I have some thoughts about this game that do not line up with the thoughts of others, and that’s okay; as John…

I have some thoughts about this game that do not line up with the thoughts of others, and that’s okay; as John…

I have some thoughts about this game that do not line up with the thoughts of others, and that’s okay; as John Harper said, the game is like a guitar, and different musicians will play differently.

There are many RPGs, and when I start running a new one, I look for what it does well. What is the specialty that inspires you to use this game instead of half a dozen others?

For me, the answer is in the heist structure (specifically skipping planning, and player-facing challenge mechanization) and the down time structure (quick mechanization of ongoing life.)

Characters emerge through play, downplaying the significance of the individual encounter and instead building characters by shading with many light washes. Patterns of behavior emerge, rather than focusing on individual encounters being role-played through.

If you want a game that goes step by step through the days, and spends a lot of time delving into character backstories and looking at how they are connected, there are dozens of games that do that. If you want to role-play through conversations and take on a leisurely pace to address many details, you can do that in this game. That can be done in Blades in the Dark, but using those methods turns aside from what makes the game unique.

I feel the game is more successful when it DOES NOT go into backstory before you start, when it DOES NOT establish everyone’s relationships in detail. You are a crew, drop in and play, and as you improvise flash-backs and act out the heists and make decisions for down time, THERE is where we’ll see who the scoundrel is. Players are even rewarded for revealing the character in play rather than in exposition, with the experience structure.

I feel like in a half hour or less the play group needs to be on a heist. Leave the detailed backstories and languorous explorations with developing questions to other games where that process is a feature–let Blades in the Dark be fast, crisp, and focused on heists.

The players move around the house of the characters’ lives, peeking in different windows to see scenes play out, but not following them around their daily routines. Player experience of the characters is incomplete, jump cuts, telling moments, and flashbacks. Let that mosaic build a portrait, and let it be sketchy for a while.

If we follow the characters around and role play all their encounters, then it’s jarring to try and use the heist structure and downtime structure around that, since it is so much less granular. Also, individuals or pairs of characters can dominate play time while everyone else watches and waits to get back to the shared action.

My two cents!

It’s just crossed my mind that Midgar, the decrepit, corrupt, stinking world capital of Final Fantasy VII, might…

It’s just crossed my mind that Midgar, the decrepit, corrupt, stinking world capital of Final Fantasy VII, might…

It’s just crossed my mind that Midgar, the decrepit, corrupt, stinking world capital of Final Fantasy VII, might make for a truly excellent Blades in the Dark unofficial hack.

“The upper world… a city on a plate… It’s ‘cuz of that &^#$# ‘pizza’, that people underneath are sufferin’!” – Barret Wallace

Currently I’m making cards for the hack I’ve been working on.

Currently I’m making cards for the hack I’ve been working on.

Currently I’m making cards for the hack I’ve been working on. I think they’ll work well for what I’m trying to do but damn is it boring (I’m on #54 of 60). I did world and character creation last night and we ended with really creepy stuff. In two weeks after running the first real session I’ll give the details of the game and the hack. I might even start posting rules if they go well.

I was having a great game of Blades the other night when I got all inspired by the fantastic isometric view of Crows…

I was having a great game of Blades the other night when I got all inspired by the fantastic isometric view of Crows…

I was having a great game of Blades the other night when I got all inspired by the fantastic isometric view of Crows Foot by Jason Lutes  we were using in the game. I decided to try my hand at colouring Jason’s map. Hope you enjoy. (edited to note correct original artist)  

Originally shared by Alex Pepper

Added photos to Blades in the Dark.

events/gallery/c56on3a9hqvhdld0ers4805gn1g?authkey=CLzwgq-M6OmceA&sqi=112767357581554417629&sqsi=f09c0c69-e527-4303-8a51-aeb731e0ff56

So you want to have leviathan bone and leather, but you also want to go with John Harper’s vision of immortal and…

So you want to have leviathan bone and leather, but you also want to go with John Harper’s vision of immortal and…

So you want to have leviathan bone and leather, but you also want to go with John Harper’s vision of immortal and unkillable leviathans. How can you have both? 

You can use my limmers. That will get you there. 

https://fictivefantasies.wordpress.com/2015/05/07/leviathans-of-duskwall/

https://fictivefantasies.wordpress.com/2015/05/07/leviathans-of-duskwall

A Whisper tinkered together a device to try and capture the etheric whispers of ghosts surrounding the half-sunken…

A Whisper tinkered together a device to try and capture the etheric whispers of ghosts surrounding the half-sunken…

A Whisper tinkered together a device to try and capture the etheric whispers of ghosts surrounding the half-sunken ruin of the old canal boathouse that used to connect to the gaol. This is what she captured.

https://youtu.be/4Oyo4Bcy1Sc

https://youtu.be/4Oyo4Bcy1Sc

NPC archetype (and cross-type) generator

NPC archetype (and cross-type) generator

NPC archetype (and cross-type) generator

While blog-hopping yesterday, I found this great table for making compelling archetypal and unusual NPCs. I find it more nuanced and clever than many random tables, especially with the subtypes and chance for cross-type results.

It’s designed for medieval fantasy, but can easily be adapted and useful for Blades games: https://docs.google.com/file/d/0BxxIbZkFu4wdMmYwODM1MDMtOWY1Mi00NWEzLTkyYmUtZGQxZTIwMzBiNWY0/edit?num=50&sort=name&ddrp=1&layout=list#

It is originally by Roger Giner-Sorolla. What do you think? I’d love to hear if you use this in play.

EDIT: I put this and some flavor details from Blades into Google Sheets and tinkered around a bit. As a result, here’s a semi-automated generator allowing standard, loose, and fully random outputs: https://docs.google.com/spreadsheets/d/1Ukg80uE2ygvp2J4RmtJ3m8g2rrOLsUcF7-_bzX5PulI/edit?usp=sharing

On demand, here is the Duskwall Key and the Skelleton Key.

On demand, here is the Duskwall Key and the Skelleton Key.

On demand, here is the Duskwall Key and the Skelleton Key. And I stop spamming here with keys for now, so rest assure.

I have to paint Mignolia / Darkest Dungeon Style stuff for some jobs anyway, so I hope I can use some scribbles for BitD Creatures, soon.

DOWNLAOD LINK:

https://www.dropbox.com/sh/thvve3b95hd9cyg/AAA5fimDN_oZGMWzOTBOj8tFa?dl=0