Congrats, John! Blades Kickstarter reached $100.000+
I’m really happy that your game design gets also this kind of recognition.
Congrats, John! Blades Kickstarter reached $100.000+
Congrats, John! Blades Kickstarter reached $100.000+
I’m really happy that your game design gets also this kind of recognition.
John Harper: Is there a way to get a European Distributor on board for the physical books?
John Harper: Is there a way to get a European Distributor on board for the physical books?
I’m just dealing with a shipment from US that’s stuck at customs and causing a lot of headache…
Does at least the POD option have a European supplier?
In case anyone wants to play BitD in Fallen London, a gothic, industrial fantasy setting very much like Duskwall,…
In case anyone wants to play BitD in Fallen London, a gothic, industrial fantasy setting very much like Duskwall, but with a bit more levity: http://fallenlondon.storynexus.com
Blades in the Neathy Dark:
Welcome, delicious friend.
Since a great deal of Fallen London‘s appeal lies precisely in discovering what the blazes is going on in the setting, detailed knowledge of the following and therefore your use of them depend on how much of the game (or spoilers) you have encountered. Likewise, I am probably missing plenty, since I doubt I have seen even half.
Factions (sorted by tier and then hold rather than by type)
Masters of the Bazaar IV-10
The Constables III-9
Hell/Devils III-8
The Duchess (and the Court) III-7
The Great Game III-6
Society III-5
Criminals III-4
Bohemians III-4
The Church III-4
New Newgate Prison II-8
Velocipede Squad II-8
Unterzee Zailors II-7
Dockers II-6
The Relickers II-6
Secret vendors II-5
Ambitious Journalists II-4
Clay Men II-4
The University II-4
Rats II-3
Tomb-Colonists II-2
Black Ribbon Society I-7
Unfinished Men I-7
Mr. Inch’s Hunters of Dangerous Prey I-5
Revolutionaries I-4
The Fisher King I-3
Urchins I-3
Rubbery Men I-2
Story-ripe Locations
Watchmakers Hill
Wolfstack Docks
Labyrinth of Tigers
Ladybones Road
The Forgotten Quarter
The University
Veilgarden
The Shuttered Palace
Empress’ Court
Spite
The Flit
Mahogany Hall
House of Chimes
The Echo Bazaar
Mrs Plenty’s Most Distracting Carnival
Broad Unterzee (including various islands)
Tomb Colonies
The Mirror Marches
Royal Bethlehem Hotel
A fun additional tidbit: Fallen London’s main stats of Dangerous, Watchful, Shadowy, Persuasive equate swimmingly with BitD’s action categories: Blade, Book, Cloak, Mask respectively. That doesn’t equate to any mechanical significance, it just informs the approaches and emphases of various factions and locations.
Is it possible that we may see updates to the Quick Start? e.g. newly backed base playbooks etc.
Is it possible that we may see updates to the Quick Start? e.g. newly backed base playbooks etc.
I was goofing around this evening making R-maps for my Blades game and it was only a bit more work to make the…
I was goofing around this evening making R-maps for my Blades game and it was only a bit more work to make the opening situation Faction map implied by the Quick Start (p4). I’m planning to use this next time I run a Blades one-shot.
If anyone wants to get the XMind file and clean it up, make it more usable, please let me know. I’m not a designer and I’ve never used Xmind before.
https://drive.google.com/file/d/0B156JfVtecqDVGVFbzlVcDlKWVE/view?usp=sharing
There’s been a great conversation at https://plus.google.com/u/0/+DuamnFigueroa/posts/9NSHAivGdH1.
There’s been a great conversation at https://plus.google.com/u/0/+DuamnFigueroa/posts/9NSHAivGdH1. Giving me heaps of ideas.
I want to riff off the idea of turning the work of fencing stolen goods into a score itself, to see how the current rules can let a crew of thieves make more coin from a big steal.
You know how with a crew of hawkers, their story doesn’t end after they’ve grabbed some turf to sell their wares. It’s really just the beginning. They need to defend that turf, defend their supply lines, defend their customers, bribe bluecoasts, etc. Lots of juicy play.
Same goes with a crew of thieves. Their story doesn’t end after they’ve stolen loot; that’s where things start to get really dangerous, really juicy.
Here’s one way to breakdown the work of thieves:
1) Steal stuff
2) Keep what you’ve stolen
3) Turn stolen stuff into coin
These steps can be rolled up into a single score or broken into separate scores.
Scores that bring a small haul are more manageable precisely because you can skip steps. Steal coin and you skip 2 and 3. Steal small expensive goods—like jewellery—and maybe skip 2. Just carry the stuff around fence-to-fence, client-to-client. The risk is if things get nasty, you might face a threat or a devil’s bargain where you’ll lose some of the goods on you. This might lose you dice on your Development roll.
If you score big, you can skip 2 and 3. That means you basically don’t want the hassle of (2) stashing and (3) fencing. You haggle a few coin and let someone else take the heat. You make less coin, but you get clean fast and can move on to other things.
But if you want to make more coin, you gotta put in the effort and take the risks. Put in the work (1) getting, (2) keeping and (3) moving stuff, and you’ll reap the rewards.
This means making each step its own score. This will broaden the games’ focus, not just on doing heists but on making a living as a criminal. As a score, each step gets it’s own downtime and development rolls, bringing in more coin and skill as the crew makes big on the haul. Do step 2 right and you can spend the time to find the right buyer for each piece, making more money. Maybe use a long-term project clock if you’ve got some really unique goods where finding the right buyer is no easy task. Either way, getting the goods to that perfect buyer can be a whole score in itself.
But making each step it’s own score, or fencing each loot seperately, brings risks. More chance for heat, getting more factions off side, more thieves trying to find and take the stuff you’ve stolen, not to mention the stress and the trauma. For big hauls this makes sense; more expensive the things stolen, the madder people tend to get, and the more they try to or or hurt the thieves.
You could try to skip 2 and just stash the loot in your hidden lair, but your lair might not stay hidden long, what with other thief crews hearing about your haul and stalking you, thugs ruffing you up, bluecoats asking questions, and informants wanting a quick coin. No, if you want to make big off a big steal, you gotta get dirty and do the work.
At least, that’s what I think it means to be a crew of thieves.
Flash of brilliance, play a crew who is out to provide, LEVERAGE.
Flash of brilliance, play a crew who is out to provide, LEVERAGE.
Another picture imho fitting while I searched for pictures to illustrate hangouts.
Another picture imho fitting while I searched for pictures to illustrate hangouts.. (and done showing pictures for today ^^).
Original Blog with some more artistic photoshots:
http://edaccessible.com/tag/city-lights/
https://drscdn.500px.org/photo/102659007/m%3D2048/06b353f673fd0e95a3edce0eb84b5151
A picture pretty much displays how I imagine the sky over Duskwall on a bright day.
A picture pretty much displays how I imagine the sky over Duskwall on a bright day… maybe with the buildings not being as much Belgium, tho if those were some rich or upper middle class buildings,..
https://drscdn.500px.org/photo/100855871/m=900/c118f381836b9fe22c9082a9169c7e8a
My next unlock request: The World Train Setting
My next unlock request: The World Train Setting
The World Train is a vast train, kilometres long, that endlessly circumnavigates the globe. The train doesn’t belong to any government or organisation; it is true neutral territory. That makes it a perfect place for shady, extra-legal activities.