Music!

Music!

Music!

John Harper’s mention of Neko Case’s “Furnace Room Lullaby” as the Quick Start theme song really helped cement the setting for me, and will likely be used at my table to start sessions. Jeffry Crews has done a great job of posting suitable songs as well.

I would like to see more music suggestions in the final book, much the way White Wolf did for the original Vampire Storyteller’s Guide back in the early 90s (I still have a “Songs For A Gothic Punk World” mixtape in storage somewhere). It would be great if the authors for the unlocked settings would follow suit and include a suggested theme song (at least) for their works as well.

Surely I’m not the only one who would like music recommendations, right? Maybe the titles could even be hyperlinked in the PDF to iTunes/Amazon/Google Play to give the authors a small slice of the sale of any songs purchased…

I’d love to hear from anybody who tries BitD via play-by-post.

I’d love to hear from anybody who tries BitD via play-by-post.

I’d love to hear from anybody who tries BitD via play-by-post. It’s likely too soon, but I’ll be curious what works well or less well.

Possible Pros: Since players choose positions/actions/effects, I can see that being a smoother asynchronous conversation than waiting for GM to call for specific rolls and then spell out outcomes. Tracking character and crew stats, advancement, and upgrades should be no trouble.

Possible Cons: Soliciting devil’s bargains may be slower than at a table, but also likely juicier since everyone has more time to consider good options. Likewise, negotiating how to pass point will likely slow down new teams until they can trust each other to pass point to strategic players without negotiating.

What else?

That was fun.

That was fun.

That was fun.  My Lurk, Luci, is based on an old character I made for a game years ago but never got to play.  She’s a little street urchin escaped from an orphanage.  Our crew has elite shadows.  They’re also street urchins.  I love it!  I snuck a crazy contraption given to us by the Redsashes into the Lampblacks’ base while our Cutter, Edger, provided a distraction.  Damn contraption is giving me nightmares now…

Blades in the Dark is the first game I have ever come across that has no npc stats, whatsoever.

Blades in the Dark is the first game I have ever come across that has no npc stats, whatsoever.

Blades in the Dark is the first game I have ever come across that has no npc stats, whatsoever.

Last night, three friends and I made a start on the Blades in the Dark Quick Start.

Last night, three friends and I made a start on the Blades in the Dark Quick Start.

Last night, three friends and I made a start on the Blades in the Dark Quick Start.

We’ve been having a ball co-GMing the last few systems we’ve played (Monsterhearts and Dungeon World Funnel) so we didn’t hesitate to co-GM Blades in the Dark.

We all made characters and then the crew called “The Twelve”. The backgrounds, looks and occupations were easy to flesh out into interesting characters.

We wanted to pick all the crew upgrades, which is kind of good I guess. To narrow down our options, we did the crew creation out-of-order and asked lots of questions. We first fleshed out a few things like where our lair was located, what brought our crew together, what’s motivating us to keep working together.

For the record, our lair is an abandoned library sealed off from the rest of an otherwise occupied house because it’s considered possessed. The haunting should be good cover should we make too much noise. A few of us are on the run from the bluecoats and have aspirations of grandeur and taking a few factions down a notch or two.

The questions on Starting the Game were good and helped make explicitly some of the tensions and stories that were bubbling between and within our characters.

Then we dived into the intro scene. After quickly agreeing with Basco, our Slide started to haggle on the crew’s cut of the treasury score. I picked up GMing Basco and pushing back hard that “the Twelve” were a two-bit operation, get off my turf, etc. After a Risky Action roll (-1D against a prepared opponent) and an Effort roll avoiding the danger, the Slide landed the crew +1d on the Development roll after the score, at the cost of taking two stress herself, two stress on the Hound as her backup, and word leaking out about “someone’s gonna raid the Red Sashes.” We could already see this was going to get messy fast.

We settled on a plan smartly: infiltration. We agreed everyone knew the Red Sashes were Allied with the Cabbies, possibly because we were on helpful terms with the Cabbies. So, in lieu of gathering info, we used the Cabbies as an in, and the Whisper barrelled into the Red Sashes temple forecourt in a cab with our Lurk and Hound hidden on-board.

The plan was the Whisper would set up a diversion to allow the Lurk and Hound to infiltrate the HQ. We wanted a short diversion, Set Up and Follow Through as part of one plan, but misunderstood how it worked and ended rolling effect against a 4-segment clock. This muddle up of course led to a longer scene but it was entertaining so no one minded. The Whisper, a noble trained in the curved sword, challenged the school champion to a duel, which was clearly a desperate action against a veteran opponent. It took two goes to fill the 4-segement clock, he took some stress, made some enemies, and all together wishes to forget the whole experience, but he survived and made enough of a commotion to let his other crewmate’s infiltrate with ease.

We’re shall continue to co-GM weekly, with one player playing fortnightly, so we’ll have plenty of time to see how co-GMing works with Blades in the Dark.

Not really a hack, just a recognition:

Not really a hack, just a recognition:

Not really a hack, just a recognition:

All the Assassin’s Creed games are basically Blades in the Dark stories starting with the Templars as a Tier IV, Hold 9 faction at the top, various era-appropriate groups in the middle, and a solo Hound at the bottom that builds a Brotherhood Crew against the man. (Rogue just has Assassins at the top.)

The outward similarity yet ideological opposition of the Assassins and Templars makes me think that discovering and refining the nuanced ideologies of the various factions will probably be one of the more compelling parts of Blades in the Dark for me. Every gang pulls scores, but the details of why is what keeps them separate and competing.