The first games session started as normal laughs and chuckles.

The first games session started as normal laughs and chuckles.

The first games session started as normal laughs and chuckles.

Making light of hanging out and having fun as a group.

2 Members to the group a Whisper named Hug and a Hound named Vey.

Our crew of thieves we sent out to sell so Leviathan blood we had.

While me and Hug chased a diamond to had to our hold. It was commissioned by noble from a local jeweler. We stumbled apon the information while at a local Crow dive bar. We used our contact in the

bluecoats to find route in which the guard detail would travel. Since they where guarding its delivery to the noble. We help to get our man in on the detail. By taken out one of the guards so he could fill that spot. With dislike of the Redsashes that we have they got framed for this one. The day of the heist Hug and I disguise our selves as Redshashes and pull this job. I would say it went off like planned but that would be false. With a fumble of the dice a normal grab and go. Became a Murder1 which is now been named officailly by Cantor.(sorry Adam Koebel if I spelled it wrong) Which work out in the end due to the fact everyone that seen it thought it was the Redsashes.

There was alittle more to it but this is the quick version of it.

Can’t wait to get back at it.

More to come

Later

Vey

Ooooh. I just got my grubby mitts on this as ‘thematic reference’ for Blades. Can’t recommend it highly enough.

Ooooh. I just got my grubby mitts on this as ‘thematic reference’ for Blades. Can’t recommend it highly enough.

Ooooh. I just got my grubby mitts on this as ‘thematic reference’ for Blades. Can’t recommend it highly enough.

http://www.youtube.com/watch?v=r0DkFQ1km04

I was reviewing my group’s second session of BitD tomorrow and I realized that there was an aspect of Recovery rolls…

I was reviewing my group’s second session of BitD tomorrow and I realized that there was an aspect of Recovery rolls…

I was reviewing my group’s second session of BitD tomorrow and I realized that there was an aspect of Recovery rolls that I wasn’t clear on. I understand that you can have another PC roll to heal you (remove a lasting effect), or you can roll to heal yourself, at the cost of 1 stress.

However, what if you are receiving treatment from an NPC? What determines the number of Action dice rolled in that context?

Shifting My Mindset: The Tale of the Unreliable Narrators

Shifting My Mindset: The Tale of the Unreliable Narrators

Shifting My Mindset: The Tale of the Unreliable Narrators

In trying to 1) truly give power to players to call for rolls and actions and 2) use clocks to record narrative efforts rather than challenges presented to the players, as I think the game intends, I am finding I must restructure my mindset to more of the following (which is refreshingly different from most other games I’m used to):

In my gaming group, I am GM, but we are all telling the story of what happens when this crew tries to rise to the top. However, we are also all unreliable narrators.

As a result of our unreliability as narrators, the actual events of the scoundrels’ story are often quite different than how we initially tell it. With the dice, and through play, we find out how the story really goes. Are we really playing a metagame of the retired scoundrels sitting around reminiscing about the tales of their attempted rise to glory? Perhaps not, since that implies everyone lives.

So in practice, as GM, I set scenes. Players narrate the PCs doing things, impacting the world. Whenever the PCs face challenges or threats, I as GM can stop them and say “Wait a minute, tell it right, it wasn’t so clean and easy. You can’t forget the dogs.” I then describe whatever outcome of the threat seems natural, reasonable, and interesting: The PCs get face-gnawed by electroplasmically enhanced canines; or they set off alarms, get shot, drop the haul, kill their witness before he spills the beans, overpay on their debts or vice, fall head-over-heels in lustful folly, trash their fancy clothes, get tossed in Ironhook, etc. This is just like the rules’ example of the GM saying, basically, “The Unseen warned you not to meddle with their shipment. They firebomb your lair while you sleep. You wake up choking on thick smoke and trapped in by collapsing, blazing timbers. You roast your arms trying inneffectively to pry your way free, and soon after die ingloriously.”

Whenever players don’t want things to happen as indicated, they may “call for a roll” appropriate to their rationale for what really happened. They say, “No way, I would never let my gorgeous face be chewed by those wimpy mutts. Sure they pounced, but I laid them all out cold with my bare hands before any of them so much as yipped.” Another player says, “Well, you actually took about a whole 10 minutes to tussle them into submission, but lucky for you, I had formerly made a deal with the local spirit to dampen all the havoc you were raising. (Flashback)” “Oh yeah, right. Thanks for that.”

The Teamwork mechanics also seem to reinforce this mindset of authority bouncing among unreliable narrators. I say my piece then pass point (the narrator baton) to someone else. Other players, including the GM may (and likely will) change my story as needed, with backp actions, flashbacks, obstacles, or devil’s bargains.

John Harper has said a number of times that this game is a conversation, but what is key about saying that (to get my mind right about it at least) is recognizing that it’s a conversation among unreliable narrators mutually discovering what “really happened” through collective iterative narration and correction. That is why I as GM don’t need to call for rolls and don’t need NPC stats of any kind; I just need to state feasible and enjoyable outcomes and the other players can decide if they accept my take on the story or object. Players can also simply state outcomes similarly, but I may object or dice may indicate there is still more to discover of what really happened.

Conclusion

This perspective of playing as a troupe of unreliable narrators is likely not new or surprising to many of you, since it may in fact be the core of what makes something a “story game.” Nevertheless, while I have many gaming influences, this game seems to demand an exciting mindset that is not quite like any of those to which I’m accustomed. Therefore, I thought I’d share in case this musing on mindset might benefit others in a similar situation.

This may be a silly question, but why are there hexes/circles in the center of the faction countdown clocks in the…

This may be a silly question, but why are there hexes/circles in the center of the faction countdown clocks in the…

This may be a silly question, but why are there hexes/circles in the center of the faction countdown clocks in the Scenario page of the QS? Does that signify something to check off once they actually complete that objective? Or is it just decorative?

Relieved at the news that the amazing tony dowler will be drawing maps for Duskwall, I can relent in my own…

Relieved at the news that the amazing tony dowler will be drawing maps for Duskwall, I can relent in my own…

Relieved at the news that the amazing tony dowler will be drawing maps for Duskwall, I can relent in my own mapmaking obsession in order to devote that time to more pressing matters. But, on the off chance others might benefit from those lost hours, here’s my pseudo-isometric view of Crow’s Foot for use with the quickstart scenario.

https://drive.google.com/file/d/0B254Gcq3LvXQX01QY0hibk5JRHM/view?usp=sharing

Due to some people not being able to make our regular campaign game, I stepped in to run a Blades one-shot for the…

Due to some people not being able to make our regular campaign game, I stepped in to run a Blades one-shot for the…

Due to some people not being able to make our regular campaign game, I stepped in to run a Blades one-shot for the two players who were still around (warning: super long post ahead).

Our small crew consisted of the Hound Ivan, a native Arokosian who used to work a tin mine in a lightening-fenced compound outside of the city walls, and the Slide Raif, a Skovlander noble and academic who had travelled to the city of Duskwall to study and since then had fallen into a life of crime. Given the relative skills of the crew, we ended up interpreting the idea of ‘Thieves’ pretty broadly: the duo were essentially running an extortion racket, with Raif infiltrating gangs and business to identify their most important members and their vulnerabilities, and then extracting money from them under the threat of retribution from Ivan.

Assigning faction relationships was a pretty cool experience, and helped set up some instant background for the crew. In particular, poor relationships with the Inspectors and Leviathan Hunters led to the idea that the crew had tried to extort money from the owner of a hunter ship. When he refused to fold, Ivan (without Raif’s consent) went after the man’s wife…who also happened to be an Inspector. The murder has been a significant source of tension between the two.

The game proper kicked off with the duo having been dragged from the attic apartment in which they make their lair by a pair of burly Lampblack’s to be deposited in Bazso Baz’s office, where the gang leader tells them in no uncertain terms that it’s time for them to pick a side in the on-going war for Crows Foot.

The pair reluctantly agree, and Bazso offers a job to clear out the Red Sashes’ vault. He doesn’t know exactly where the Red Sashes’s stash their cash, but he points them towards a potential weak link they could pump for information: Cleft, a agent for the Dockers and liaison for their dealing’s with the Red Sashes. Raif also successfully talks Bazso round to giving the crew a larger share of their profits from the job.

The pair head off to see Cleft and gather some intel, but things…escalate. They find Cleft running a small stall down by the canal, with a couple of Dockers unloading a canal boat nearby. Raif aproaches and suggests to Cleft that he has a business deal best discussed in private, and leads him off to the crew’s favourite tavern (The Lucky Bastard, the fanciest tavern in Crows Foot, run by his special contact). They are trailed, rather conspicuously, by the pair of Dockers who are in turn followed, much less conspicuously, by Ivan.

Riaf brings Cleft to one of the upstairs rooms, whilst Ivan sets up across the street with a view in through the window, pulling the break-barrel rifle out from under his coat and sighting up. The pair of Dockers lurk outside the tavern door.

Raif decides to cut through any negotiation by hurling some trance powder in Cleft’s face and then extracting anything he knows about the Red Sashes vault from him while he’s under its influence (this leads to a quick discussion about exactly what trance powder does: we decide that someone under its effects will be highly suggestible, but they will absolutely remember what was used on them later). Once he has the vault location (the basement of an old church of the Immortal Emperor, with access from the church entrance or through the sewers), he gives Ivan the pre-arranged single (flashback!) to take the shot. Ivan, the consummate professional, takes Cleft out cleanly, timing his shot to be drowned out by a particularly loud bout of carousing from the tavern, leaving the Dockers at the door none the wiser.

It’s around this point, with Cleft’s rapidly cooling body lying on the floor, that the pair suspect they might have very quickly gone in over their heads.

In an attempt to stave off any reprisals, the crew approach Keel, the leader of the Dockers in Crows Foot, on his canal barge. They concoct a story that they caught Cleft cheating at gambling and killed him in retaliation. Keel offers to let the death go for one coin of blood money. The crew aren’t keen on this, and the negotiations break down, with Keel ordering his guys to grab them. Ivan makes a leap to the wharf while Raif holds off some of the gang with his cane-sword. They manage to de-escalate the situation by Ivan drawing his pistols and levelling them at Keel while Raif talks him down. They leave with a grudging truce with the Dockers – they leave quickly, as the altercation has caught the attention of some bystanders, and Bluecoats are sure to be on their way.

Now square(ish) with the Dockers, the crew take stock. They aren’t too impressed with how Bazso tried to solicit their help, and figure that the Red Sashes might have a deal for them (if, for example, they can offer a handful of Lampblack prisoners delivered directly into Red Sash hands).

They manage to score a meeting with Mylera. The leader of the Red Sashes is reclining in an opulent drug den above the gang’s sword fighting school, and greats them somewhat warily (“Ah, the upstart thieves about whom we hear such…complicated things”). She is open to their plan, however: they will lead a handful of Lampblacks into the vault at an agreed time, where the Red Sashes will be waiting to ambush them. In case Bazso requires some extra incentive to trust them, Mylera gives up the location for a small drugs handover taking place elsewhere in the district.

Negotiations with Bazso are somewhat tense. He eventually agrees to send some of his men to help the crew raid the vault, but he is suspicious enough to insist on sending four rather than the two the crew suggested.

They meet their new accomplices a couple of hours later at the Leaky Bucket tavern. It’s an imposing group: Phin, one of the Lampblack’s champion knife fighters (Phin, in his short appearance, became something of a hit with the players, primarily because I was running out of voices to use and ended up falling back on a thick Oxfordshire accent for him), Arden carrying a massive sledge hammer, a locksmith (called Locks) and Ring, a man with the blue flame tattoos of a Lampblack but wearing the robes and mask of a Spirit Warden – the chill in the air that hung around him suggested he was a Whisper.

The crew spent a bit of time getting to know their temporary allies – Ivan bonded with Phin over their experiences on the Ghost Lines, while Raif buttered up Ring, prepping him for the idea that if a chance to change employer were to present itself, it might behove him to take it.

They decide to enter the vault through the sewers, and we’re finally in to a proper score.

It’s full night by now (for as much as that means in Duskwall), and they’re going to need to pass a few Bluecoat patrols to make their way to an appropriate sewer entrance. The first group of guards they stumble across is a small patrol of three. Raif, pulling some fake ID from his disguise kit, attempts to talk his way past them.

It goes incredibly badly.

The Bluecoats see right through his ruse, and rush in to try and arrest him (a failed risky action, then a failed desperate action). Raif smartly knees an officer in the groin whilst the rest of the group rush to help him, except Arden, who legs it, one of the Bluecoats in hot pursuit. Ivan, ever ready for this sort of circumstance, calmly dispatches one Bluecoats with his concealed blade, while Phin finishes off the one currently rolling around on the ground. They pause for a few moments while Ring incinerates the bodies, then head down into the sewers.

Ring helps them to overcome the wards on route, and they emerge in the vaulted catacomb under the church of the Immortal Emperor, a large vault door standing at the far end. Concealed behind the columns lining the chamber, Ivan catches glimpses of several red clad figures.

Once everyone’s in the room, the Red Sashes emerge, swords drawn. Ring and Lock surrender immediately, but Phin casts a quick glance at Ivan, does some mental calculation, and lunges toward the Hound with his daggers. As the Red Sashes subdue their prisoners, an ugly brawl erupts between Ivan, Phin and Raif. Ivan merely wings Phin with a close-range pistol shot, when Raif barrels into the man and tackles him to the ground. They trade blows for a moment, before Raif gains the upper hand and hold Phin in place long enough for Ivan to step up and finish the Lampblack off with a second pistol shot to the temple (there was some discussion at the table here about when Murder or Mayhem applied, and whether Ivan could use Murder after the fight with Phin spiralled out of control. We eventually settled on Ivan only being in a position to use Murder after Raif gave him the chance to get some distance and collect himself).

We wrap up pretty quickly at this point – the Red Sashes have the promised prisoners, and reward the crew for their efforts (2 coin and 1 hold on their development roll). They also draw down 2 heat, perhaps not surprising given the number of bodies they’ve left in their wake. On a grisly final note, Ivan sets to work removing Phin’s bladder as a horrific trophy (tied in to his ‘Weird’ vice), leaving Raith to wonder what sort of madman he has allied himself with.

Things that worked for us:

– Devil’s bargains were a huge hit. Some choice ones which popped up during the game were: “You break your sword cane attacking him”, “One of Inspector Holtz’s informants catches wind of you acting suspiciously”, “A bystander will summon the Bluecoats” and “Bazso will find out you fucked him over”.

– Action and Effect rolls worked really well for the most part.

– Character and Crew creation were a fantastic experience, and left us with lots of potential story hooks if we ever come back to these characters.

– Flashbacks were great, and both players very quickly got in to the habit of calling flashbacks for minor details or reasonable preparations they might have made.

Things we struggled with:

There are a few things I’d like to get a better handle on for the next time I run the game (which I’ll be doing for a larger group next Thursday).

– In some situations, establishing a risk up front that was distinct from straight up failure was a challenge. Particularly when trying to sneak past guards, it felt like we were really reaching to establish an effect that wasn’t “you’re spotted” (note it didn’t seem to be quite the same thing as an AW style ‘success with a cost’, as the effect was supposed to be established in fiction ahead of time). In other circumstances, like fights, it wasn’t an issue.

– Getting people to stop planning was tough.

– There was a lot a play that fell outside the normal ‘score’ structure. I feel a bit divided about this. On the one hand, it had some negative mechanical effects (in particular, the players took a lot of stress, without downtime to recover). On the other hand, the situation with the Dockers spiralling out of control created a very ‘Lock, Stock and Two Smoking Barrels’ style experience that was great to play through.

All in all, it was a great game, and we’re all looking forward to getting back to Duskwall in the future.

I’ll be running a game with a Cult crew type on Monday.

I’ll be running a game with a Cult crew type on Monday.

I’ll be running a game with a Cult crew type on Monday. Has anybody else run a Cult? Did you use the Quick Start scenerio as is or modify some things?

I’m considering giving the Red Sashes a ritualist flavor (intertwined with their fighting styles) so there are more immediate supernatural or ideological connections for the crew, but otherwise keeping to the basic QS setup to see what happens.

I know the stretch playsets will probably scratch the itch, but does anyone else have a hankering to see a (minor)…

I know the stretch playsets will probably scratch the itch, but does anyone else have a hankering to see a (minor)…

I know the stretch playsets will probably scratch the itch, but does anyone else have a hankering to see a (minor) noble house as a crew in Duskwall? Trying not to hack this game before I see it all! 😉

I ran our first session of Blades tonight and it went very well (I’ll post a writeup later).

I ran our first session of Blades tonight and it went very well (I’ll post a writeup later).

I ran our first session of Blades tonight and it went very well (I’ll post a writeup later).  I did have one question come up.  Is the development roll the only way for the crew to gain coin after a successful score?  I know it abstracts the daily living expenses/blowing their money/etc., but it seems odd that only the gang as a whole gets coin.  Do the characters share the communal coin?  How do they get coin for themselves to stash for retirement?