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…