So, you have no idea about how to start a BitD campaign?

So, you have no idea about how to start a BitD campaign?

So, you have no idea about how to start a BitD campaign?

What about recycling the pitch from The Warriors?

By the end of the night, they have a bunch of enemies and allies, it’s magic.

http://www.imdb.com/title/tt0080120

Some questions after a session with #theMalkavs :

Some questions after a session with #theMalkavs :

Some questions after a session with #theMalkavs :

Since Vice is an effect roll, can they add item die to their downtime vice roll?

The thieves crew took Chosen by Blood ability from the kickstarter Cultists example crew sheet. This sample is from before the resist/effect differentiation does the bonus die applies to both effect and resist rolls now?

I’m very excited to start running this with my play group, but since Duskwall isn’t fully fleshed out quite yet I’ve…

I’m very excited to start running this with my play group, but since Duskwall isn’t fully fleshed out quite yet I’ve…

I’m very excited to start running this with my play group, but since Duskwall isn’t fully fleshed out quite yet I’ve been thinking about creating my own re-skin to fit a world my players are already very comfortable with (which will also hopefully create a smooth transition).

I was wondering, though I know they are a long ways off, what exactly will the official reskins change? Currently I’m working on creating my own set of Playbooks & Crew Types and creating a new list of backgrounds, vices, and other factions. Is there anything else that seems like it needs to be changed for an effective reskin?

I was curious about the probabilities and have an unhealthy fascination with spreadsheets, so I committed this.

I was curious about the probabilities and have an unhealthy fascination with spreadsheets, so I committed this.

I was curious about the probabilities and have an unhealthy fascination with spreadsheets, so I committed this. https://docs.google.com/spreadsheets/d/1C_TK-gNLCzmJ5vQ__FKmhE_751Phx4GtSxePJuaTRKQ/edit?usp=sharing

(Apologies if this info was posted before and I overlooked it.)

Approximately what I posted for my personal group’s discussion, about languages:

Approximately what I posted for my personal group’s discussion, about languages:

Approximately what I posted for my personal group’s discussion, about languages:

Thinking of adding languages.  Goal is to add an opportunity to give the world some more cultural texture.  Current idea is that you get broken Akorosi for free, as well as your choice of the language of your Heritage, or fluent Akorosi.  (depending on whether you interpret your Heritage as where you grew up or where your ancestors are from)

Past that you get one additional language per Insight diamond.  Language list isn’t really built yet, but I’d assume one language for each Heritage, and we can figure out others if we want them during play, like Demon tongues and that sort of thing.

What do you guys on the BitD group think?  Would this be a good idea?  This is just a quick and dirty hack, is there something better than insight to base this on?  How would you do it?

Just ran a session for two players (so I dropped in a GM-controlled Hound who’ll fade into the background if I grab…

Just ran a session for two players (so I dropped in a GM-controlled Hound who’ll fade into the background if I grab…

Just ran a session for two players (so I dropped in a GM-controlled Hound who’ll fade into the background if I grab more players). I’m quite certain I messed up on half the rules – there are a lot of moving parts – but the players had fun, have a nicely atmospheric lair (a haunted barge in the middle of a toxic canal), and most importantly, have set the Lampblacks up for a big fall next session by poisoning their demonic eels (imported as a secret weapon against the Lampblacks).

Back in 2012 I adapted the Thief video games to Fictive Hack, my version of Kirin Robinson’s Old School Hack game.

Back in 2012 I adapted the Thief video games to Fictive Hack, my version of Kirin Robinson’s Old School Hack game.

Back in 2012 I adapted the Thief video games to Fictive Hack, my version of Kirin Robinson’s Old School Hack game. While I have continued refining the rules and they are smoother and better now, I can still whole-heartedly recommend the flavor text and random generators in this little game.

Also, the awesome cover was done by Kristy Shields and is worth a look on its own.

The cover: https://fictivefantasies.files.wordpress.com/2012/07/thief_thegame_sm.jpg?w=960

The game: https://fictivefantasies.files.wordpress.com/2012/07/thief-the-role-playing-game-9-121.pdf

The most modern and polished version of the Fictive Hack rules is in my Avengers game! You are welcome to check that out too.

https://fictivefantasies.files.wordpress.com/2014/12/avengers-for-fictive-hack-12-14.pdf

https://fictivefantasies.files.wordpress.com/2012/07/thief_thegame_sm.jpg?w=960

I’m putting my thoughts together for my first run as a Blades GM, and wanted to ask for a little clarification on…

I’m putting my thoughts together for my first run as a Blades GM, and wanted to ask for a little clarification on…

I’m putting my thoughts together for my first run as a Blades GM, and wanted to ask for a little clarification on “trauma” from the community:

In one of my play sessions, we viewed trauma as “scene death” – When you spent through your stress you dropped from the scene only to show up later, traumatized.  As a player approaching the trauma threshold, i didn’t want to fail the mission and started avoiding stress.

On reading it again, the phrase that a player “may” choose to drop out of the scene stands out.  This makes me think the player could take on an appropriate trauma and balance their stress out to zero, and could stay in the scene unstressed but hindered by a new traumatic injury.

Have your groups played it either or both ways, and which do you prefer?

Also, what are good practices when imposing trauma?  Presumably, any except the final trauma incurred should leave the scoundrel functioning well enough to continue to thrive in the cut-throat streets, so melting all their limbs in acid seems pretty severe.  But a paper cut seems pretty light.  Should the trauma essentially turn into a one die penalty in relevant situations, with appropriate fictional impact?

Does anyone have a cool non-physical trauma to share?  Fear of clowns?  Ghost-magnet?  Insomnia?  How have these affected game play?

thanks!