In our version of Duskwall…

In our version of Duskwall…

In our version of Duskwall…

I love those creative spaces Harper creates for groups to fill, making every game unique. So I wanted to ask you about those little details that make Duskwall your own. Care to share?

In our version of Duskwall…”

* Red Sashes have an “eastern” look, the Temple of the Path of Echoes have a pagoda-like architecture and the duelists live in a “dojo” but they use more middle eastern outfits and duel techniques.

   ** Each “dojo” is protected by an ancestral sword that holds a sliver of each swordmaster that has wielded it ( #theMalkavs  stole one).

   ** The Temple of the Path of Echoes is protected by armor animated by the spirits of brave iruvian warriors bound by ghost locks.

* The Leaky Bucket is a neutral ground for all factions to share. It’s also a melting pot for people around the isles to gather, iruvian lanterns hang beside sevorian witch-candles and electric lights. Currently the tavern is composed of three different buildings, one original and two annexed. Its neutrality is sponsored by the Crows.

   ** Only has female waitresses.

   ** It is owned by Lorette. 

   ** It has an exclusive gambling table placed under a stuffed crow. 

   ** It’s the only area where prostitutes can work independently inside Crow’s Foot, otherwise they work for the Lampblacks or else…

* All spirit masks look the same, making it hard to recognize Whispers.

* There is a secret net of canals under Crow’s Foot only Gondolier knew. A crew of smugglers working for the Lampblacks have stolen a map picturing this net. The Hive have purchased another map from the Gondoliers, and are pushing for complete hold. 

   ** After midnight the spirits start haunting the waters, and a Whisper is needed to navigate safely the hidden canals. 

  ** Duskwall waters are filled with the bodies. Thousands of spirits dating before the Cataclysm plague the depths but are bound to the water. Falling to the canals is a death sentence. Bodies disappear never to be seen again.  

   ** With the help of the Gondoliers the Hive has set a series of secret caches in the crypts below Crow’s Foot, that can be accessed though the abandoned canals below the city and some sewers.

* Hive workers can be identified by their yellow girdles. 

* Iruvia has (or had) a royal family. The old painting #theMalkavs  stole numbers at least 20. 

* There’s a haunted library at the end of Narrow st. 

   ** it stores ancient documents from the first days after the Cataclysm. The Grimoire of Saint Vestine is among them.

   ** the Grimoire holds the spirit of St. Vestine. Thanks to #TheWarts  It is now in possession of Vladimir Kristov, a successful historian and novelist.   

   ** It is run by six possessed librarians occupied by five spirits. They can be recognize by their height, grey robes and beards and blue fire lamps. 

   ** it is warded by runes that alert the whisper librarian. 

* the City Watch won’t bring order to Crow’s Foot until the war between the Lampblacks and Red Sashes ends, making it a haven for criminal pursuits. 

* the Wester Family, a low ranking noble house with people on the Council paint themselves as extravagant and occult.

   **Lady Remira Wester stages illegal seances with smuggled electroplasm, charging a fee to any noblemen who wants to take part on their depraved parties.

   **All noblemen are talking about the mysterious Madame La Mort (actually #theMalkavs   disguised as medium performers) and the last seance at Remira’s house where the murderous spirit of Lord Veleris Wester manifested and threatened the guests. 

      ***Lord Veleris is pissed. 

               ** Lord Veleris has being enslaved by Lovelia the Whisper and now acts as her personal murder-ghost. 

   ** Now with proof Inspector Morlan can raid Lady Remira’s house and bring her decadent clients to justice.  

          * Inspector Emeric Morlan is bound by bureaucratic red tape. The Wester family has some important connections among judges and councilmen. There is a trial waiting for happen. 

          * #theMalkavs  discovered that the Morlan family has some kind of grudge against the Westers. 

* There’s a ghostly information net that Whispers can consult, not too different from eavesdropping rumors. The dead can talk.

   ** Using this net opens up your mind to any ghostly influence up there. You are easier to find by vengeful spirits in there. 

* Being attacked by ghosts deals both ethereal and physic damage.

   ** Lovelia has a beautiful frostbite scar on her chest to show it. Whispers can be recognized by this kind of marks.

* There is a race of Time Daemons charged with regulating the time flow in the material world. This are atemporal beings, invisible to most humans. Not inherently evil nor benign. 

   ** Time Daemons are depicted as lions wearing iron crowns. 

   ** One of these demons occupies an ancient mausoleum in the city graveyard. 

         *** The trapped time-daemon reached out to Nienna, warning her of dark times to come, implying that there is another time-daemon on the lose and alerting her to keep an eye for the house of clocks. 

* There is a Deathland Scavengers warehouse on Crow’s Foot stacked with haunted items and rogue spirits.

   ** the Deathland Scavengers brought an idol from the Brokend Lands that holds a daemon, it is now trapped by a seal drawn by a whisper of #theWarts  

      * the seal was designed by Roethe, a demon in disguise, and can be only broken by him.

   ** there is a possessed broken-wolf on the lose. It became known as “The Wolf of Crow’s Foot.”

            * Acaste, high priestess of the Forgotten Gods thinks that this wolf is a servant sent by the Lord of Beasts to empower the cult and is trying to capture it. 

            * The wolf is actually possessed by numerous ghosts. Warped and corrupted it haunts the streets of Crow’s Foot. 

* The cult of The Forgotten Gods is a syncretistic religion that merges divinities, spirits and gods from before the Cataclysm.

   ** It is mainly a death cult, focusing on the those elements of the old religions. There is no single God of Death, but all gods are different aspects of death itself.

   ** The cult is run as a matriarchy. 

I will update this post after more play. 

Teamwork rules only apply when working on a score? Does the planning and gathering info tests fall under too?

Teamwork rules only apply when working on a score? Does the planning and gathering info tests fall under too?

Teamwork rules only apply when working on a score? Does the planning and gathering info tests fall under too? 

Say a player has a Downtime project, and another one wants to help her, do I apply Teamwork rules, have them advance the project clock at double speed or in case its a multi-clock project, have the characters advance in different, interconnected clocks?

They all sound like possible choices.

#Teamwork   #Clocks  

Question: Backup: Assist, it costs 1 stress to give 1d to the character on point’s action and effect roll or do the…

Question: Backup: Assist, it costs 1 stress to give 1d to the character on point’s action and effect roll or do the…

Question: Backup: Assist, it costs 1 stress to give 1d to the character on point’s action and effect roll or do the assisting character have to spend 1 stress for the action and another stress for the effect roll?

#Teamwork   #Assist   #Stress  

Questions after the third session (first one with #TheMalkavs  ):

Questions after the third session (first one with #TheMalkavs  ):

Questions after the third session (first one with #TheMalkavs  ):

Can a character assist a leading companion?

One of the players argued that since they were all testing, they were already “assisting” the test. I argued that his character not only was testing following the lead, he was going an extra mile and assisting his companion, which caused him stress. 

Was it okay to let them loot the Red Sashes vault, leaving with 3 art pieces (2 Coins each) and a heirloom sword (fine item, 4 Coins)? It “stacks” with the Coins gained after a score, right?

I actually want to have them test something, like Resources to have Amancio fence the art pieces for them, but again, I’m not sure if you can actually “loot” stuff in game. 

Just came back GMing my Tuesday night group.

Just came back GMing my Tuesday night group.

Just came back GMing my Tuesday night group. The Malkavs finished their first score. We left the Downtime and score tests for next time.

Good session. I feel that I’m sharpening my rules mastery. 

I still have a hard time managing the flow of the session. Too used to have the players preplanning, they almost went through two plans for the same score, but we focused by the end.

The group had a hard time grasping the test dynamics (except for two of my players, one with extensive AW experience, the other with a baggage in indie design and lot of BW xp).

Overall, I feel great, and I think we will be enjoying this game for a long time. 

#BladesInTheDark . #TheMalkavs . #TeamLampblacks   

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)  

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.

Love the concept behind the Lampblacks, I think I found my second favorite faction.

Love the concept behind the Lampblacks, I think I found my second favorite faction.

Love the concept behind the Lampblacks, I think I found my second favorite faction.

#Lampblacks  , #BazBros  

“He pulls his pipe from his belt, lights it, and takes a long, thoughtful drag. ‘Well, shit.’ he says.”

“He pulls his pipe from his belt, lights it, and takes a long, thoughtful drag. ‘Well, shit.’ he says.”

“He pulls his pipe from his belt, lights it, and takes a long, thoughtful drag. ‘Well, shit.’ he says.”

Blades in the Dark Quickstart, page 13.