I’m feeling less excited about the pre-filled names in the roster part of the crew sheet.

I’m feeling less excited about the pre-filled names in the roster part of the crew sheet.

I’m feeling less excited about the pre-filled names in the roster part of the crew sheet. Maybe because the names seem to be the same for all types, or perhaps because I’d prefer just blanks that can be filled in with any name as the npcs in the various gangs become important. Maybe it just seems to have a place of prominence more than what I expect.

But of course, I have yet to see the use in actual play. Anybody have opinions or experiences regarding the pre-filled NPC roster on the crew sheet?

Can crew types change?

Can crew types change?

Can crew types change? I know players can pick up abilities from other crew types, but if we start as Thieves, will our crew always be Thieves (in terms of advancement triggers and upgrade asset options)? What if once we get established we naturally turn more to smuggling or assassination than thieving? Could we swap sheets, or perhaps spend an advancement to swap one of the top two advancement triggers? Is that even something worth considering?

What’s the ideal maximum and minimum number of players for a crew? When does the game start to stretch?

What’s the ideal maximum and minimum number of players for a crew? When does the game start to stretch?

What’s the ideal maximum and minimum number of players for a crew? When does the game start to stretch?

Reading the QS I believe that three is the minimum optimal number for a crew, specially for the team action cycle of onpoint, backup, follow through. 

I’m asking because I’ll be running the game with two friends and tomorrow I will GM in our local club, which might be a far bigger group.

A few questions after I re-read the Quick Start yesterday:

A few questions after I re-read the Quick Start yesterday:

A few questions after I re-read the Quick Start yesterday:

1. Reducing Heat – mirroring Chris Boyd’s question from yesterday I wonder if a few examples of the types of action for Reducing Heat would be helpful. (fits under the ‘you’re responsible for choosing the tone of your game’ heading I suppose)

2. Unusual Weapons – is the choice a signature one for the character or just picked up from the group’s stash? 

3. Wanted – is this the equivalent of trauma for a gang (i.e. 4 is an endpoint) or is this slightly different?

4. Coin – are a scoundrel’s and the gang’s coin equivalent amounts or are they on different scales?

5. Matchlock pistol – not a big point at all, but you probably should consider changing this to a Wheelock or Flintlock or something; I can’t imagine a scoundrel keeping a matchlock pistol lit or wanting to have to light it on demand during a job 😉

What action would you expect to use for driving/piloting a vehicle or mount, like a getaway coach, steamship, or…

What action would you expect to use for driving/piloting a vehicle or mount, like a getaway coach, steamship, or…

What action would you expect to use for driving/piloting a vehicle or mount, like a getaway coach, steamship, or horse (are there horses?)? None seems to line up neatly. I’m guessing a vehicle aided chases will happen often on scores. Would you just use the crew’s Transport effect rating?

That also makes me curious if Duskwall has horses. It hadn’t explicitly occurred to me, but I guess maybe so unless coaches and other street conveyances are self-propelling. Electroplasmic cars 🙂

I had John as a guest on my podcast, Startup Gamers.

I had John as a guest on my podcast, Startup Gamers.

I had John as a guest on my podcast, Startup Gamers. I think it’s our best episode yet, please give it a listen! http://tabletoptorch.com/2015/03/blades-in-the-dark-a-startup-gamers-podcast/#sthash.eEV8BEGc.dpbs

http://tabletoptorch.com/2015/03/blades-in-the-dark-a-startup-gamers-podcast/#sthash.eEV8BEGc.dpbs

So I found something that doesn’t seem to add up.  In downtime, taking an additional downtime phase costs the same…

So I found something that doesn’t seem to add up.  In downtime, taking an additional downtime phase costs the same…

So I found something that doesn’t seem to add up.  In downtime, taking an additional downtime phase costs the same as increasing the level of a vice roll.  Taking another downtime phase seems strictly better, not just strictly better, but also WAY better, it gives everyone an additional vice roll, instead of just one character, as well as several other benefits.  Recovery from long-term effects, time progress on long-term projects etc.

It seems like the only reason you would spend coin on a vice roll instead would be if you were REALLY pressed for in-universe time I guess?  Am I missing something?

Blades in the Dark FAQ

Blades in the Dark FAQ

Blades in the Dark FAQ

I started a doc, here: https://docs.google.com/document/d/1_kr-InpgZnOKEjtgp6Tt9Iiqzya6hR-JZD4WKtA80yw/edit?usp=sharing

It’s also perma-linked on the top of the community page. I started it out with one question and answer. Feel free to go through the forum here and populate it with anything already asked and answered. I’ll check it periodically and clean it up and answer anything that’s still missing.

Maybe it’s a little early, but could it be a good idea to include a FAQ here somewhere?

Maybe it’s a little early, but could it be a good idea to include a FAQ here somewhere?

Maybe it’s a little early, but could it be a good idea to include a FAQ here somewhere? maybe a gdoc with a recopilation of the question that have been answered already “officially”, with the link included on the description of the group, or something like that…

It looks like the community is gonna keep growing and some questions are gonna pop regularly….