Rules questions and a mini-AP.

Rules questions and a mini-AP.

Rules questions and a mini-AP.

Just ran my first game. It went really well: the thieves used a dirigible to steal the Red Sashes’ treasury. Then they took advantage of a fight between the two gangs to infiltrate the Lampblacks, steal their coin, burn their drugs and frame the Red Sashes. And then they rolled 0 Heat for both missions!

There were aspects of the game I was unclear about. Most of this is because I read it at 3am in order to run it this morning! Can I check I understand this correctly:

– You should establish a risk or danger before an action roll

– The Devil’s Bargain always happens, regardless of outcome

– If you get a result like Risky’s “You do it and avoid the danger,” you still roll for effect to determine how many segments you tick off

Can you ever cut straight to an effect roll? I’m guessing you can when you’re resisting the negative effects of a threat that’s just emerged. Are there any other cases?

If you get a result like Risky’s “You do it but face the effect of the danger,” do you tick off segments as well as suffer stress?

Thanks to Jennifer Fuss for running a demo game yesterday. Now I’m a backer for BitD, too.

Thanks to Jennifer Fuss for running a demo game yesterday. Now I’m a backer for BitD, too.

Thanks to Jennifer Fuss for running a demo game yesterday. Now I’m a backer for BitD, too.

So last night was freaking amazing! My kind of game for sure.

So last night was freaking amazing! My kind of game for sure.

So last night was freaking amazing! My kind of game for sure.

One thing that worked admirably was the combination of flashback and Devil’s Bargain.

A couple in the group was most enamoured with the TV Show Penny Dreadful, so much so that the Hound named his character Lord Malcolm and the Whisper Miss Vanessa. There was a scene in the initial occult plan (they had gathered info to the effect that  Rory had been murdered by a creature, some sort of vampiric entity), where the missing detail was being chased…

The trio decended below the tatoo palour in the Canal district, scouring the Leviathan Blood drug den looking for traces of the vampire.

Sir Malcolm on point was pushing for a stalk roll in a desperate situation, as piles of blood-soaked bodies and keening cries closed in on the group. Vanessa helped with her Summon ability via flashback tarot card reading, to foretell the vampire in to the crypts beneath the tattoo palour. Skannon the Lurk has set a trap, blending in with his shadow essence and lurking to spring his ambush.

I was upfront with the characters and players that yes, the Master was here, and he wants something from them. I offered a Devil’s Bargain to Malcolm if we was willing (with Vanessa) to give us a flashback scene right here and now, to a dark secret they shared with the Vampiric creature.

Of course he took it, and prior to the stalk action, we had a wonderful debauched scene of longing and regret involving Sir Malcolms lost daughter and her best friend Vanessa. It was freaking genius.

Session 2 for The Other Hand

Session 2 for The Other Hand

Session 2 for The Other Hand

This was a short session because one player wasn’t feeling it. I think they felt the game lied to them a little; “I thought it was going to be about doing sweet heists, but it’s really about these complex political machinations and betraying people, and I’m not really sure I’m in the mood for that. I feel like everything I do is going to wind up with everyone turning on me and I don’t like that”

So after some discussion, they mostly sat back while Xaro and Carmen took center stage. Since they’d received some aid from the Weeping Lady in the previous session, Carmen went and gathered information at a Weeping Lady-run flophouse to see if they needed any favors done. Xaro told everyone he was going to see what Baszo Baz was planning, and instead went and snooped around the Church of the Ecstasy of the Flesh.

Meeting back up at their lair, they decided to help the Weeping Lady smuggle in one of their acolytes from another city, who was stowing away on an incoming freight train. They decided to go with the Social Plan, using a customs inspector as the social connection.

Carmen demonstrated the power of Elite Shadows, as she used Command, and had them break into the inspector’s house and kidnap him. I had it be a controlled situation; Sloane’s shadows were in their element, and the customs inspectors had no reason to suspect this attack was coming. Sloane (the NPC leader of the shadows) convinced the PCs to disguise themselves as Lampblacks; he was still out for revenge, since the Lampblacks had tried to kill him in the previous session.

So they got him, and took him to a quiet spot under a bridge. Carmen called in her extortionist friend Grace, who helped Xaro break this poor customs inspector. The roll was risky not because there was any real risk of failure, but because they were in a public space and someone might walk in at any time.

But the players were rolling like crazy today, and completely got the guy to let them take whatever they wanted off the train, because “Baszo Baz is real unhappy with you”.

We ended the session after they succeeded at taking no heat, and their complication was #4, “The Little Guy”

I decided that the guy they had smuggled in, (Dygnen, a ghost summoner), wanted their help getting set up.

We ended there!

https://cdn.artstation.rocks/p/assets/images/images/000/536/193/large/atomhawk-design-the-order-paris-07bm.jpg?142598…

https://cdn.artstation.rocks/p/assets/images/images/000/536/193/large/atomhawk-design-the-order-paris-07bm.jpg?142598…

https://cdn.artstation.rocks/p/assets/images/images/000/536/193/large/atomhawk-design-the-order-paris-07bm.jpg?1425987591

Paris looking very Duskwall-ish.  Airships!

https://cdn.artstation.rocks/p/assets/images/images/000/536/193/large/atomhawk-design-the-order-paris-07bm.jpg?1425987591

From John’s previous hints about stretch goals: we’ve got the cyber, almost the super, but what is the swan?

From John’s previous hints about stretch goals: we’ve got the cyber, almost the super, but what is the swan?

From John’s previous hints about stretch goals: we’ve got the cyber, almost the super, but what is the swan?

Here’s hoping it’s a ballet. 

Played out first session using the quick-start last night.

Played out first session using the quick-start last night.

Played out first session using the quick-start last night. Overall it went well and everybody had a good time. I’m hoping they’ll be up for tackling their second score next week.

GOOD THINGS:

* Character and gang creation was good, everything is in place to help people make interesting/colorful characters. I’m dying to get my hands on the other crew playbooks!

* Filling in the details of “our” Duskwall during play was a great pleasure, thanks to the evocative setting prompts laid in everywhere.

* They chose to assassinate Baszo Baz in order to impress the Red Sashes, so that was their first score and the meat of our session.

* Really enjoyed the way variable Position impacts the dice mechanic and puts escalation in the hands of the players. I was worried that this would unnecessarily mechanize the contextual difficulty of *World games, but there is satisfaction to be had in determining a Position.

* Everyone loved the way flashbacks could get folded into the plan, and how it made them constantly assess the current situation, searching for opportunities to exploit. The most memorable came from the acquisition of fireworks (to be used for a distraction during the assassination attempt), and ended with the murder of the fireworks peddler (Devil’s Bargain on a Desperate roll).

* There’s a pleasing mechanical input->output aspect to the gameplay. There are a lot of terms and resources to juggle, which got a little confusing at times, but resource management has some very tasty hooks that tie nicely into the narrative.

* Downtime was short yet satisfying. 

NOT-SO-GOOD THINGS

* The “choose a Plan and dive in” approach worked as advertised at first, in the way it allowed us to go right to the score after deciding one detail (for us it was Deception: distract Baz and his bodyguards so we can kill him), but the brakes came on every time we had to count dice for Actions and Effects. It felt like the time we gained from not over-planning was lost to figuring out how many dice to roll in each instance,  then again each time Position was escalated.

* One contributor to the above was always feeling like we needed to come up with a Devil’s Bargain. In re-reading the rules I see that a DB’s are optional, but I think it would help to have their optional nature emphasized and/or mechanized. Because the dice mechanics are so crucial, it seems like PCs bent on success are going to want a Devil’s Bargain every single time in order to know all of their options. I love it as an interesting choice, but I would like to see some pointers or explicit rules about when a Devil’s Bargain is or is not available, because it a) slows down the action, and b) can be exhausting to keep coming up with them. The old 7-9 problem.

* Similarly, we rolled Effect too many times, not realizing it was optional until I went back to re-read the rules. Again, it might be worth emphasizing the fact that it’s optional, with maybe examples of when and when not to roll Effect. Add in the fact the Effect rolls also have a DB, and you can see why we felt bogged down in places.

* I can tell that for us, PC and Crew Advancement will work better at the end of a session rather than the beginning, because it gives the players concrete rewards for whatever dramatic and Stress-full Score they just pulled off, while it’s still fresh in their memories. I think I might house-rule a thing where whoever recaps “last week’s episode” at the start of a session gets a playbook tick, or something like that. And rotate that from session to session.

* Super-minor: I would like to see category headings for each of the faction sets on the Crew sheet so new players don’t have to figure it out by deduction: Criminal, Municipal, Industrial, Religious/Occult, or the like.

I know some of our problems had to do with learning a new system and not getting into a groove with it yet. The good thing is that we were gripped enough by what DID work for us that I want to keep at it until things click.

In any case, as a backer I’m grateful to have been handed such a substantial quick-start, and I really appreciate the obvious hard work and care John has put into this dark, bladed baby.

Is it possible that a character likes to roll but has no dice left?

Is it possible that a character likes to roll but has no dice left?

Is it possible that a character likes to roll but has no dice left?

Wouldn’t he be able to perform the action or would stuff happen like “Okay, 1d but you gotta take a devils bargain”=