happy to set it down anywhere I need it if that’s the expectation, but if there is a specified district that would be helpful. For that matter it would be helpful to know which factions operate where as the PC’s enter those areas.

2. I’m still having a little trouble grasping factors with regard to Effect. If I understand correctly, the default Position/Effect is Risky/Standard. So any given factor (Potency, Quality, Tier, Scale) would move the Effect up or down. I know that Tier can be greater than 1, but can Potency, Quality, or Scale be higher than 1?

Some examples: A Tier 1 PC comes up against a Tier 2 Red Sash. That would set the situation at Risky/Limited, correct? If the Red Sash has a fine weapon, that would further drop the Effect to Zero? Do the factors effect Position at all, or just Effect?

Example 2: Same situation as above, but now the PC uses Not To Be Trifled With. Would that give him Potency vs the Red Sash, effectively bumping him back to limited Effect?

Example 3: Carrying on from example 2, now the PC pulls a fine sword of his own, bumping the Effect back up to Standard. But then four more Red Sash gang members show up. So that’s 1 vs 5, but the PC is using Not To Be Trifled With, so he’s still on equal footing with them, so no change, right? Still Risky/Standard? What if another two guys show up making it 1 vs 7. Would the Scale then drop the situation back down to Risky/Limited?

Oh crap, I’m just re-reading the example on page 29 where a single PC is facing off against a large group and it looks like Scale DOES affect Position. I’m having a hell of a time with this. Any advice would be most welcome.

Looking to join a Blades campaign, I’m free during the weekday nights and all day on Sunday.

Looking to join a Blades campaign, I’m free during the weekday nights and all day on Sunday.

Looking to join a Blades campaign, I’m free during the weekday nights and all day on Sunday.