Want to play as Hawkers?

Want to play as Hawkers?

Want to play as Hawkers?  Here’s the sheet!  I did it!  I hacked the Hawkers sheet from the example game shared on the Kickstarter page!  

It’s not all the same.  The boxes before and after each faction drove me nuts, and my group last night was confused with which side was positive and which was negative.  So I erased all the annoying boxes and put in +’s and x’s.  There are a few other minor things that are different and have no good reason to be (but technical FAIL).  Those include a faint outline around the line on the bottom of the heat, wrong bullet points for crew advancement, no link between boxes in expertise and mastery, coin circles being a little different, and special ability text not all going to the end of the line.  Aside from that, I’m feeling good about my little love letter to John Harper ‘s design skills and formatting.  🙂

https://docs.google.com/file/d/0B_bG0BM874Aba0xsSjhnTHNPMVE/edit

So I’ve been kicking around the best way to approach this particular piece of feedback since the Quick Start rules…

So I’ve been kicking around the best way to approach this particular piece of feedback since the Quick Start rules…

So I’ve been kicking around the best way to approach this particular piece of feedback since the Quick Start rules were released and after several fruitless days of mulling it over I don’t think I’m going to be able to compose it any better so I suppose I’ll just throw it out there and see how it goes.

One of the weaker aspects of Dungeon World, looking back on it, is the sheer proliferation of advanced moves in each playbook compared to that of Apocalypse World, many of which aren’t very interesting.  That said, I find that I have almost the exact opposite problem when considering the Blades playbooks…I feel like they have too FEW distinct moves among them.  Half of each playbook’s moves are shared across all the playbooks (some form of special armor, Daring, Experienced, and Veteran) which leaves only four unique special moves for each playbook, and many of those special moves have a tendency to boil down to some form of “add 1d when CONDITION occurs,” which are functional and useful but also a little bland at times.

I’m not the first person I know who’s seen the Quick Start to share this sentiment.  Now here’s where this feedback falls apart…I’m not personally sure how a good way to go about addressing this would be.  It’s easy to say “these could use more diverse/more interesting moves” but I’m not really sure what in the context of Blades in the Dark that would look like, precisely.  I believe John Harper’s gone on record as stating that Blades isn’t the sort of game where direct narrative control via player moves is likely to be employed and the main task resolution method is relatively streamlined without a great deal of moving parts.  Shoehorning added complexity into a game for the sake of added complexity isn’t ever really something I look to do so it’s possible that the design space may not be there to warrant trying to append extra moves to the various playbooks at the expense of clarity and ease of play.

(Also there’s the fact to consider that, as laid out, there really isn’t very much more room within each playbook’s sheet for additional moves.)

Does anyone else have some thoughts on the matter?

Questions after the third session (first one with #TheMalkavs  ):

Questions after the third session (first one with #TheMalkavs  ):

Questions after the third session (first one with #TheMalkavs  ):

Can a character assist a leading companion?

One of the players argued that since they were all testing, they were already “assisting” the test. I argued that his character not only was testing following the lead, he was going an extra mile and assisting his companion, which caused him stress. 

Was it okay to let them loot the Red Sashes vault, leaving with 3 art pieces (2 Coins each) and a heirloom sword (fine item, 4 Coins)? It “stacks” with the Coins gained after a score, right?

I actually want to have them test something, like Resources to have Amancio fence the art pieces for them, but again, I’m not sure if you can actually “loot” stuff in game. 

Just came back GMing my Tuesday night group.

Just came back GMing my Tuesday night group.

Just came back GMing my Tuesday night group. The Malkavs finished their first score. We left the Downtime and score tests for next time.

Good session. I feel that I’m sharpening my rules mastery. 

I still have a hard time managing the flow of the session. Too used to have the players preplanning, they almost went through two plans for the same score, but we focused by the end.

The group had a hard time grasping the test dynamics (except for two of my players, one with extensive AW experience, the other with a baggage in indie design and lot of BW xp).

Overall, I feel great, and I think we will be enjoying this game for a long time. 

#BladesInTheDark . #TheMalkavs . #TeamLampblacks   

So the Troubles section of the quickstart provided a pretty good starting point for obstacles the players might…

So the Troubles section of the quickstart provided a pretty good starting point for obstacles the players might…

So the Troubles section of the quickstart provided a pretty good starting point for obstacles the players might face, but I still sat down and tried to brainstorm up a few more. Feel free to contribute, though please leave the “official” Troubles off.

An example of solo play

An example of solo play

An example of solo play

A few people have responded to a previous post wanting to see a working example of how some solo play I have tried actually worked. This is a breakdown of my last attempt, to the best of my recollection!

Shiv McCool and the Phylactery of Tears

My Cutter, Shiv McCool, is contacted by the Circle of Flame for a job.

I roll once on the score generation tables, getting a result like “hide something from another faction”, or similar. Can’t recall the exact wording.

I look at Shiv’s status and relationships with Duskwall’s factions. (I went through a solo crew creation previously to tie Shiv into the setting). He has +1 with The Circle of Flame and -1 with The Weeping Lady.

The Circle of Flame are feeling some heat. They want Shiv to hide an object they stole from The Weeping Lady called “The Phylactery of Tears”

So I just daydreamed that up from looking a the faction descriptions and imagining what might be going on.

Shiv wants to know a bit more about the two factions before he takes on the job. So in true Cutter style he literally grabs a thief he knows who works the area and roughs him up a bit to extract a few facts.

Ok this is what really set up the solo mission for me – using Gather Information to establish some facts. I roll Shiv’s Command action and resolve the Effect with Force to find out what this guys knows. I note down the questions:

1. Who is the Weeping Lady sending to look for the phylactery?

2. Do they know about Shiv and where he is?

3. Who are The Weeping Lady’s Allies, if any?

4. Why does the Circle of Flame want the Phylactery?

5. How am I vulnerable?

Using the questions generated from Gather Information I go ahead and make up some cool answers, adding clocks to them where appropriate, basically fleshing out the tasks Shiv needs complete to succeed with the mission.

After a quick bit of brainstorming, I come up with the following answers and some clocks where appropriate:

1. Volunteer do-gooders are going from door to door in Shiv’s neighborhood, asking questions and appealling to people for help to find the phylactery. Do-Gooders sniffing around – 6 segment clock

2. They know The Circle of Flame has moved the artifact into Shiv’s neighborhood. See above.

3. The theft has been reported to the Bluecoats. A patrol is searching the streets and questioning local gang members. The Bluecoat patrol – 4 segment clock

4. They want to use children’s tears in a nefarious ritual. But they pay well, so Shiv is happy. He’s a questionable character.

5. Shiv knows that Randal, that drunken fool of a dockworker, has been threatening Shiv lately. He will shrely point the Bluecoats Shiv’s way. The snitch – 4 segment clock

I thought it would also make the game interesting to add a coutdown clock to represent how close the Weeping Lady’s minions were to finding out where Shiv had hidden the phylactery.

Phylactery of Tears – 8 segment clock

The mission: Shiv has to neutralise the forces against him before they find the Phylactery.

Shiv starts off by paying a visit to the local rogues of his neighborhood. Most of them are desperate folk who are scared of the likes Shiv. He uses stand over and intimidation tactics to suggest that trouble would be upon them if they told the Bluecoats anything.

Shiv uses Command and Force in a Controlled situation and gets a complete success which clears the Bluecoat clock completely. He has intimidated the local gangs into complete silence. The Bluecoats get nothing and leave the precinct frustrated.

But the Do-gooders have been busy, going from door to door asking if anyone has seen anything or knows anyone suspicious.

Now I decide that I will need to roll to resist the Effects of the Do-gooders and their door to door nonsence. I’m going to go with Influence. The locals know Shiv, but they are scared of him. Will they talk? I roll a partial success to resist and check off two segments of The Phylactery of Tears.

Someone has described seeing Shiv skulking through the streets late at night with a duffel bag held close.

Next, Shiv decides to go after Randal. He could expose Shiv’s name to the allies of The Weeping Lady. Not good. He goes down to the docks that night to kill Randal. 

I play out the action of a fight. Mostly at Risky. By the end Randal’s 4 segments are cleared and Shiv has taken two stress.

The do-gooders are getting closer. They start offering free food for the ally-dwellers, and those folk start talking.

I roll Influence to resist damage to the Phylactery of Tears clock again. Not a good roll – the clock takes another 4 segments, leaving only 2 segments left!

The do-gooders have been pointed to the ally way where Shiv keeps his stash. He’s mad. There’s only one thing left to do. He confronts the do-gooders, and tries to scare them off.

Stepping out of the shadows Shiv pulls out his fine blade and smiles menacingly. “You’d better get outta here before I start cuttin’!”

I roll Command and Influence again, at Risky this time. If they recognise Shiv later there could be trouble for him. Rolling ok I clear 2 tracks from their 6.

Some of the do-gooders look nervous, but the others are incensed and suspicious. “How dare you?! The Bluecoats will hear of this! What have you got to do with this anyway?”

I resist more damage to the Phylactery of Tears clock as some of the do-gooders recognise Shiv from the descriptions they heard of the Phylactery Thief earlier. There’s only two segments left. This could end badly. I decide to use Insight, as Shiv spots the most frightened do-gooder and puts pressure there. I take a Devil’s Bargain  too – at least one of them reports the incident and my description to the Bluecoats. It will cause trouble later, but I’m still not linked directly to the Phylactery. I roll well and only take 1 segment off the countdown clock.

The gaggle of do-gooders eye Shiv suspiciously. He glares at them manacingly and starts striding towards them down the dark ally way.

They have 4 segments on their clock. The Phylactery of Tears countdown has one segment left. Things are tight.

Shiv barrels into the do-gooders, skittling them like pins. He keeps his knife close but doesn’t use it. He can’t expect to kill them all and any that flee will send the Bluecoats. He just wants to frighten them.

I roll Mayhem and Influence for Effect. Rolling well, I clear the the final 4 segments on the Do-Gooders sniffing around clock.

Mission accomplished!

After seeing all the posts here and listening to Christopher Sniezak and Phil Vecchione interview John Harper on…

After seeing all the posts here and listening to Christopher Sniezak and Phil Vecchione interview John Harper on…

After seeing all the posts here and listening to Christopher Sniezak and Phil Vecchione interview John Harper on the  Misdirected Mark Productions podcast I had to get in on this Kickstarter.  Put my backer pledge in earlier today and I’m loving the Quickstart info – I had high expectations of the QS info and it surpassed my hopes – Nice work!

I’ve backed only two KS’s before and, frankly, been underwhelmed by each of those KS’s ability to deliver.  But this time I’m confident that Mr. Harper has his stuff locked and ready to rock. 

I’ve tried searching around for this information before asking here, but am unable to find anything.  It’s also…

I’ve tried searching around for this information before asking here, but am unable to find anything.  It’s also…

I’ve tried searching around for this information before asking here, but am unable to find anything.  It’s also likely that this will be revealed further in the final release.

What are some generic touchstones or inspirations for heritages?

The descriptions of the lands themselves at the end of the QS help give an idea, as do the tags attached to them from the Ghost Lines documents.  Naming conventions (like Ulf Ironborn) also provide some hints.  So I get some Nordic flavor from Skovlan, and some Arabic flavor from Iruvia, and I’m certain that the cultures would be much more complicated than such direct comparisons.

But does anyone have some more direct inspirations from real world cultures, or combinations to help give players as they decide?  Or do you push them to be the ones to define it, as in: “You’re from Iruvia huh?  Golden deserts, and powers openly held by demons.  Tell me more about that culture”?