Just wondering if anybody had ported over gambits from Scum and Villainy into Blades in the Dark?

Just wondering if anybody had ported over gambits from Scum and Villainy into Blades in the Dark?

Just wondering if anybody had ported over gambits from Scum and Villainy into Blades in the Dark?

I got to play S&V at GenCon and it was a blast, and it made me wonder if gambits would work well in Blades with or without much tinkering.

Hey scoundrels!

Hey scoundrels!

Hey scoundrels! A friend of mine just asked me what are the major differences between Blades in the Dark and “other PBTA games.” I’ve already told him that Blades isn’t truly a PBTA game, it just draws on some of the principles (d6 dice, graduated success, playbooks, etc.).

I’m not all that familiar with PBTA as a design apparatus, so I’m wondering what else I can tell him about the differences. Anyone here who can contribute ideas?

I’ve blogged about running Blades one-shots here, including how to get the sequence of play (score – downtime -…

I’ve blogged about running Blades one-shots here, including how to get the sequence of play (score – downtime -…

I’ve blogged about running Blades one-shots here, including how to get the sequence of play (score – downtime – score) into 3 short hours https://burnafterrunningrpg.com/2018/08/12/the-training-mission-blades-in-the-dark-one-shots-part-1/

https://burnafterrunningrpg.com/2018/08/12/the-training-mission-blades-in-the-dark-one-shots-part-1/

Hey Scoundrels, Scum and Villainy question here!

Hey Scoundrels, Scum and Villainy question here!

Hey Scoundrels, Scum and Villainy question here!

Under Heat, Killing Hegemonic Citizens adds +2 Heat to after a job in complete. I took “Hegemonic Citizens” as basically a shorthand for people in Hegemonic systems.

One of my players asked if everyone in the Hegemony is considered a citizen. Would pirates, outlaws, rebels, and other rogue elements be considered citizens? Should we make a distinction between killing a pirate, for example, and some ordinary shmoe with a 9-5 job at the local space port?

I tend to think that Heat for killing should be applied broadly to give the PCs a reason not to murder all their problems But it does seem in keeping with the setting that the protections of Hegemonic citizenship would be applied unequally. And I can see a Hegemonic faction putting a bounty on the head of a notorious pirate and not caring if they’re taken dead or alive. What do you all think?

Just a quick note for anyone working on a hack who might be stuck on what to work on next.

Just a quick note for anyone working on a hack who might be stuck on what to work on next.

Just a quick note for anyone working on a hack who might be stuck on what to work on next…. make a character sheet. After seeing the amazing Blood Red Clouds in the Western Sky hack here, I went to work on my own character sheet, and it really clarified a ton of things for me. Like, I had a lot of really useless actions that were much more obviously out of place when put on the character sheet.

Plus, making a character sheet is fun 🙂 If you don’t have a fancy design tool, Google Drawings is free and works really well (it’s part of google drive, go to New->More… and choose google drawing).

Hi all, I am looking for a GM willing to run a Blades PbP game on discord.

Hi all, I am looking for a GM willing to run a Blades PbP game on discord.

Hi all, I am looking for a GM willing to run a Blades PbP game on discord. Life is busy so PbP is the best way for me to play. I have a little experience with RP and I stumbled across this game on YouTube and it looks a lot of fun. I’m UTC-8

A couple of months ago I posted some questions here about BitD rules.

A couple of months ago I posted some questions here about BitD rules.

A couple of months ago I posted some questions here about BitD rules. Combat stuff mostly. Due to life I haven’t been back until now and since I’m due to run our game tomorrow I hoped to come back here and re-read that thread.

But I can’t find it. I’m not hip to google tricks to relocate,, etc, so if anyone can help track that down I’d sure appreciate it.

In the meantime I’ll ask some new questions, or at least try to get clarity on the stuff I’m struggling with.

My main issue seems to be clocks. I’ve gone over it and over it and I’m beginning to feel like I’m back in 9th grade having algebra explained to me for the 20th time and still not getting it. It’s very frustrating. It’s frustrating to the point where I’m having a difficult time even coming up with examples, but I’ll give it a go.

Say my Tier 1 group gets into a fight with a group of red sashes. Let’s say it’s 5 bad guys vs my four PC’s. One of the Sashes is a leader, say, Tier 2.

How do I clock this? Would I use one clock for the minions and another for the leader? And how does a single clock reflect damage done to a group of bad guys? For the 4 minions, how complex a clock am I looking at? What if the clock fills before all the minions are dead, or what if they all die before the clock fills? Is that even possible?

I know this has to be well trodden ground and I apologize for dragging it back out again, but it’s so frustrating to know that everybody else seems able to grasp this except me! I’m not a dumb guy! But good grief, I’m to the point where I don’t really want to run this game until I have a handle on this, so any help will be so appreciated.

I’ll leave it at that for now and hope for the best as I continue to look for that old thread.

Starting up a new Scum and Villainy game soon.

Starting up a new Scum and Villainy game soon.

Starting up a new Scum and Villainy game soon. One of my players wants to play a Manufactured Mystic that uses The Way to “see the matrix” when he hacks into things so I created an alternate starting ability for him. I would love some feedback. Is this too strong? Too weak? Overlap too much with another ability?

Ghost in the Machine

When you push yourself on a HACK action, you may make a fortune ATTUNE roll. On a 1-3, the visions granted by The Way are too cloudy to decipher and grant you no additional effects. On a 4-5, The Way guides your mind and highlights appropriate exploits; you gain potency on this HACK. On a 6, you become one with the machine; you gain potency on this HACK and the stress cost is refunded. On a critical, you gain potency, the stress cost is refunded and you clear 1 stress.

Hey Bladers!

Hey Bladers!

Hey Bladers! I picked up a copy of the rules based on my sister’s recommendation and I just finished running my third session last night. I came up with mechanics for a social score that my players really enjoyed. I’m sharing what I wrote to get some feedback on how to improve it and also to offer it to any other GM’s that might want to play around with it. (This is long, TIA for reading. Considering making a one-sheet in a Google Doc for folks who want to run this, LMK if that’s a good idea!)

The idea of a ‘social’ score was one of the first things that appealed to me when thinking about Blades sessions. Conceptually I borrowed from movies like the first Mission: Impossible (the scene where Ethan Hunt et al steal the NOC list), Black Panther (the casino scene), Firefly (the ‘Shindig’ episode) and even Mask of Zorro (where Alejandro dances w/Elena at Montero’s hacienda) where a specific objective had to be completed out in the open, in polite society, without making a scene.

As we are just starting out I decided to use the “War In Crow’s Foot” starting condition. My crew decided to ally with the Red Sashes, so I decided the brass ring of this session would be to prevent the assassination of Remira, an important Red Sash lieutenant. Remira would be representing the Red Sashes, and indeed the Iruvian delegation, at a party hosted by city council member Lord Carro, who keeps a manor in Silkshore.

The engagement roll for this score covers how the crew scores invitations/entry into the party in the first place. My crew decided that, as the Spider was a former Skov noble, they would finagle legit invitations through his contacts. Forgeries, breaking in, or even a separate score where the crew steals invites from someone else are all other possibilities.

I dictated to the crew that the loadout would be ‘light’, and that no character could choose anything bigger than one load- in other words, no heavy weapons/armor/explosives. Specific to this score, I also told the Leeches that any potion in their bandolier would count as one load as the potions would need to be concealed as to not draw suspicion. I also made them mark off “subterfuge supplies” to start to reflect their masked ball-esque costumes, so really the loadout as 2 for them. Fun RP opportunity for everyone to describe their character’s costume/mask and such.

Here’s the meat and potatoes of the score- instead of the typical overcoming of obstacles and running clocks on mixes/fails, I modeled the score mechanics after D&D 4E skill challenges. The players needed to make 12 “Investigate” successes in order to identify the would-be assassin without making a fuss. In addition to the “Investigate” track, I had two other tracks called “Charm” and “Obstruct” that would begin to fill as a consequence of mixes/fails on “Investigate” rolls. These tracks represent the crew making a scene/calling undue attention to themselves during the party which would complicate the investigation.

If either Charm or Obstruct got to 6 before Investigate got to 12, the crew gets kicked out of the party and is unable to prevent the assassination. (In our case the crew rolled crit on their engagement roll so I lowered their required Investigate score to 10- I figure a success would be 12 as normal, a mix would require a fight or somesuch to acquire their invites, and a fail might increase the required Investigate score and/or give the crew a worse starting position.)

As an example, the Spider picks Consort for an Investigate roll to get a feel for the attendees. They roll 4- mixed success! They make a decent accounting of themselves in conversation but ruffle a few feathers. Add 1 to Investigate successes but also add 1 to the Charm track. A fail might add to both Charm and Obstruct and/or lose position. Subsequent players might spend their actions on Charm and Obstruct rolls to smooth things out and decrease those pools.

In general, I envisioned “Investigate” rolls for Insight checks, “Charm” for Resolve, and “Obstruct” for Prowess, but as in all things a player could make a case for any given check- Prowl for Investigate, Sway for Obstruct, etc. The idea was to give non-social characters an opportunity to feel useful and contribute on a score like this.

I know Blades does not have initiative per se, but I thought it’d be interesting to use a modified Fortune Roll to determine turn order, as the actions of one crew member might inform the actions of other players. This represents the in-game windows of opportunity a given scoundrel gets to act. With a crew of 5, I rolled a D6 to determine who got to act, with a roll of 6 giving me the option to choose. After a player acts I’d roll again whittling down to D4, D3, D2 until the last player acts. On a given turn, the player can Investigate, Charm, Obstruct, or spend their action Assisting another player.

I started with fixed positions for each roll- Risky for Investigate, Controlled for Charm, and Desperate for Obstruct (not a good idea to get physical at a fancy party!). Criticals would improve position and fails could lose position. I then would assign effect as normal. If a player used the same skill twice in a row I would give them -1 position for going to the same well (too harsh?).

After all players acted in a round, I would increase a round counter then have the last player to act roll a D6 for a fortune roll to determine how circumstances at the party change-

1- Dance! Group action to participate in a dance- fails add to Charm pool

2- Drink! Level 2 Harm “Very Drunk” resisted by Prowess (mix = 1 harm, success = no harm, crit = no harm + remove 1 Obstruct)

3- Chat! Level 2 Harm “Exhausted” resisted by Resolve (results as above, swap Charm for Obstruct)

4- Games! Level 2 Harm “Puzzled” resisted by Insight (results as above, choose Charm or Obstruct for crits)

5- Move! Carro moves the party to another part of the house- -1 to Investigate pool

6- no effect this round

If a player failed a check such that the Charm/Obstruct meters would fill, I gave the crew the option to Disavow that character and let them twist on their own. In game terms, it let them ignore the consequences of their roll and it meant they could not Assist nor accept an Assist, and all their rolls were by default from a Desperate position to reflect the rest of the crew cutting them off (and the scoundrel being branded as obnoxious). Should a Disavowed character fail a check that fills Charm/Obstruct after that the investigation would fail.

My players got to 9 out of their 10 Investigate checks in 5 rounds before a Disavowed character failed a check that pushed Charm over the brink. As the idea for this score came late to me I hadn’t thought through what exactly the consequences were for failure, so I decided they would get a chance to fight the assassin(s) out in the open, at the expense of faction standing with Lord Carro/the government as well as additional heat. The party went to hell and the crew had to kill/knock out the assassins before they could kill Remira (switched back to clocks for combat at this point).

Would love to hear ideas about any/all the above- too hard? Too easy? Ways to improve/adapt rules? What do you think about alternatives for failure? How should the end part go? Also I’d love to hear from other GM’s who try a score this way. Would it be helpful to turn this into a scenario doc to have handy at the table?

Appreciate this group and everyone’s excellent contributions. Looking forward to more!