Okay, so first proper session of Blades at lunchtime today.

Okay, so first proper session of Blades at lunchtime today.

Okay, so first proper session of Blades at lunchtime today. Like most people, we all spent some time trying to find our feet, deciding which action to roll, choosing bonuses, offering bargains, deciding when to roll for effect/resistance and determining segments.

I could waste time recounting the whole thing, but a few tiny things stood out and I was not sure how to react to them.

1. Players spent a lot of time trying to circumvent each other’s decisions by acting on their own impulses. Baz’ patience wore thin with some starting to speak and the others constantly cutting them short to advance their own idea. The running theme of the whole session was people trying to do their own thing, which seems like Taking Point, but isn’t, quite. I know this is a teething thing, but I need to develop more skills to steer them to some degree of unified action.

2. Flashbacks are cool, but give my players access to it and they try to fold a quintuple flash-ception tetrahedron of actions within actions, filling stress and overcomplicating situations.

3. How does a gang of Adepts actually help with the tinkering to create a dragonfly whisper-drone bug? I got the Whisper to roll Tinker to create it in a controlled position, but without being able to charge the gang stress I assumed I shouldn’t give him a bonus die?

Apart from that, we got better at it the longer we played, and accidentally spent 30mins more than we should. They now have all the details they need to get to the Red Sash vault, but they need to get their Slide out of there safely beforehand…and he’s being escorted by armed guards to meet Mylera to audition for a job as Drug Chemist…

Some advice to people new to Apocalypse World games.

Some advice to people new to Apocalypse World games.

Some advice to people new to Apocalypse World games.

The GM: Goals, Principles, & Actions section of the rules isn’t some “How to GM” fluff piece. It isn’t sage advice from an old time runner. It is actually the rules that you follow as the GM. I’m going to go over them quick because they are important. The GM is not some crazy mastermind with shrouded secrets, you are just another player at the table, with different responsibilities.

GM GOALS

Play to find out what happens. AS GM play with an open heart and at most a rough sketch of a plan. You are here to discover the world as much as the players are. Character generation is enough prep for your first session. Your previous session is enough prep for every session after that. Advance clocks face up on the table and if you don’t know what something means, ask another player.

Bring Duskwall to Life. Your job is to paint the backdrops and provide the sticky reality of the world. Set your table with skulls and dice that look like jewels. Lay thick context everywhere.

Convey the fictional world honestly Don’t be stingy with information. It isn’t you against them, it is you collaborating with the other players to tell the story of THEIR characters in YOUR SHARED fiction.

Joe Banner is AWESOME. Just sayin’.

Joe Banner is AWESOME. Just sayin’.

Joe Banner is AWESOME. Just sayin’.

‘GM! Remember…

~Everything is broken.

~There’s not enough to go around.

~Everyone has a price.

When your players provide the opportunity…

~Set off an ambush.

~Further a rival’s grand scheme.

~A (electroplasmic) construct goes rampant.

~Highlight the downsides of being poor.

~Something vital is overlooked.

~A rival acts directly right NOW.

~A neglected part of the city crumbles/sinks/spreads.

Hi all

Hi all

Hi all,

tomorrow is my second game of BitD as GM and (unplanned but now  kind of inevitable – §$&% you, real life) it will be a *1-on-1 session* with only 1 player.

In a game focused on a gang of people I wonder if this can work at all. Any tips, ideas thoughts? I’d love to have some guidance or inspiration…

(First session with 3 players went fine overall (the troubles I had I already read a lot about here – like one task-two rolls etc). I’m confident I can improve my job here.)

Is participating in a group action optional?

Is participating in a group action optional?

Is participating in a group action optional? Specifically: Can a group action consist of only the PCs up for the risk (like those with skill ratings of one or higher) or must everyone present for the action participate in the roll?

It’s time to crack skulls and chew bubble gum, and she’s all outta gum…

It’s time to crack skulls and chew bubble gum, and she’s all outta gum…

It’s time to crack skulls and chew bubble gum, and she’s all outta gum…

Dial the time period back a bit, throw in a faction that decides the Bluecoats have gotten away with corruption for long enough, and go at it. You and your troupe of zealots against the underworld/undead of Duskwall.

“Flailing at the Dark”, eh?

(I may or may not be serious with this. ;P)

I’ve been thinking about narcotics in Duskwall (legal ones!), as part of fleshing out the world for and with my…

I’ve been thinking about narcotics in Duskwall (legal ones!), as part of fleshing out the world for and with my…

I’ve been thinking about narcotics in Duskwall (legal ones!), as part of fleshing out the world for and with my group. I wrote a longer-length blog post about it, here:

(Blades was on my mind when I made the blog… thus the silly title.)

Tl;dr version: 1) cigarettes and pipe smoking stuff made from seashells and fish eggs; 2) Brewery wars; 3) addictive perfume made from leviathan ambergris.

https://blogofblades.wordpress.com/2015/04/28/hello-world/