I’ve done my first 3 sessions this week, with 3 different groups.

I’ve done my first 3 sessions this week, with 3 different groups.

I’ve done my first 3 sessions this week, with 3 different groups. The first two I was a player, and in the 3rd I was the GM. All three sessions took between 3 to 3.5 hours. All three sessions consisted of character creation and then 1 score + development rolls.

I would say the average was 45 minutes for character creation, and that was because we took an effort to talk about backgrounds and RP it out a little. The first score took about 2 hours while people get comfortable with mechanics.

The development rolls and downtime was kind of the most frustrating part, but I don’t know if that was because we were tired at the end of the session, confused about some of the downtime/development system, or both.

I think the ordering of the pages for the downtime/development system is the roughest part. We found ourselves jumping around between the beginning (page 5?) and the end (29 and thereabouts) to do everything we needed to, and even then, I feel like I’ve missed some of the clean up in all 3 sessions.

Obviously, I’m having fun, because I played in 3 sessions in one week. Just trying to throw my 2 cents in for what I thought was the part of the quickstart that needed the most loving.

Session 3 play report.

Session 3 play report.

Session 3 play report.

https://fictivefantasies.wordpress.com/2015/04/25/blades-in-the-dark-adventure-summary-3/

No complaint about the players, but that was the most miserable game I’ve run in a long, long time. Something was wrong with my sound, and they sounded like they were murmuring behind their hands. I spent so much energy straining desperately to hear them that I couldn’t focus on running the game.

I have no idea why I had that problem this time, but last time people were clear as a bell. No idea, and that’s uncomfortable, because if I can’t figure that out I’m not sure it makes sense to schedule more online games! Being unable to hear is a deal breaker.

Anyway, we soldiered along as best we could. It took the full three hours to make decisions on a gang and get characters made and run a single heist. Given the difficulty in hearing all around, some decisions that I think would have been much crisper around the game table became prolonged.

Also, I was playing with people I have not played with before, and we were all playing an unfamiliar game, so of course there’s a learning curve there for all of us. Kudos to my players for sticking with it and making it through the game session in spite of the difficulties!

I played fast and loose with the rules because communication was so difficult. This is a case where it would have been really helpful to have an online way to show clocks; last session the verbal communication was clear, and I had two players instead of four, so it was pretty easy to get everyone on the same page and keep them there. This time it was harder.

I admit I dumped a lot of rule stuff. This was probably not the best first Blades in the Dark experience, because it only partly reflected the ideal of how all the mechanics work. When I did lean into the rules things slowed down even more, and considering my hampered environment that was bad.

I also ran into the differences between a more traditional game and Blades in the Dark. Normally I encourage players to role play through encounters and talk to people. In this game, flashbacks serve a purpose to advance the central heist that is the frame within which the rest fits. The game should move fast and light. Especially with flashbacks, which focus all play on one player for a while (and ideally a short while.) It was counter-intuitive to choose a mechanic and assert it during what promised to be leisurely role playing scenes, but I think that’s the best rhythm for this particular game. It’s hard for me to guess at how that turned out, because I was so distracted struggling to hear.

To summarize: I’m glad we finished the heist, and I’m glad they had basic success. I think the players by and large had a good time. I’m exhausted, and really kind of worried because I STILL don’t know what the difference was between the session where I heard just fine and the session where everything was a distant mumble.

https://fictivefantasies.wordpress.com/2015/04/25/blades-in-the-dark-adventure-summary-3

Might get to run my first playtest of the QS tonight.  Quick question about items:  Are all items in the ‘grey’…

Might get to run my first playtest of the QS tonight.  Quick question about items:  Are all items in the ‘grey’…

Might get to run my first playtest of the QS tonight.  Quick question about items:  Are all items in the ‘grey’ section of the character sheet also owned by every PC, to be gathered up for a score as needed?  Or are those items that need to be rolled to obtain on a temporary basis?

Just curious if every PC is supposed to be walking around with several Fine items in pocket from the beginning of the game.

There is some reason for ongoing discussion of the technology of firearms in Duskwall.

There is some reason for ongoing discussion of the technology of firearms in Duskwall.

There is some reason for ongoing discussion of the technology of firearms in Duskwall. Here is my suggestion, and also how it will work in my games.

https://fictivefantasies.wordpress.com/2015/04/25/blades-in-the-dark-guns/

https://fictivefantasies.wordpress.com/2015/04/25/blades-in-the-dark-guns

All this Blades in the Dark talk got my juices flowing for Dishonored, so I played through it again this last week…

All this Blades in the Dark talk got my juices flowing for Dishonored, so I played through it again this last week…

All this Blades in the Dark talk got my juices flowing for Dishonored, so I played through it again this last week or so. I have played through it before. Maybe more than twice.

Anyway, I started talking like Strongbad while playing. Kristy Shields thought that was funny enough that she made a picture and a tumblr for it. I thought I would share it just for fun.

Some of the references will make no sense unless you are pretty familiar with the game. This may or may not make them funnier.

https://twitter.com/strongbadattano

https://twitter.com/strongbadattano

So when people are making characters, and you’ve got players who are fresh to the world, how do you tell them about…

So when people are making characters, and you’ve got players who are fresh to the world, how do you tell them about…

So when people are making characters, and you’ve got players who are fresh to the world, how do you tell them about heritages? (This is open to anyone who has run character generation.) How much time do you spend on it, and do you point them to any resources to help their decision? (I don’t know of anything to point to besides the last page of the quickstart, which I used.)

I told my players heritage was just for flavor, and they were probably several generations from the point of immigration anyway. And if they didn’t want to figure it out, they could be thoroughly native and put “Akorosian.”

I get that some people like longer story-driven character generation, and others (more like me) like quick character generation so we can get to know the character in play and in context. I think both styles are valid and have their advantages and disadvantages. 

I do think this game is better suited to speed in character generation, or we wouldn’t have the equipment shopping already done and a list of friends already picked out on the sheet. Still, there’s plenty of room for different styles on that.

This is an attempt to stop hijacking a play report thread. Sorry about that, Jeff Johnston!

https://plus.google.com/105179574276953345976/posts/BoCAf9e33ku

We had a a huge hailstorm today and the electricity towers reminded me of the elctroplasmic duskwall towers…

We had a a huge hailstorm today and the electricity towers reminded me of the elctroplasmic duskwall towers…

We had a a huge hailstorm today and the electricity towers reminded me of the elctroplasmic duskwall towers…

Teamwork question…

Teamwork question…

Teamwork question…

In the Quickstart it says to only change who’s on point  after a special teamwork move is used (Lead, Overcome, Setup). It also says you have access to normal rolls while you’re on point. This seems to imply you could take multiple normal rolls without changing who’s on point Is this correct?

I think I have been getting my players to change after each action, whether it was a special move or not. To be honest normal rolls are much more common for our group than teamwork rolls. It feels like point should change after each action, but I’m just a bit stumped by this rule.

Hey, Everybody!

Hey, Everybody!

Hey, Everybody!

Brad Elliott here. I’m a former game designer in my own right – worked on such games like Unhallowed Metropolis and Weapons of the Gods and a few others – and have decided to make a gift of a complete set of Duskwall Maps to the community. While everything (mostly) is here from my own inspiration and game intentions, it is all reconfigurable to your own use – you don’t have to stay with the choices I’ve made for the glyphs and so forth… copy this set and make it your own! I ask that you leave the original set here for others to copy from, but do what you will with this, and may it help you with your Blades in the Dark games.

http://goo.gl/MKl7qm