What have people been using to play online? I know hangouts has been big, but has anyone used roll20 or the like?

What have people been using to play online? I know hangouts has been big, but has anyone used roll20 or the like?

What have people been using to play online? I know hangouts has been big, but has anyone used roll20 or the like?

Languages!

Languages!

Languages! In the official version as it stands, the plan is to have languages represent more dialects than foreign tongues. You don’t have to mechanically represent any proficiency with them.

Here is an alternative. At generation, you can spend either the action for your heritage or the action for your background to get a language instead (both if desired, to be tri-lingual.)

After generation, to learn a new language, you must fill a clock (default suggestion is 10 segments, studying as a downtime project.) At the end of that time, as soon as you have 8 experience, you can purchase that language as a special ability. From then on you are fluent. When you get half the segments, you can communicate at a basic level.

I have been thinking about actions.

I have been thinking about actions.

I have been thinking about actions.

What if “Prowl” became “Move”? That makes it more intuitive for players to connect it to running, jumping, climbing, dancing, and swimming.

What if “Skirmish” became “Fight”? That’s what you’re doing, and that’s all it’s for.

What if “Mayhem” became “Chaos”? I’m thinking of what makes the pirate captains in Pirates of the Caribbean distinctive; when everything flies apart and all plans are lost and everything is chaotic, they are at their best with plans and battle and pressing ahead. So, you can use it for mayhem, and also for yelling “Aye, we’re good and lost now!” as your ship heads for the waterfall at the end of the world sort of moments.

One action I really feel should come back in somewhere is Stalk. It is an amalgam of moving quietly, acting unobtrusive, putting on speed, keeping an eye on a target, instinctively figuring the target’s next move, watching your back trail, seeing small movements across distances, and understanding behavior.

I feel it would be useful to be explicit about moving lock picking and safe cracking to “Tinker” and maybe consider renaming it “Mechanics.”

It is important to tread a middle ground between being evocative for the flavor of the game, and clear for the smoothness of the game. Especially when you play with people who have not read the rules, it is useful for the actions to be as clear as possible about what they cover, and even if these suggestions aren’t used going forward, maybe they spark some other ideas.

Just my .02 for the morning.

A question for you, Honorable Folks:

A question for you, Honorable Folks:

A question for you, Honorable Folks:

how would you see a set of FIVE attributes, rated from zero to four?

Let’s say: SUNRISE, MIDDAY, SUNSET, NITE and ECLIPSE.

Zero to five, would be both unblancing and dispersive, I think. But since in origin the Effects were six, I can’t imagine breaking the rules with a set of 20 skills, divided in five attributes.

And, some random thoughts, “you own every object in the list. If you want to… usefully bring along an artifact, check its box.”

“Rules don’t distinguish between lore gained in the present incarnation and that gathered during past lives”

I would love to have any insight on why Blades in the Dark is laid out in landscape.

I would love to have any insight on why Blades in the Dark is laid out in landscape.

I would love to have any insight on why Blades in the Dark is laid out in landscape. For me, landscape is a lot harder to use than portrait, especially double-sided.

Is it too soon to ask that the other setting hacks be portrait? =)

The rogues visited a temple to the Ecstasy of the Flesh.

The rogues visited a temple to the Ecstasy of the Flesh.

The rogues visited a temple to the Ecstasy of the Flesh. The focal point of the sanctuary was a 20 foot tall roughly woman-shaped statue made of wax.

Supplicants would write their prayers on tiny vellum strips, roll them up, and put them in brass cylinders with one open end. Then they would push the open end into the waxy flesh of the statue.

Once a year, the statue is melted, the vellum flaring and glittering away. In the meantime, the brass studs all over the statue gave it a sequined look, or a reflection of what stars must once have looked like.

The scoundrels did NOT choose to put their own prayers in the effigy.

I will be interested to see what the full rules suggest for when a crew hires an expert to help with the heist.

I will be interested to see what the full rules suggest for when a crew hires an expert to help with the heist.

I will be interested to see what the full rules suggest for when a crew hires an expert to help with the heist. Should the expert have ratings and dice? Should the expert count as equipment? Should the expert participate in group actions? How could they NOT? Best practice, who rolls for the expert? Is that task assigned to the player who hired the expert, or maybe the GM keeps the NPC task close at hand?

Last night the crew hired a whisper to help out with magical stuff, and she proved instrumental to the mission. But she was an NPC, the first time I’ve run a heist with an NPC along. I could see reasonable players wanting to add an NPC as a crew member, not a ganger or hired expert. I wonder how those situations will be handled–at least, how the rules will recommend we handle them.

In my game last night, the scoundrels put on acolyte robes and tried to drift out of the temple in the crowd,…

In my game last night, the scoundrels put on acolyte robes and tried to drift out of the temple in the crowd,…

In my game last night, the scoundrels put on acolyte robes and tried to drift out of the temple in the crowd, undetected.

With the new action list, “slip” is gone. So what would you use for that? Finesse doesn’t quite seem to fit, Prowl is a stretch, Deceive seems too high-engagement since they’re trying not to make eye contact. Maybe Discern for seeing a way through with minimal engagement?

You could turn it around and ask the players how their characters are doing it, of course. Let them pick something that doesn’t quite fit, and run with it. Or, you could make it a resist test to escape the consequences of being caught in the crowd, because Guile makes sense in the broad strokes.

You could do it without a roll, but I wanted to add in an element of potential complication (and one arose; they smelled awful from their adventure, and got stuck in a human traffic jam [delayed], stinking the joint up until they could get through.)