Hey all!

Hey all!

Hey all! Loving the KS campaign, and I spent all weekend poring over the quickstart rules, which look absolutely fantastic.

One area I’m still very very confused about is Assets. Obviously, I could fudge or houserule this reasonably well. But I’d love to hear a little more detail:

1. Is asset acquisition at downtime always “Temporary Use,” or is “Temporary Use” a special case (like its neighbors “Heal Thyself” and “Overindulgences”)?

1a. If “Temporary Use” is the norm, how do I acquire something long-term?

1b. If it’s a special case – when does it apply?

2. I’m not clear on the distinction between a “fine” asset and a “standard” one (except for +dice). Can any asset have both a “standard” version and a “fine” one, and then I declare which asset I’m after, and Acquire whichever version my roll gives me? Or are some types of assets “standard” (e.g. “a blade”) and others have to be “fine” (e.g. “a spirit mask”), and so my roll limits my asset options as well as its quality?

3. Are Assets going to have precise mechanical effects and limitations? Or are they defined mostly by narrative?

I’d assume that a character wouldn’t be able to fight effectively without A Blade Or Two, or pick locks effectively without Burglary Tools – but I’m not seeing where in the mechanics this fits in.

I’m guessing it’s something along the lines of “Use your best judgement, and apply penalties to action roles if your character’s poorly equipped”; I’m just wondering (given the focus on Assets as a mechanical element) if there’s anything more than that.

Thanks!

Okay, reading through the rules, again, in preparation for our first session, I ran across something I’m not sure…

Okay, reading through the rules, again, in preparation for our first session, I ran across something I’m not sure…

Okay, reading through the rules, again, in preparation for our first session, I ran across something I’m not sure I’ve fully wrapped my head around:

When you roll a Controlled action, and roll badly (1-3), you have the option of backing out (without consequence or facing the danger) or re-rolling your action as Risky. I’m thinking this is a new action roll, because similarly moving from Risky to Desperate requires one to face the danger at hand. How does this work with teamwork actions? Say my Cutter is leading a controlled action to beat up some Lampblacks, and we all roll poorly. Point moves to another character, because I lead and rolled a group action. But that would indicate that I cannot immediately try the same thing again as a Risky move; it’s another player’s action. 

When teamwork is involved, is the option to make a new attempt as a Risky/Desperate move presented to the group? (My Cutter fails, so the Hound takes point and tries again…?)

Question: If a player wants to set a goal of “Bash Baszo Baz’s head in, dashing his brains across the table”, is it…

Question: If a player wants to set a goal of “Bash Baszo Baz’s head in, dashing his brains across the table”, is it…

Question: If a player wants to set a goal of “Bash Baszo Baz’s head in, dashing his brains across the table”, is it up to the GM to decide if Baszo can be killed in one hit or if he needs a clock?

So my wife and I were on a ten mile hike out to Herbert glacier today (not my photo) here in Juneau, getting some…

So my wife and I were on a ten mile hike out to Herbert glacier today (not my photo) here in Juneau, getting some…

So my wife and I were on a ten mile hike out to Herbert glacier today (not my photo) here in Juneau, getting some much needed Vitamin D and I was brainstorming settings and mods for Blades, my Rome one will be a good fit I think but I also thought hey Stras’s military one would do great for something Napoleonic like Sharpes Rifles. I mentioned it to my wife and she joked that someone needs to figure out how to do an Oregon Trail mod. I can’t wait for the source files…

Has anyone toyed with altering the size of the clock as an alternative to using the “mismatched” rules?

Has anyone toyed with altering the size of the clock as an alternative to using the “mismatched” rules?

Has anyone toyed with altering the size of the clock as an alternative to using the “mismatched” rules?

For example, rather than taking a die off the cutter’s attack against a gang of 4, just give the whole gang a 6-tick clock or something of the like.

We just used the new Development rules with #theWarts . I’m really happy with the results.

We just used the new Development rules with #theWarts . I’m really happy with the results.

We just used the new Development rules with #theWarts . I’m really happy with the results. 

Also now there’s a haunted library guarded by possessed librarians that holds ancient texts from the first days after the Cataclysm. 

Wow, I am a bit bewildered about such an active community for a game not even published yet.

Wow, I am a bit bewildered about such an active community for a game not even published yet.

Wow, I am a bit bewildered about such an active community for a game not even published yet. Most Indiegames communities dont even get near to this in their prime.

According to the Quickstart-PDF, hacks and so on shouldnt appear before the official release, does that also count for small things like new factions and very slim reskins which doesnt includ much more than sheets of archetypes and crews with some background material?

Does anyone have any recommendations for organizing threats/gm prep between sessions?

Does anyone have any recommendations for organizing threats/gm prep between sessions?

Does anyone have any recommendations for organizing threats/gm prep between sessions? I’m sure there will be handouts/sheets for this later, but I didn’t see anything like that in the quickstart.