Here’s how it went for me (long post, be prepared):

Here’s how it went for me (long post, be prepared):

Here’s how it went for me (long post, be prepared):

Last Saturday, I was playing with a few friends to another RPG and since one of our player had to leave we decided to do a pre-playtest (since I already scheduled a real playtest tomorrow). 11 PM, 3 experimented players and no real expectations or preparation (I’ve went through the QS a few time, that’s it).  And I think that’s what made it so great, my player were just in the mood for fun and to give it a try.

I took maybe 15 min to explain the rules and setting (and told them we’d be really forgiving) and we then went through the character creation as you would expect it at 11PM, they didn’t put too much thought in the background, asked a few question on the setting and rules; 5 min later we were on the crew creation. That’s where they decided to go with a group of bloody thief (Reputation: Ruthless) and they’ve changed a few of their stats accordingly. 10 other min later they only had a name to choose. 

I didn’t want to let them linger and wonder what to do for that fist score, so I went with a meeting with the Lampblacks and told the all the basics of the situation. “Bazso is awaiting an answer: are you going to work with them to overthrow the red sashes? What’s the plan? Who’s on point? Are you here to listen or to do something else?” One of my player jokingly said they were here to kill them all and reduce their influence, so that’s what they did (didn’t let them talk to long). A clock (6) for bazso himself and another (8) for the 6 other lampblacks. Rapidly, I’ve reminded them how the flash backs works, they learned pretty quickly. One (the hound) used a Flashback to remind everyone he was outside with is long rifle awaiting for their sign (cost 0) and another (whisper) remembered everyone he used is connection to get a ghost to possess one of the goons with them (cost 2 stress, reduced the goons clock by 2). And they went with the assassination.

I’m not sure if I used the rules as they should, but my players only used team actions and it really helped them and the scenery of the combat, everyone was seeing a combat were they would swirl; fighting an enemy and trading with their friend.  First, the cutter (on point) jumped (Team action: Lead a group action) bazso making him bleed (2 tick) avoiding to get himself hurt(Armor). The hound took the point(group action) and fired at bazso while the others were in charge of making sure he were in front of the windows (gave them a devil’s bargain, if it misses, the cutter would get hurt, it didn’t happen, still only 2 ticks on Bazso’s clock). Finally the whisper decided to try the set group action, he used Channel special ability to make a big flash, blinding everyone and letting the hound do the follow through (Fired at bazso, did a critical at action and effect). They then proceed to finish the job, as soon as they did; they heard banging on the door. (I asked them a prowl roll to escape through the window and in the streets, they did it really fast, the whisper got is ankle sprained though). Flash back to choose the crew name and sign it in Baszo office.

We then proceed with a first round of downtime. Players really like that part, feeling they were building their criminal empire and that their vice was really part of themselves. They then decided to go on another score:  Strike the red sashes treasury. They’ve found red sashes costumes and the next score was starting with them pushing the doors of the dojo. I’ll spare you the description, but it went well, they tried having their crew (killer gang) make a diversion while they were getting out, but got them all killed or fleeing (they didn’t want to pay the stress to let them avoid danger) and right in the middle of the mission they did a flashback to learn they had a side mission to poison the red sashes boss sister. 

My observations:

-Keep it simple! 

-Action, Action, Action! (Blades, for me,  is really resources and described scenes, make it fun and cinematic)

-Encourage them to tell the story.

-Clocks, not the how; the what! (A clock for the guards, not killing the guards)

-Abuse the team actions, players will learn to all assume the risks and really feel like a team.

-At first, dont overplan, just let the players choose their way. 

My propositions/questions: 

-Crew creation should come before the characters, mood and expectation are more of a group thing than individual. 

-Why not put some empty clock on the character sheets for lasting effects?

-How would you treat a desperate group roll? Everyone get the advancement tick?

-Background weren’t easy to follow while playing. It would be good to have a regular background for each group and sometimes you could get a specific background to a character (or none, in my example, Lampblack were Labor, but Bazso didn’t have any background, he was too specific to be that predictable). A dice every time you deal with your background is quite strong, maybe something else (or a one time/score +2d)?

-I really don’t like the veteran ability on the playbook, I feel the playbook should feel unique, and letting a playbook pick from other kind of reduce the impact of having “your” playbook.

-I know it’s already a lot, but hold should get their own advantage and specifics, bonus on supply with specific items, protection in a part of the city, ect. Why not being able to “burn” those hold? For example, I invest 2 hold into a protection racket on a gun shop, once it could simply get you a bonus die on a supply roll (and that “use” could be replenished by paying some coin or by a job). 

Feel free to comment…

 I’ll keep you posted with my next playtest tomorrow. 5 players, I wonder if it will be as smooth as it was with 3.

We have run into a problem during Crew Creation with Thieves.

We have run into a problem during Crew Creation with Thieves.

We have run into a problem during Crew Creation with Thieves. Because of our character setup, we can’t technically take “Everyone Steals”, which actually fits quite well with the fiction.

I’m pretty sure that most Lurks worth their salt would take a pip in Prowl, Slip, Secure and Finesse anyway, so if you have a Lurk in your crew it rules out this (pretty useful) Special Ability.

Furthermore, the actual text pretty much rules out ever taking this SA past Crew Creation, because later in the game surely more and more people are going to have level 0 in the required Actions and Effects.

Would it be better to just have this either (a) not have the requirement to have Level 0 in the Actions / Effects or (b) boost the max level of these Actions / Effects.

So the Spectral Sisters have a new side deal: Importing electroplasmic jellied eels from Lockport.

So the Spectral Sisters have a new side deal: Importing electroplasmic jellied eels from Lockport.

So the Spectral Sisters have a new side deal: Importing electroplasmic jellied eels from Lockport. They are innocuous as food, but when passed through the Sister’s processing distillery make a version of Lightning oil that leaves leviathan blood a cold, crude oil by comparison. Only thing is,  their shipping partner – The Erstwhile Eels (faction), are starting to take liberties with the price of their product. Methinks some good ol’ fashioned shakedown hijinks are in order!

http://vignette4.wikia.nocookie.net/dishonoredvideogame/images/3/3b/Pratchett_jellied_eels_sign.png/revision/latest?cb=20141206015851

I Done Fucked Up. (<---That's the TLDR; WARNING Long post ahead)

I Done Fucked Up. (<---That's the TLDR; WARNING Long post ahead)

I Done Fucked Up. (<---That's the TLDR; WARNING Long post ahead)

So, Saturday I ran my first game of Blades.  Boy was it disastrous.  90 to 95% of that was my fault. We started with character creation, but a lot of the players were so excited they already brought characters to the table. Mistake number 1. I relented and let some of the folk get a jump start at character creation, rather than force everyone to do it together at session 0. The result? People came in with very different expectations of play style. The end result was a chaotic mess. Characters that really shouldn’t have been in a crew were suddenly found working together.  Ok, so that’s not too big of a problem, goof on my part. Talked to everyone, there’s a bit of retconning/tinkering that’s gonna go on so our official session 1 will run a lot smoother.  Now for the real major fuck-ups.

Remember I said this was Session 0? Well 50% of the time was spent on Crew Creation (expected) and the rest was spent running through a light prologue section. My intentions were 1) Introduce the characters to the other players, the world, and myself; 2) Give everyone some practice with the Action-Effect mechanics. Let them see how the dice-pools are constructed and how the results are put into play. Sounds noble and pure right? Good thing to get people to learn before they’re in a high pressure environment no? WRONG!

So, I opened up with the PCs being rounded up by Inspectors. I basically stole the opening scene for The Wire Season 5, complete with Bunk’s speech about how staying silent don’t work unless you some kind of criminal mastermind. Then I went around and had him throw baseless accusations at each of the PCs to see how they would react and then give them a moment to tell everyone about their character, what they look like, etc etc. So, the PCs find out they’re being falsely accused; someone was witnessing on them having been in an area doing some illegal spirit snatching and also murdering a civilian who wasn’t in the game. How did this go wrong? Well at it’s core, from what I can tell, Blades is a resource management game. What I should have said was, “Hey guys, this is just a prologue. We’re doing this just to introduce characters and give you a chance to show us a bit of what they’re like.” Instead I said, “Ok, we’re just gonna do a little prologue.”  Since I didn’t include the last bit there, the PCs (understandably) began to work up ways to get outta that situation. Literally, my next move was going to be, Inspector leaves, your lawyer shows up and gets you released (cause ya know, of course they’d have a “criminal” lawyer).

The end result? Plenty of unnecessary shenanigans were put into effect. Dice were thrown around like it was a back-alley craps game, and quite honestly, none of this was important enough for us to waste our time on it.  What wooould have been better is if I said, “Ok, I can tell you guys are about to try some shennanigans to get out of this mess, would you like to make a teamwork action out of this?”  Then I could have got a bit of narration from everyone of how they work as a unit and then it could have all been handled in one roll. But noooo, i wanted to teach them how the dice mechanics work right? So like a fucking idiot I have them roll for everything under the sun.  “Oh you’d like to do some Magnitude 1 channeling would you? Ok, roll a bunch of bullshit. Oh yeah, the danger here isn’t enough to actually warrant a roll, but i feel like i need more virtual dice in my life, so lets just hit that macro.”  That was me.  Bad me.   After the fact I went through the QS and reread the section on handling inconsequential moments with one blanket roll, did a facepalm and drank my sorrows away.

The end result of all this foolishness is everyone (myself included) felt like we wasted our time on something that I should have said, “Yo, let me see what your characters are like. Put the dice away, enjoy getting in the skin of this other person, and I’ll hook you up with your first score. After which point, we’ll open up the board to the players and you guys take the steering wheel.”  Basically, I ran the game like a traditional RPG.  Which it is not.  It is something different entirely. Works in a different way. I’m not saying this is a bad thing, I’m saying it’s very different to other kinds of games I’ve run. I’ve been told it follows a similar thematic philosophy as Hillfolk. In terms of how it is to be GM’d i mean.

In conclusion, what did I learn:

1) STICK TO THE SCORE — DOWNTIME SCORE paradigm.

You can roleplay those moments in between, that’s cool. But unless they are absolutely critical to what’s happening, just let things be. Save the rolls for stuff that truly matters. And given the way things are in blades, let the players know upfront “Hey guys, this is just going to be a characterization scene so you can present your character to us and we can all get a better understanding of what they’re like and the group dynamic.”

2) If the player doesn’t give a damn about the obstacle.. let it all happen.  One of my players wanted to snatch something off the detective’s cork board in the inspector’s station. I told him, “Ya know, there are a lot of folk around here. If you just try to snatch something off the board, they’re gonna try to stop you.” To which he said, ok cool. But then I did a bit of GM trickery and got him into thinking he shouldn’t be cool with that outcome. Bad me. I should have said, “Ok, you grab the notecard that has a bit of info about yourself on it. And then an inspector notices and stops you being like ‘Hey! What do you think you’re doing, keep your hands to yourself scumbag!'”  If he was cool w/ being caught, who am I to stop it?  SO LET THINGS RIDE!

I am a big fan of the Dishonored video game.

I am a big fan of the Dishonored video game.

I am a big fan of the Dishonored video game. I thought to myself, “How would I represent someone like Corvo in Blades in the Dark, customized to a Duskwall setting?”

Check it out.

https://fictivefantasies.files.wordpress.com/2011/07/being-chosen-in-blades-in-the-dark.pdf

https://fictivefantasies.files.wordpress.com/2011/07/being-chosen-in-blades-in-the-dark.pdf

For people who’ve run this on Roll20, what have you done for Character sheets?  I’m considering having them in the…

For people who’ve run this on Roll20, what have you done for Character sheets?  I’m considering having them in the…

For people who’ve run this on Roll20, what have you done for Character sheets?  I’m considering having them in the Map layer to put text over them but I’m not remembering if players can put text in.

Ok.

Ok.

Ok. I read the Quickstart. I liked lot of things (also, layout and graphics). However I feel it like it isn’t a full role play game, more like a tabletop tactic game without a map. Detailed procedural rules, highlights of missions and downtime. However, this can be viewed as a weakness: the main thing I disliked was the special abilities of the different playbooks. Very bland. Almost all of them are bonuses related to the procedures. I didn’t feel that wonder, that excitement I felt when I read Apocalypse World and Dungeon World for the first time. There, I said: these “talents” are freaking cool. I WANT to play this playbook.

In Blades, I see them like pawns of a tabletop game. Almost all the same, just minor differences for differentiate a little the “red player” from the “blue player” from the “yellow player” and so on.

Tonight in Duskwall, a new crew is on the rise. Come play Blades in the Dark with us.

Tonight in Duskwall, a new crew is on the rise. Come play Blades in the Dark with us.

Tonight in Duskwall, a new crew is on the rise. Come play Blades in the Dark with us.

I’m going to ask to keep this to folks who have gamed with me before.