On The Church of the Ecstasy of the Flesh:  This faction is getting me really excited.  At first glance, it sounds…

On The Church of the Ecstasy of the Flesh:  This faction is getting me really excited.  At first glance, it sounds…

On The Church of the Ecstasy of the Flesh:  This faction is getting me really excited.  At first glance, it sounds super depraved, and by our outsider perspective, maybe it is.  But after reading up on them a bit, they’re starting to make a lot of sense.  So from my approximation, here’s why they’re the closest thing to a “state religion” in Duskwall / The Imperium.

In a world where the gates of the afterlife have been blown open, spirits walk the earth, and are the single greatest threat to human life as they become more and more feral over time, the spirit is not revered the way it is in our world, it is reviled.  The Church of the Ecstasy of the Flesh refers to the spirit as “The Devil Inside,” in their dogma the spirit is not who you are, it is a corrupting influence, the essence of the self is the body.

As such, they preach both indulging the pleasures of the flesh, and also preserving and caring for the flesh.  In my group’s fiction for example the Church sponsors various brothels, drug dens, and bathhouses, and they are trying to get legislation passed that would require all brothels to be registered with the church.

The greatest achievement for a Disciple of the Ecstasy of the Flesh is to become a Hollow.  Where from our outsider perspective the concept is associated with zombies and horror, to the Church, it is the greatest purity of being that a person can achieve.  Of course such creatures tend to be mindless servants of the church…

GM PRINCIPLES

GM PRINCIPLES

GM PRINCIPLES

Be a fan of the PCs. Root for them, but put their backs to the wall so they can prove themselves. Listen to the players and they will tell you what is important to their characters. And then put that shit at risk, immediately. Push on it. Make the characters the center of the story, not your plotting.

If they say they can speak a language, ask where they learned it. If it’s in the heat of things maybe flashback a scene about how they learned enough to decipher the tome. Then weave that information back into the story later. Don’t nit pick them and don’t play gotcha.

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I’ve seen players put their characters in worse positions than I could ever devise for them. Let them. They want to be challenged and to live or die heroically.

Let everything flow from the fiction. As you play little tidbits come out. A character seduces a bartender, they slight a noble, they rob a fence. (Also – NAME THESE PEOPLE) All of these things have consequences in the world. Each of these is a little gift from the players to you. Take what they give you and return it to them two fold.

Let’s say they leave a body where no one can find it. And the player actually looks you in the eye and says “no one will miss them.” What a beautiful gift. Take them at their word. No one finds the body. No one CAN find the body. The spirit is trapped there enraged. No one misses it, no one notices it. How does that make the slowly degenerating spirit feel? Maybe it wants to be missed, recognized by the only people that might remember it…

Everything has the possibility to come apart like a loose wagon with spooked horses and a wheel missing.

Hold on lightly. The game is a conversation between a group of smart interesting people. If something doesn’t fit and feel right tap it with a hammer until the rough edges are worn off and it slides into place. Repaint your mansion. Make the carpet match the drapes. Fit everything into your galloping narrative and discard what pokes out. A rough story told well is better than an accurate one told tediously.

Address the characters. “Silver, where do you go to look for the Red Sashes?” not “Sara, where does Silver go?” This puts Silver front and center—his preferences, desires, and style. Silver comes to life as a character.

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Address the players. “Sara, how do you want to handle this?” not “How does Silver do that?” This puts Sara front and center — her preferences, desires, and style. Sara can consider what she wants, then filter it through Silver.

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(I got nothing to add to those except to note that normally PbtA games advise to just address the characters, so it is an interesting addition to Address the players as a separate note)

Paint the world with a haunted brush. There are ghosts and hollows, weird sounds, arcane energies, and strange cults everywhere. How does the haunted city manifest here?

The Duskwall setting is rife with horror. The Gates of Death no longer fulfil their function letting souls escape this world. How is this expressed? What new horror is just a commonplace thing to the world the characters are inhabiting? What else can’t escape when spiritual death is no longer on the table, but the body can still be destroyed?

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Surround them with industrial sprawl. Duskwall is crowded with factories and their choking soot clouds, buzzing electric lights, ironworks, clanking machines.

Duskwall is falling over the brink of the industrial revolution. What physical jobs are no longer necessary, leaving a class of strong violent workers unemployed and restless? What new gizmo sparks the minds and hearts of bootblack children in the streets. Is the printing press a thing yet? How is that changing life in the streets?

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Consider the risk. Think about the risks and dangers inherent in most things the scoundrels do. A risky move is the default action almost all the time. When they’ve taken great care and are building on successes, they might make controlled moves. When they have to improvise off the cuff or when they’re in over their heads, they’re probably making desperate moves. Go with your gut. Call the positions as you see them, but be open to revision.

Default to risky endevors. A motto I live by. What happens to a person whose entire life is one of risk and bravado. Tell the players the risks involved and let them make the call as to how their characters react. Offer them juicy bargains with interesting consequences, but always play with the risks as cards, face up on the table. Let the players drive informed decisions, or even inform the decision themselves.

This is perfect for a BitD session!

This is perfect for a BitD session!

This is perfect for a BitD session!

Originally shared by Tabletop Audio

As fantasy adventure tropes go, the docks district setting is almost as omnipresent as the dungeon. Looking for a man about a key? He’s in the docks district. Need to make a deal with a secret organization? You’ll find your contact in the docks district.

This ambience, Docks District should get lots of use in fantasy, and historical settings. There’s no magic in the air, just gulls, wind and rigging.

http://tabletopaudio.com

I had a player come back last session with quite a few questions that came up during play.

I had a player come back last session with quite a few questions that came up during play.

I had a player come back last session with quite a few questions that came up during play. I’ll freely admit that some of these might stem from misconceptions built from my own mistakes running the game, but I thought I’d ask anyway.

The Whisper has multiple abilities which refer to the “magnitude” of something. We couldn’t find the definition of this term.

Can the Whisper affect beings that it Summons without the Control ability?

Does the person who executes a Setup action roll for effect outside of the Follow-Through action?

After a Setup action, does the person performing a Follow-Through receive the Setup person’s exact effect dice result, or do they just add the number of their dice to their own?

Can the “on point” person only be altered through taking stress to switch or through setup? Can it be changed between scenes freely?

If you are Backup do you have to take a Backup action? Can you choose not to back up a team leader?

When a character takes trauma, how long is there character considered “out?” For the scene, score, or session?

Outside of the Hound’s ability that gives a boost against people who have been scouted, there does not seem to be any mechanical advantage in doing a “planning” phase. Since every “job” requires a certain number of encounter wheels with appropriate challenge, finding out more information about your target ahead of time seems to serve only narrative purposes.

If you fail a roll during a wheel challenge which currently has no threat of complication, since you can’t retry the exact same thing again, is the only way to continue the challenge to invent a complication so that a new skill can be used? For example, failing a roll to load stolen goods onto a transport after knocking out all nearby guards and disarming alarms. Since only one skill makes any sense for loading stolen goods, do the players now have to create a new problem with the goods just so they can use a different skill to try and fill in the last slice of pie? This seems counter-intuitive.

Blades Against Darkness

Blades Against Darkness

Blades Against Darkness

Playbook Teaser: The Warden

Playbook Moves:

Pathfinder: When you lead a group action to cross difficult terrain you suffer 1 less total stress from all failed rolls.

Black Dog: You can summon a spectral hound from the ghosts of those you kill. It will follow your commands before disappearing. Spend 1 stress for each command you issue.

Hawk eye: You take +1 force against targets you’ve had time to take careful aim at.

I’ve Waited for This Moment: You may spend 1 stress on a flashback roll for +1d;

Right Tool for the Job: You are a walking arsenal of specialized killing tools. You always have something on hand and can create new tools during downtime.

Opener of the Way: You know the secret paths that lead through the lands of the dead. Costs stress equal to the magnitude of the distance covered (2-6).

Red Right Hand: When you attack with reckless abandon, ignoring the safety of your allies, take +1d and +1 Force.

Fortitude: You get special armor vs. fatigue, weakness, and illness. When you crit a role during reconnaissance, infiltration, or scouting, clear 1 stress.

Unique Gear:

Fine long or cross bow

Fine Bolos and nets

Ghost lantern

Hanged man’s rope

Coffin nails

Playbook Advancement

Reject the lure of civilization

Maintain the border between living and dead

Hunt or ambush a challenging target

First Run Through:  Rough.

First Run Through:  Rough.

First Run Through:  Rough.  The language of the way the rules are written, as well as the organization of the Quick-Start feel like they’re trying to go in all sorts of directions and reigning them in is a little bit of a challenge.  However, once everyone understands they way they work, then you can flow a lot better.

The effect dice of set up is a confusing thing.  So if the On Point: Set Up move is used, he doesn’t roll his effect dice, right?  And does his effect dice have to be the same effect as the player who does follow through?  Set up was trick guys into an ambush.  Follow Through was murder them dead.  Trick should be a Finesse effect, and Murder Force.  Does the player on Follow Through get the Finesse Dice from the leader or more Force dice?

Murder and Mayhem seem to be interchangeable, as do several other actions.  Consolidation seems to be in favor here.  

Set up some clocks, they work fine, but I had to remind myself its not just for the one action, it’s for the scenario of the obstacle.  A 4 segment clock on unlocking a rusty old gate didn’t complete the Sneaking In clock, so I introduced a set of slimy stairs to navigate.  Filled in the last 2 segments.   That sound right?

Dangers are interesting and really lend itself to being great catalysts for stress.  I’m interested to see how Trauma would work.

Downtime is GREAT.  That’s a super great method of setting up future scores in town.  So much potential there for running a game.

I’m gonna try this again, with another group maybe, see if I can’t not only explain  this easier to them, but now that I have a better grip, run it without so much fear.

I coded a quick score generator using JavaScript:

I coded a quick score generator using JavaScript:

I coded a quick score generator using JavaScript:

http://software.brentnewhall.com/blades/

The twist can be shown or hidden with a checkbox, so the GM can generate a score, then print the page without the twist visible for the players.

http://software.brentnewhall.com/blades/

I needed to find some references for whaling and distressing as it may be I found this image so evocative for Blades.

I needed to find some references for whaling and distressing as it may be I found this image so evocative for Blades.

I needed to find some references for whaling and distressing as it may be I found this image so evocative for Blades. 

Still, its so very poignant and a sombre reminder of how industry and greed can decimate any living thing. Leviathan or otherwise.

http://www.onearth.org/sites/default/files/uploaded-files/whaling_getty_eyeopener.jpg

TL;DR

TL;DR

TL;DR

I talk about my group’s Duskwall regarding Whispers and spirit anchors. All of this is just our own personal worldbuilding.

Just a quick update on our campaign – we went from me GM’ing a group last Saturday with 2 PCs to one of the PCs taking over as GM tonight with 3 total PCs participating (myself included).

We spent an hour character building (about 20 minutes) and roleplaying introductions/working the two new players into the crew (about 40 minutes). Then we did a score for 2.5 hours. We ended up just starting development/clean up at the end, but we decided to push it to next session due to time.

I don’t know where I saw it, maybe in the Quickstart, but our group is far more comfortable with the pace of about 1 score per night based upon how long it’s taking us instead of 2 scores per 3-4 hour session. Maybe the time required for a score will go down, but at this point I think we’re relatively comfortable with the mechanics. We’re just adding a ton of flavor in, and we love it. Our GM made a good point that we’re doing a LOT of world building right now and that’s taking up a significant amount of time.

That’s about it for now, but I did want to share a lil bit of our world building. 2 things we came up with that I thought were cool to share: how our Whisper interacts with spirits and some details we fleshed out about spirit anchors.

We added a Whisper to our group and had fun exploring that. He’s an Iruvian noble who has an oil lamp (that you’d probably want to rub for some wishes) as a spirit anchor and his spirit mask is a silk scarf he wraps around his head to cover his face. Side note: the spirits in our world love the smell of peppermint, and it’s like an Iruvian trick-of-the-trade. So his silk scarf is not only enchanted to be a spirit mask, but as a part of that ceremony/manufacturing-process it was soaked in some special peppermint concoction.

Different Whispers or even non-Whispers who have some attunement to spirits will display that connection to spirits differently. Our Lurk who has a point of Attune will have his eyes roll back in his head as he attunes with spirits. Our Iruvian Whisper uses his demonic gift (passed down through his family from a demon patron in Iruvia) to speak Demon’s Tongue. Those mystical words he speaks pass through his enchanted, peppermint-soaked facewrap and become weapons or tools to use against spirits. Anyways, that’s how he compels/commands/interacts with that part of our Duskwall.

Regarding spirit anchors themselves, we sort of settled on 3 different types: spirit trinkets, spirit anchors, and fine spirit anchors. Spirit trinkets are essentially one-time-use spirit anchors. They had some kind of special value to someone, enough to leave a lasting emotional bond which is one of the requirements for spirits to be bound to a physical object. However, these items are mostly mundane and/or have been lost by the original owner. Anything can really be turned into a spirit trinket given the right emotional connection, but after a spirit inside a trinket is released, it would be a feat to get it to return to the same minor vessel. 

Spirit anchors are items of some value or made of a finer material. In order to bind a spirit anchor to a living person, that person has to pour some of their own essence into the anchor. A single person can only have one spirit anchor bound to them because of the emotional and otherwise spiritual toll it takes to bind yourself to the vessel. Touching the spirit anchor is akin to touching the person themselves, and one would never want to be separated from that object that holds some of their essence. It’s pretty heavy to take a spirit anchor, but that’s also what gives it the strength to be a (reusable) vessel to hold a spirit. Capturing a spirit and binding it inside your spirit anchor gives you command over the spirit and makes it your own for you to take out and put back in as often as you can attune with the spirit. 

A fine spirit anchor is like a spirit anchor, but made of only the finest materials and requires an extreme effort to craft and bind to a Whisper. Only full Whispers can harness the power of a fine spirit anchor due to the spiritual toll it takes to pour one’s essence into it. Whereas our Lurk who can attune would be able to get a normal spirit anchor when our Whisper finishes crafting it for him. Unlike a normal spirit anchor (or even a spirit trinket) that can only hold 1 spirit maximum, the fine spirit anchor can hold as many spirits as the Whisper is able to control based upon his experience, strength of will, and strength of the fine spirit anchor. It’s not a set number, but our GM basically said if our Whisper tried to put too many in, one risk would be that the fine spirit anchor broke and all of the spirits were released (just for example). But when more than 1 spirit lives inside the fine spirit anchor, they may or may not “get along.” In the event that the spirits grow hostile to each other, they may try to dominate or even consume the weaker spirit, giving the surviving spirit a strength/power/effect boost for some time. 

Anyways, that ended up being way longer than I ever intended, and if you made it this far, thank you for reading and I’m sorry it took so long. This kind of stuff is probably why we can only fit 1 score into a session.