The Devil’s Bargain sounds a bit misleading to me as it seems more like an option to preemptively compromise, like…

The Devil’s Bargain sounds a bit misleading to me as it seems more like an option to preemptively compromise, like…

The Devil’s Bargain sounds a bit misleading to me as it seems more like an option to preemptively compromise, like if you were adding a 4/5 to the result, one that does not involve danger manifesting or effect reduction.

It’s not like you’re necessarily making a deal with the devil or giving in to temptation. I mean, it sounds cool, but I see myself simply explaining it as “you can get + 1d  if you concede some way in which your success may not be perfect”. This is good because it works with the fiction as a way to generate more interesting details about an action. It’s a way to customize the action roll beyond position and desired effect.

On the other hand, we could have an actual + 1d if the desired effect involves your vice, much like the one for background.

Watching Penny Dreadful tonight, to get in that pseudo-Victorian Steampunk state of mind for my first BitD game on…

Watching Penny Dreadful tonight, to get in that pseudo-Victorian Steampunk state of mind for my first BitD game on…

Watching Penny Dreadful tonight, to get in that pseudo-Victorian Steampunk state of mind for my first BitD game on thursday. Victorian London at night certainly establishes the right mood.

Basically, Blades assumes a sandbox environment with fixed factions, all more or less in the same business – right?

Basically, Blades assumes a sandbox environment with fixed factions, all more or less in the same business – right?

Basically, Blades assumes a sandbox environment with fixed factions, all more or less in the same business – right?

Could the game handle a hack well where the factions are unknown first and evolve or are discovered over time?

I’m thinking anime superpowers, where the heroes live in a small world first and discover both the “big bad” as well as their allies over time – as well as diverse groups ranging from family, goverment agencies to strange races.

@John Harper – don’t know if you’re collecting typos from the Quick Start PDF, but on the Character Creation page…

@John Harper – don’t know if you’re collecting typos from the Quick Start PDF, but on the Character Creation page…

@John Harper – don’t know if you’re collecting typos from the Quick Start PDF, but on the Character Creation page there are two items which are number 2 (Choose a Special Ability and Choose a Heritage).

Has anyone tried a hack where Vice and Trauma are inversely related rather than directly related?

Has anyone tried a hack where Vice and Trauma are inversely related rather than directly related?

Has anyone tried a hack where Vice and Trauma are inversely related rather than directly related?  So that early in your career, you can more easily keep your flaws under control, but as time takes it’s toll, you have to either start burning your Stash or Overindulging to get the same benefits.

During a recent playtest, my Whisper complained that it seemed like it was harder for him to gain playbook…

During a recent playtest, my Whisper complained that it seemed like it was harder for him to gain playbook…

During a recent playtest, my Whisper complained that it seemed like it was harder for him to gain playbook advancements than the other playbooks. He argued that the actions other playbooks are rewarded for are more likely than those presented in the Whisper playbook. I pointed out that it was really the group that decided where they went and what they did, and it’s up to him as to what goals he wants to pursue.

Still, he might have a point. Does the Whisper maybe have a harder time gaining playbook advancements because those advancements are more powerful? In other words, is it a balance thing?

In either case, our discussion ended up on a valid point, in that players should be aware that they may discover that they’re playing a character they don’t actually want to play, and shouldn’t feel bad about re-rolling if that’s the case. That’s kind of a broader point when it comes to all roleplaying games, but I still thought it was salient.

Running With Blades

Running With Blades

Running With Blades

A would-be series about playing with the forms in Blades in the Dark, but more likely my last big job before retirement.

 

Sometimes a character needs or wants to achieve two things at once in a short amount of time and a Flashback isn’t the right tool. One way you might permit this is by granting them a “countdown of one”. A “countdown of one” is essentially an obstacle with the unique quality that it must be completed in a single action or the opportunity to complete it is lost.

The character achieves their primary goal with a “6”, but achieves their secondary goal only if they get a complete (four segment) success on that same action. In extreme circumstances, a critical (six segment) success might be needed. It’s also possible fewer than four segments are necessary.

It’s important the player know about the countdown and the number of segments up front. They might elect to face the danger following their action roll to add to their subsequent effect roll so they need to know where they stand.

 

Example: Zamira is in an exhibition duel with the Red Sashes lieutenant, Zaid. The duel is to the blood. She instigated the bout as a distraction for the rest of the crew to infiltrate the Red Sashes’ temple and plant an artifact. The deed is done, but another Red Sash was killed during the mission and the crew had to commit some robbery as cover for their mission. Zamira now needs to conclude the duel in such a way that suspicion is not cast on her being a part of the robbery. That is a difficult enough task to require an action to overcome and that is her primary goal. She also wants badly to win the duel before making her exit. Zaid is a fierce opponent so that is a difficult enough task on its own that it might require an entirely separate action sequence. Telescoping both of these goals into a countdown of one might help move things along and add tension to the scene. Zamira can conduct the duel in such a way that she was clearly just an arrogant duelist that happened by during the break-in that will be discovered later. She can also win the duel by achieving a complete success on her effect. Otherwise Zaid won the duel by scoring first blood. The danger in this case will be harm incurred as a result of the duel.

 

With the help of a Devil’s Bargain ensuring they make a permanent enemy of Zaid regardless of the outcome, the player gets the “6” they were looking for on their Risky action roll, but elects to face the harm in order to improve their chances against him in the duel. The subsequent “4” for effect is improved to a “6” result. They’ve achieved four segments in one roll and won the duel, displaying the superiority of their Rising Moon technique over the style taught by the Red Sashes!

 

Since the duel was to the blood, we know the harm must be either a non-blood injury during the course of the duel (a cracked rib?), or perhaps something that happened immediately after the duel. Defeated, Zaid approaches Zamira for the traditional offer of his dueling knife as trophy. With lightning speed, he instead dishonorably cuts her cheek with the blade and storms from the room disgraced.

 

To the ambitious Duskwall scoundrel who wants it all and wants it now, such a price is worth it.

John Harper – Now that the Kickstarter has ended, there will be the inevitable “missed it” and “late to the party,…

John Harper – Now that the Kickstarter has ended, there will be the inevitable “missed it” and “late to the party,…

John Harper – Now that the Kickstarter has ended, there will be the inevitable “missed it” and “late to the party, can I get in?” calls.

Is there anything (statement, thingum, whatever) in particular we should be pointing those folks towards?