Random idea: Living Duskwall

Random idea: Living Duskwall

Random idea: Living Duskwall

What: Some sort of online record of the history of each Faction as it unfolds in play among all groups using the online record.  Plus, updated status of each Faction’s Hold, Tier and ongoing endeavor, whenever those things change.

How: The book will give all play groups the same starting info about the same Duskwall Factions.  From there, it’s easy enough to check a wiki page for additional info on a Faction you’ve taken an interest in, and then to update that page after play.

Why: In an RPG which challenges you to make your mark on the setting, giving your mark an audience and sense of permanence and reality is very rewarding!

Risks: Since it won’t be practical for Crews to interact with each other during play, some sort of contrivance will often be necessary, and, “No, you can’t go attack/meet with this other group in your city, for, uh, some reason or other,” may the dent the impression of Duskwall being a real place.

But… On the other hand, there’s no reason multiple groups couldn’t strategize with each other in between sessions, e.g. forming deals to both help Factions they both have a stake in.

Self-Selection: Opting into Living Duskwall would be a commitment, and groups that aren’t enthusiastic about that commitment would be advised to steer clear and let their own Duskwall come alive at their own table, period.  For other groups, though, some might get a huge kick out of having their deeds immortalized, and on getting between-session updates on the world.

Thoughts?

The Factory

The Factory

The Factory

You are a worker in a large factory and are trained in one of many tasks, like packaging, production, engeneering or planting in the botanic gardens. Everything is ordered and nothing bothers your work. One day an accident happens, which disrupt the monotony and you are forced out of your track. You and your coworkers just want to get home save and forget the horrorble mishap at the factory.

But when were you the last time on your way home at all? Or do you even remember where your home is, or where the factory ends….?

With each moment, new disturbing things are unveiled: disguised Controlleurs roam the halls, the department overseer seems to be constantly on drugs, the cat seems to be impossibly old and something lives in the pipes. The more you leaves your working routine, the more disruptive and weird aspects of the factory is unfolding in front of you.

The walls have eyes. The dead speak to you out of disfunctional coin-box phones. These are no humans, who work in the cantina. Something hunts you. Dont stick out.

[…]

A band of strangers, forge together by their fatefull encounter with the unreal and grim truth are finding fragments of impossible memories and broken artefacts of a world beyond the factory’s walls. And the things you woked up as you started to see through the thin shrouds between sanity and despair, they will soon be aware of your moves.

The Crewsheet / Ward-Sheet and its head of department are constantly evolving and growing aware of your new point of view. With each secret you discover, with each hiddeous creature you escape or task you master, the factory will move unresting in its slumber. Can you and your allies flee before its too late?

In The Factory I want to combine the crewsheet with fronts from AW/DW and a deck of cards revealing details and questions like in A Quiet Year. I am not sure if this hack will be recognicably stay close to BitD or not, but I am thrilled to find out.

Another question about theme I suppose is in the Whispers power, Channel.

Another question about theme I suppose is in the Whispers power, Channel.

Another question about theme I suppose is in the Whispers power, Channel. My first reading of it was straightforward-you can use electroplasm to get some basic obvious effects. Lightning generation and perhaps a few things dealing with ghosts (ending a possession, hollowing a person, that sort of thing). 

First whisper that picked it up was quick to notice that it didn’t say what kind of effects it could produce, and swiftly added all sorts of elemental items, bringing the power in light with wizardry in a traditional RPG. Apoc World games have long been teaching me to ‘roll with’ player ideas-you don’t want to say no to an idea, it just stifles creativity, but it kind of feels that allowing this thing would change the setting and tone considerably. 

WHat do you guys think? What sort of powers should be usable with channel? Should it be okay to let whoever gets this power to introduce flight, telekenisis, mind control and whatever other effect they can conjure and similarly empower NPC’s who will have access to the same special power?

John Rogers  (of Leverage fame) wrote CrimeWorld for Evil Hat Productions as part of their Fate Worlds: Worlds in…

John Rogers  (of Leverage fame) wrote CrimeWorld for Evil Hat Productions as part of their Fate Worlds: Worlds in…

John Rogers  (of Leverage fame) wrote CrimeWorld for Evil Hat Productions as part of their Fate Worlds: Worlds in Shadow book. While written for Fate Core, it has a wonderful way of generating the elements of jobs that could easily be adapted to Blades in the Dark sessions. 

You can get it in PDF form at DriveThruRPG for $7.50 (US). Well worth it.

#Score

http://www.drivethrurpg.com/product/119384/Fate-Worlds-Worlds-in-Shadow

Okay. So have a slide who is confused about Adaption, and I really couldn’t answer their questions well.

Okay. So have a slide who is confused about Adaption, and I really couldn’t answer their questions well.

Okay. So have a slide who is confused about Adaption, and I really couldn’t answer their questions well. 

It lets you take stress to substitute actions, which is straightforward enough mechanically. I guess my point of confusion is how does it work narratively? If they use Sway in place of Mayhem, how does that come through in the fiction? My first thought is to turn it on them and have them justify it-but frankly, if you can justify any skill then you could just use it normally, so why bother with taking a stress? 

The other option is not ask them to justify it, but that just leaves a feeling of disatisfaction as we’re not able to picture exactly whats going on here. 

I happened to google “victorian facial hair” and found this great trove of prime character portraits for PCs or NPCs…

I happened to google “victorian facial hair” and found this great trove of prime character portraits for PCs or NPCs…

I happened to google “victorian facial hair” and found this great trove of prime character portraits for PCs or NPCs in Duskwall: http://thevintagethimble.tumblr.com/post/49577290972/victorian-mens-hairstyles-facial-hair-a

It may not be fitting, fantasy, or punk enough for your Duskwall, and it’s only men, but I plan to enjoy mining it.

http://thevintagethimble.tumblr.com/post/49577290972/victorian-mens-hairstyles-facial-hair-a

We’ve been intrigued about lasting effects.

We’ve been intrigued about lasting effects.

We’ve been intrigued about lasting effects. There are only a couple mentioned as examples in the QS, and that’s great – it allows for group discussion on what ‘conditions’ require time and effort to remove.

I like the idea that the default is 6-8 segments, citing a broken leg and being seduced. Given that time is ephemeral in the game, what with flashbacks, aggressive scene framing and ghostly powers, there is not much point comparatively mitigating your -1D dis-function with ‘time’.  

Though our Hound, Lord Malcolm did just that. On a whim, I gave him both a broken leg and the horrific concept of being seduced… post falling from a roof top duel and during his subsequent capture suffering the attentions of an EXTREMELY tempting daemon. He was fortunately liberated by his colleagues, suffering both an 8 segment broken leg and 6 segment seduced recovery.

In RL, a broken leg ‘normally’ heals in around 8 weeks (segments). and post the score in Downtime, Don wanted Lord Malcolm to heal his leg via this well worn method of convalescence.

It was a controlled situation and he aced the action roll, though his effect roll still left him with some time left to heal. (he had indulged in some heavy drinking to relieve stress). He pushed for more Downtime, advancing faction clocks and costing him coin in lost machinations. The second recovery roll was not so successful, it escalated to risky and we fictionalised this through the danger of his on-going seduced state and imminent possession by his daemon paramour. His  6 segment recovery clock for daemonic seduction is now a push-pull clock. That when it reaches 12 full segments, he is possessed.

He also took the devil’s bargain of forever walking with a cane during the effect roll, clearing the clock with a 6. So we stand to start the next session narrated as roughly 8 weeks later, a lovely montage of Lord Malcolm’s troubled Manor-bound recovery; beset by daemons, both self-inflicted and stalking. His horribly fractured leg both healed and scarred but his very soul tempted by the daemon that lovingly caresses his every thought.

So a few thoughts – clocks can resolve in a few moments or months of gametime – This disparity is brilliant and acts like a narrative pacing mechanism rather than a direct time/effect scale. We are prone to accepting that recovery clocks being (roughly) one week per segment. This gives our audience stance some time to reflect on the Duskwall getting on with business, and pressures against the PCs impending. It also has heightened our montage narration skill, something the ‘in the moment’ action storytelling of a score tends to avoid.

The other cool thing is the emergent story of the action choices taken to alleviate lasting effects.  _Stitch_ is the obvious healing action, but Lord Malcolm engaged his Consort action  to convince his NPC friend of Dr. Frakenstein to apply his ministrations for recovery. 

What other recovery clocks have folks had during play? I think it might be nice to have a boxed example in the final rules with a few ideas….

Stabbed in the eye – 12 segments

 Badly Broken leg – 8 segments

Seduced by a daemon – 6 segments

Belittled by nemesis – 8 segments

The QuickStart PDF is heavy on grayscale images and I don’t have much black ink in the printer.

The QuickStart PDF is heavy on grayscale images and I don’t have much black ink in the printer.

The QuickStart PDF is heavy on grayscale images and I don’t have much black ink in the printer. Which pages would you say are the most useful to reference for a game? I’ll have the PDF available on tablet and laptop as well, but handouts are always nice.