Inspired by everyone else I figured I would write up an AP from my group’s time with the quick start rules.

Inspired by everyone else I figured I would write up an AP from my group’s time with the quick start rules.

Inspired by everyone else I figured I would write up an AP from my group’s time with the quick start rules. 

The Jackboot Jesters were summoned from their usual haunts by Baszo Bas. The Jesters are a very blue color group of thieves, so they already had some standing with the Lampblack due to previous services rendered. It was an easy choice when the idea of an alliance was brought up. Keel, Vond, and Hix could tell an opportunity if they saw one, and had no particular love for the Red Sashes.

The three returned to the Broken Blade tavern, nodding at Rigney behind the bar as they descended into the safety of their hidden lair lurking underneath to plan the raid on the Red Sashes vault. Hix had long been lurking through the sewers and knew of just the spot to infiltrate the Sashes’ stronghold, an old sewer access that has long been locked and forgotten.

The trio quickly gear up, and head through the secret routes. Once there Keel  and Vond stood on alert as Hix set about teasing the lock open. It fell away with barely a noise, but before the crew could enter enemy territory a noise coming toward them through the dark sewer tunnels (devil’s bargain) drew their attention. An ghost long turned feral forgotten under the city had found them.

Vond stepped forward and drew his pistols, loaded with electroplasmic ammunition for just such an occasion. A sure shot later and the Skovlan noble motioned for Hix and Keel to make their way inside. 

Making their way through the tunnels with Keel on point, the group came upon two sashes practicing their sword work. With practiced ease Keel motioned to Vond and the nobleman once again set about making with the murder. 

Keel took point and lead the group right to what they had been searching for the Sashes’ vault, wide open and being loaded with the day’s haul. The old leviathan hunter stepped up and tried to command the Red Sash to drop his sword, assisted with a little help by the concealed blade Hix silently pressed against the man’s ribs. Sadly the guard was made of sterner stuff, and mayhem soon broke out.

Just as Keel knocked the first guard out, a confused guard wandered out from the vault (devil’s bargain strikes again). Once again Vond stepped forward and dispatched the man with a blast from both pistols. 

Cursing at the sound of guards clanging through the halls, the young HIx stepped up and quickly led his senior Jester out of the lower levels and into the relative safety of their sewer paths.

Sadly the one guard Keel had knocked out had gotten a good enough look at them to get the crew a little more heat than they originally bargained for. Apparently even the Bluecoats were paying attention to the rumors that night generated, but the Jesters were able to put a couple coins in their pockets. They were willing to call it a win. 

Question: while building a crew, each player has to assign a positive and one negative tier 1 faction tick: What…

Question: while building a crew, each player has to assign a positive and one negative tier 1 faction tick: What…

Question: while building a crew, each player has to assign a positive and one negative tier 1 faction tick: What happens when two different players chose the same faction but assign a + and a – ?

The ticks cancel each other and the faction ends up with 0 status?

First experience, in less than optimal conditions.

First experience, in less than optimal conditions.

First experience, in less than optimal conditions. Eight players, one cutter, one hound, two lurks, two slides and two whispers. 

We lost around two hours creating the characters and crew. Had I known I would have so many players, I’ve made pregens. I should have made pregens…

We start in Baszo Baz office. “Only half the crew is inside, who’s talking with Baz?” Laxer the whisper steps forward. Weaver, Maxwell, Fwishi and Skava are waiting in the next room, surrounded by suspicious Lampblacks.

Mr. Baz makes it clear that they are young, and his gang can crush them anytime he wants. Laxer accepts working against the sashes, but needs something more substantial to trust Baz. The gang leader offers him two things: first his crew can walk away in two working legs each, second he can schedule a meeting with one of his informants to give them intel of the Red Sashes base. If the intel is worthy, they can trust him, if *the Wart break into the vault, they can start speaking business. Laxer asks for a minute to consult with his group.

Huddled at the table the five thieves discuss their possibilities, fully knowing that the lampblacks are watching them. Maxwell catches one of the lamps eye, a rough, scarred thug playing with a knife. She gives him the look, like saying “come pick me up if you dare”, the slide takes the call. Laxer goes back to the office, escorted by two of his crew and two of Baszo bodyguards. They accept the deal, and are escorted outside.

Meanwhile Maxwell and the thug go right into business, she takes him to a more private place, and Marco (Maxwell player) goes “I murder her”, confused I go along with it, having no idea where he’s going. He tests Murder, devils bargain: they will notice she’s missing, sticks a knife, four segment clock to get out unnoticed, he goes for a Finesse, not great only half clock. “You leave the room, but there are lampblacks all over the place”, we decide for a Deceive test, he will disguise himself as a lampblack, “the bearded one”, devils bargain: he’s followed. “Before I leave, I leave behind something red, so they think it were a red sash. Now I know where this is going. Tests Finesse, bad luck, 4 stress, but he gets away, discards the disguise and reunites with the full crew. The Wart now have -1 rep with the Lampblacks, and Maxwell is undoubtedly implicated. They hear shouting “We better run.”

The crew has mixed opinions, Maxwell wants to heat the war, with the sashes and lampblacks killing each other and leaving room for them. They had already chose bad rep with the Red Sashes, and now are down with both sides of the war. Not only that, but the meeting is only hours away.

They decide to infiltrate the sashes base, check out the building, and compare their notes with the info Baz’s informant gives them. Maxwell gives Fwishi the Lurk some coal to plant on the vault and incriminate the lampblacks of the theft. 

They go for Deception, the method is: Skeeves the Slide, Mr. Morristone and Maxwell will disguise themselves as some posh noblemen interested in this new cult fad of the Path of Echoes. We declare that the temple is divided in three levels, the first level is a shrine open to the public. Exmuk the Cutter is waiting outside on lookout. They are greeted by a red dressed monk who’s guiding the regular parishoners. The farse is a 6 segment clock. They ask the monk for a full tour, we go for a Sway I think and Influence effect, devils bargain: since Maxwell is iruvian, the monk starts prodding for deep religious stances and cultural details, he has a full success and ticks 6 segments, the farce is complete. Skeeves distracts the talkative monk while Morristone (dressed as an old lady) start taking notes of the plans, covering it as writing poetry. We go directly for an Insight effect, devil bargain: some old bachelor starts chewing his/her ear. Half four clock to find an entry point. Maxwell finds a door behind a curtain, leading to the upper level. I think we go for a Feint, he climbs the stairs that lead to some kind of dojo, weapon racks cover the walls, we go for a Finesse test, devil’s bargain, one of the sashes enters the room from the upper level. Maxwell succeeds and sees an entrance from the garden that leads directly to the upper level, an entry points He leaves before being noticed. 

Back with the crew, the thieves decide to infiltrate before going to the meeting. The idea behind it is stealing some of the treasure, escape, go to the meeting, steal less riches and present Baz the “second” loot. A little convoluted.

Laxer decides to Summon his former master for advice, he goes to the alley where he used to hang out (Master Travis had a life as a self imposed hobo). We decided he died five years ago, no he’s a bizzarre ghost that haunts the streets. Laxer spends 3 stress points and a cold mist start forming around him, we go for a Will resistance (since its the first time he summons Travis), a humanoid figure starts building itself from the thrash, body of boxes and food, hair of discarded mops and eyes of a dead cat. Master and apprentice reunite, and the spirit warns the Whisper about the temple: it is a lighthouse for ghosts in the area and holds the ghosts of powerful warriors inside some ancient armors. 

With all this intel, they chose Infiltration, using the garden door as entry point. This mission is for Exmuk (cutter), Weaver and Fwishi (Lurks). Fwishi is on point, he tries to overcome the door with Secure, Weaver assists making a distraction for the patrol, we roll Finesse and has a bad result, two guards shout “Who’s there?!” before he gets to pick the lock, but Exmuk takes the effect roll with his Force: before the guards reach the Lurk, he knocks them out. 

This is where we wrapped up. The first BitD game in Rosario, possibly the first one in Argentina. I have mixed feels. I like the system, but have a lot of trouble when asking for tests. Only one of the players had read the rules, so they don’t have idea when to roll either. BitD seems different in that there is a lot of fictional “set up” before the roll, and is a dynamic that I find difficult to get

As I finish writing this AP I had GM’d another session, this time for 3 players. Went much more smoothly, and overall more positive, but still have the issue with the roll dynamics. When to roll. What’s at stake. When its Action and when its Effect. Tuesday night I have another table, I guess I’ll a lot sharper by then.

*(yep, that’s the name of the crew)  

I was hoping to get clarification on crew creation step 7 “Assign Faction Status Ticks”.

I was hoping to get clarification on crew creation step 7 “Assign Faction Status Ticks”.

I was hoping to get clarification on crew creation step 7 “Assign Faction Status Ticks”. When the group chooses Tier 2 ticks is that a starting 2 with two factions (one good/one bad)? The same with Tier 3. Can the group picks overlap with player picks?

Where is a good place to submit FAQs? I don’t want to flood the main page if that’s not where I should do that.

Where is a good place to submit FAQs? I don’t want to flood the main page if that’s not where I should do that.

Where is a good place to submit FAQs? I don’t want to flood the main page if that’s not where I should do that.

Here are some mp3s of the actual play posted by John Harper in the kickstarter.

Here are some mp3s of the actual play posted by John Harper in the kickstarter.

Here are some mp3s of the actual play posted by John Harper in the kickstarter. I made them because I wanted to listen while doing other things. Sharing them here for others who also don’t have the time to sit and watch the YouTube. Files are c. 40mb each.

http://jellysaw.com/webifacts/blades1.mp3

http://jellysaw.com/webifacts/blades2.mp3

Write up by Sean Nittner at http://www.seannittner.com/actual-play-six-towers-gang/

Just got finished running my crew through the quick start.

Just got finished running my crew through the quick start.

Just got finished running my crew through the quick start.

The Job:

Lyssa hired the crew to steal Rorik’s body from the City Watch station before it was sent to the crematorium.

The plan:

The Slide and the Whisper get into a fight in the lobby of the watch station to distract the Bluecoats.

The Lurk cracks open a window while the Cutter watches out for patrols. 

The Cutter distracts one of the Bluecoats with a doxy, slits his throat and walks in the fog wearing his coat.

The Slide convinces the desk sergeant he’s a man of means and hired a coach to come pick him up.

the Whisper uses his ghost key to get out of jail. Per the whisper, the ghost key unlocks ghost doors by scraping the finger bone of a dead man against a wall in the proper sigil.

The Cutter comes up against a fresh young Bluecoat that doesn’t recognize him. The Whisper summons a ghost to possess the young lad and head directly for the vice district.

The Lurk gets the body out of the morgue and up on the roof.

The Slide’s carriage arrives. He gets in makes sure his rover takes the street where the lurk awaits to dump the body onto the roof of the coach.

Devil’s Bargains:

The Whisper isn’t pretending to be drunk.

The Slide bribes the desk sergeant with a fake gold pocketwatch that he discovers the next time he winds it.

The Crew left obvious evidence there’d been a break-in.

Strengths:

The setting elements gave concrete hooks on which to hang player concepts and ideas.

Character creation was fun and engaged everyone coming up with bits of their crew.

A lot of intriguing possibilities for the next job, from what Lyssa wants to do with the body to the old debt I rolled as part of development.

Weaknesses:

Their dice were hot – they rolled less than a 6 only once.

Some confusion on when to apply effect and when to apply action rolls.

I kept forgetting to ask about leading or overcoming.

Overall impression:

Good game. the quick start offered some excellent bits to build follow-up stories on, along with a lived in world that still allowed room for cool player invention. I look forward to the examples in the full book, since I think they will go a long way to illustrate how to use the system to its most efficient.

Spontan hack idea: Game of Blades.

Spontan hack idea: Game of Blades.

Spontan hack idea: Game of Blades.

Very little might be done to have it achieved. Most of the characters in ASoIaF behave like scoundrels anyway and they certainly got a problem with cults and undead,.. they even got a throne made of blades.

Instead of a crew the players would start with a small family,…

I can’t find the post that read in part “from my reading, it doesn’t seem possible for PCs to die”.

I can’t find the post that read in part “from my reading, it doesn’t seem possible for PCs to die”.

I can’t find the post that read in part “from my reading, it doesn’t seem possible for PCs to die”.

That query is responded to just fine in the FAQ, but I wanted to mention here what I’m thinking of as a baseline to direct a group’s discussion of the issue.

By default, when the fiction seems to contain lethal potential, the position is already DESPERATE and the PC chooses to “try again by taking a bigger risk and rolling a DESPERATE move,” then how about the default danger is death and by default the player is not going to choose to mitigate that result with Stress?

I also generally play with players that might choose death for their PCs before it got to that point if it felt right, but I can see some groups wanting a pre-defined “here’s where we hoist the ‘death flag’ line.” This might serve.

And they can still “go ghost”.