Today was one of our best Blades sessions so far.

Today was one of our best Blades sessions so far.

Today was one of our best Blades sessions so far. Instead of our fairly usual planning-score-downtime deal, I had the Red Sashes react to one of their provocations and initiate a counterattack at their de facto staging ground – the Leaky Bucket. The Red Sashes were pretty desperate at this stage and pulled out all the stops – firebombs, chokedust, rage essence, the works.

The crew Cutter killed off most of the rank-and-file, whereas the few remaining master swordsmen actually died to gunfire from the new party Hound and a neat ambush by one of Ulf Ironborn’s better men.

Heavily outnumbered, Mylera used a combustible packet of Ghost Oil and slipped a region around her into the Ghost Field, Ulf and a lot of his less competent lackies included. I was perhaps aiming a little bit towards a vaguely dream-sequence-ish fight in the ghost field between our Cutter and Mylera, but what happened instead is that the Hound simply sicced his creepy ghost lizard into the opening of his natural habitat.

We don’t know what happened inside there, but no one came out alive, and the Hound has been having disturbing dreams since.

So they basically got rid of two gangs in one swoop, and have been looting the Red Sashes dojo since. This is the greatest score they have ever pulled off financially, and with the Sashes’ out of the picture, they naturally get more turf and their own hunting grounds grow bigger.

And while not really a highlight of the session, I am really glad our crew has finally got a gang of their own – a bunch of Expert Shadow street orphans. We have a nice low-grade simmering conflict between the Cutter’s attempts to introduce military discipline, the Lurk’s continued need to evade authority and have a good time with the lads, and even the Hounds abortive attempts to introduce the kids into his eerily creepy human sacrifice cult (and I do mean eerily creepy – there were pamphlets involved). The players chose Principled as their cohort’s flaw, so I basically got to play a religious no-nonsense scoutmaster type as the “second in command”.

I feel like having a cohort gang really livens up the game, but maybe that’s just from my perspective as the GM – I can npw play an NPC I can be pretty certain will see recurring airtime in a situation where I don’t need to think in terms of opposition or parsing difficulty. Until someone in the party decides that having a principled gang isn’t quite what they wanted after all, I can rest into this NPC like a comfy armchair. Fun!

I think I’ve been misreading the character sheet and stopping my players from nabbing advances more freely from…

I think I’ve been misreading the character sheet and stopping my players from nabbing advances more freely from…

I think I’ve been misreading the character sheet and stopping my players from nabbing advances more freely from other playbooks.

So, uh. The three dots next to the Veteran Advance. That’s not how many advances you would need to get a playbook ability from another source. That’s how many playbook abilities from other sources you can get, total, right?

It makes a lot more sense this way, but previously I just assumed that Blades is a lot more niche-defined, and you only dabble in other playbooks when you run out of stuff to do on your own.

Question – how hard can one play post-trauma results?

Question – how hard can one play post-trauma results?

Question – how hard can one play post-trauma results?

One of my player’s character got himself captured by the Red Sashes in the fiction. His last pre-trauma action was to resist getting stabbed in the throat, which put him in trauma range, and he was so helplessly out of position and without support that the only natural thing was to consider him caught and “interrogated” (don’t feel bad for the guy, what goes around comes around). The trauma rules say that you “come back later, shaken and drained,” so at the time, I thought that I was following the rules as written when I finangled the fiction to have a friendly-ish bouty hunter rescue him from the predicament.

Was I right in doing so? Or is saying “you can’t play this character until you do a mission of getting him out of there” the better option?

I know this is primarily a judgement call, but I’m still interested to know how “heavy” that particular rule is intended to be.

So we have an Artificer Leech in our group, and I am not fully satisfied with the way I am currently running the…

So we have an Artificer Leech in our group, and I am not fully satisfied with the way I am currently running the…

So we have an Artificer Leech in our group, and I am not fully satisfied with the way I am currently running the game for him. The way we that ability has usually worked historically was flashing back to him making a gadget that was perfect to the situation at hand. On the one hand, that is sweet! We had an rage essence diffusing grenade that sparked a brawl in the ranks of a bluecoat ambush. On the other hand, aside from picking locks, that’s all I’ve seen his sweet sweet Tinker score be used for. Plus, flashbacks, though I like them in principle, also have a bit of detrimental effect on the forward momentum of a scene.

I think this comes down to the fact that I don’t really have a good grasp of the technological backbone of the city. I’d like to be able to close my eyes and automatically see wiring, piping, chugging machinery and know what their purposes are.

So, help me get there! What kind of tinkerable tech is prevalent in your games?

Our group is has a mildly fluctuating number of players, and because of that, an odd and interesting thing has come…

Our group is has a mildly fluctuating number of players, and because of that, an odd and interesting thing has come…

Our group is has a mildly fluctuating number of players, and because of that, an odd and interesting thing has come up.

The game difficulty varies highly with the number of players at the table. Specifically, going from three to two noticeably taxed my group’s downtime resources. They went from taking care of most of the resource problems (stress, heat, wounds) and having 1-2 coin left over, to spending every single coin and still having a significant heat problem.

Has this been the experience of anyone else?

I guess this shouldn’t be surprising – every player is basically worth 2 coin at downtime. Some of that is gone to deal with personal stress or wounds, but the amount of resource tax is generally determined by your setting’s action-to-grit scale, and doesn’t really rise with added players – if anything, it decreases, because they can specialize more and thus don’t need to take it on the chin as often.

My players are troopers and I rather enjoy making things be painful for them, so we are more than fine with things the way they are, but this might be a thing to keep in mind when setting up your own game!

A big fight is coming up for my campaign – the Red Sashes have been weakened to the point where Ulf Ironborn is…

A big fight is coming up for my campaign – the Red Sashes have been weakened to the point where Ulf Ironborn is…

A big fight is coming up for my campaign – the Red Sashes have been weakened to the point where Ulf Ironborn is seeing them as prey. While the PCs don’t have a gang of their own (except for the Cutter on his lonesome) yet, they will be participating in the fight – to secure loot from the Sashes, to get on good terms with Ulf, and to secure a certain number of bodies for this death-essence addicted androgynous demon butcher. The Red Sashes will also be pulling as many of their allies into this fight as possible, as their own numbers are low. Many variables in play, meaning a lot of ease in determining complications. Exciting!

However, I have not done extended battle scenes much before, Blades or otherwise. So, a couple questions for the people who have – how’s it different from regular play? What should I watch out for? What tricks have you employed to make the experience be memorable, as the first major fight in a campaign should be?

(P.S. – also really looking forward to more gang details in the book. The fact that the gangs have allies and enemies of their own contributes a lot to making these groups feel like relevant and dangerous even when the PCs are just cutting their members up into ribbons.)

So we’re now our third session into the game, and amusingly, we’re still essentially just feeling out the game and…

So we’re now our third session into the game, and amusingly, we’re still essentially just feeling out the game and…

So we’re now our third session into the game, and amusingly, we’re still essentially just feeling out the game and trying out mechanics. The base of the game (which is to say the fact that you usually get successes and you usually get complications with your successes) is very solid. I actually forgot some fairly key mechanics, like resistance or engagement rolls in two of the early sessions, but we had a great time regardless. We’ve now got low grade intra-crew conflict, some running jokes (Look! It’s the Tricorn Hat Bandit!), and several successful if “how the hell did we make it out alive?” scores under out belts.

Anyway, today I’d like to share a minor problem I had with the conflicting ways some of the game’s systems describe the scoundrels. The lifestyle quality basically starts them out as bums on the streets, sleeping in flophouses, alleyways and gutters. However, every single playbook has easy access to loads of specialist gear that honestly should be outside the reach of people who’re that poor.

The way we decided to square this particular circle was to ask players where they got that particular piece of kit when they introduce an item for the first time. This allows some minor character moments (the Cutter has armour from military past, but his smokebombs are made by the PC leech. The urchin Lurk steals most of his gear, but some of the key items were actually given to him by his Unseen mentor, etc.), and it also allows introducing particular rather than generalized ways in which Tier 0 gear is worse than the stuff gangs higher up get (one of the impact plates on that armour is really clanky from all the hits it’s already taken).

This has been working pretty well for us, so I thought I’d share.

So I came to Blades straight off of playing Alpha Protocol, which is lovely/janky modern spy RPG. I also really love…

So I came to Blades straight off of playing Alpha Protocol, which is lovely/janky modern spy RPG. I also really love…

So I came to Blades straight off of playing Alpha Protocol, which is lovely/janky modern spy RPG. I also really love the Spider playbook, so I wanted to make a crew that is to Spider as Breakers are to Cutter. So I made the Spies!

The goal was to make players who pick this crew playbook feel extremely, unimaginably smug about everything they do, while simultaneously feeling like they’re constantly one bad turn away from the crows. To that end, it does a few weird things with the “expert” type of cohort, which don’t really get that much air time in the rules as is. So, uh, caveat emptor.

I also feel like playbooks generally need a certain kind of background setting and opposition, so I also added a couple of factions that have more to do with information flow than crime.

Finally, the best thing I can say about the program I used to make the PDF is that it was free, so the resulting file is noticeably below the high standard of quality set by John. Hopefully, it’s still printable on machines other than mine.

There’s also a Google Docs version here:

https://docs.google.com/spreadsheets/d/1a_aMgWCyfI9JPKA_2MssZCaPgYcS_QHGGuErLmAvQ0k/edit?pref=2&pli=1#gid=1440265384

https://www.dropbox.com/sh/1xdevqz6mzr7sez/AABkqXGT7wotQSiWHfglN0FZa?dl=0