I don’t see it reposted here, so…

I don’t see it reposted here, so…

I don’t see it reposted here, so…

In case someone missed it, a fascinating study in the evolution of this beautiful game by the excellents John Harper and Andrew Gillis.

https://www.youtube.com/watch?v=DlGyUKlXVbY&ab_channel=JohnHarper

https://www.youtube.com/watch?v=DlGyUKlXVbY&ab_channel=JohnHarper

I’m sorry if someone already asked this, but is there something new in version 8.2 or is it just about typo…

I’m sorry if someone already asked this, but is there something new in version 8.2 or is it just about typo…

I’m sorry if someone already asked this, but is there something new in version 8.2 or is it just about typo correction?

Questions on Special Abilities:

Questions on Special Abilities:

Questions on Special Abilities:

1) Not to be trifled with / The devil’s footstep

The text says: “you still get one of the normalbenefits of pushing yourself (+1d, +1 effect, etc.) in addition to the special ability.” Regarding “the feat of physical force/athletics that verges on the superhuman” parts: does that mean that, as a GM, I need to re-evaluate position and base effect (and then apply the push benefit)?

For example: if you want to break something that anyone could break, you just do it, no roll required? Is a roll required just for something that only you (with this abilities) could do? If not, what is the extra benefit besides the normal push benefit? A better position? An increased effect?

2) Rook’s Gambit

Isn’t this an almost-too-good ability? I mean, it’s pretty much a guaranteed better version of pushing yourself for bonus dice. Does it have to be explained to work, or the “say how you adapt your skill to this use” just a reminder of the narrative side of this ability? If it need to be explained to work, who decides if the explanation it’s “good enough”?

How do you handle Hunting Grounds in your game? Specifically:

How do you handle Hunting Grounds in your game? Specifically:

How do you handle Hunting Grounds in your game? Specifically:

– If the crew decide to claim a Turf which includes the Hunting Ground, do they just get another one?

– When are new Hunting Grounds (besides the starting one) acquired? How?

– Do HGs expand as the Tier increase?

Is there any difference between “+1 effect” and “+1 result level” in downtime activities?

Is there any difference between “+1 effect” and “+1 result level” in downtime activities?

Is there any difference between “+1 effect” and “+1 result level” in downtime activities? For example: can you “push yourself” to increase the result of a downtime activity roll?

Does anyone have some ideas on what kind of score could provide a “Lookouts” claim?

Does anyone have some ideas on what kind of score could provide a “Lookouts” claim?

Does anyone have some ideas on what kind of score could provide a “Lookouts” claim? It’s one of those claims without any kind of narrative text and I can’t wrap my head around it.

I’m having a little trouble understanding what could be considered “Spark-Craft” (maybe because English is not my…

I’m having a little trouble understanding what could be considered “Spark-Craft” (maybe because English is not my…

I’m having a little trouble understanding what could be considered “Spark-Craft” (maybe because English is not my first language).

I assume that it includes every “weird technology” which is not evidently alchemical or arcane: if that is the case, is the Black Salt Bomb missing the “spark-craft” descriptor, just a typo? Are the hull components all inherently “spark-craft” (unless otherwise specified)?

Am I missing something?

Does someone know when the final version of Blades will be out on DriveThru?

Does someone know when the final version of Blades will be out on DriveThru?

Does someone know when the final version of Blades will be out on DriveThru? I think I’ve heard John Harper say something about a pdf release date (maybe in one of the online sessions) but I can’t find it!

Don’t want to seem impatient, I’m just planning to start a campaign very soon and I was wondering if I should just wait for the complete book 🙂

I always thought that the consequences on a bad roll were “in addition” to “you don’t do it”: so, even if you…

I always thought that the consequences on a bad roll were “in addition” to “you don’t do it”: so, even if you…

I always thought that the consequences on a bad roll were “in addition” to “you don’t do it”: so, even if you Resisted them, you still didn’t get what you wanted.

However, in the Rollplay Part 3, when Miss Cattaby fails her Sway roll to convince the Leviathan Hunter that the masked man isn’t Kinclaith, she Resists the complication (Rothe unmasking) and John Harper basically gives her what she wanted.

So, here are my questions:

Is there a difference between the 1-3 “failure” condition (expressed by the absence of the “You do it” part) and the rest of the consequences?

If someone Resist all the consequences of a failed roll, is it still a failure?

Is it just a question of circumstances?

I’v just noticed that the “it takes extra time” is now missing from the action rolls result (controlled in…

I’v just noticed that the “it takes extra time” is now missing from the action rolls result (controlled in…

I’v just noticed that the “it takes extra time” is now missing from the action rolls result (controlled in particular), but it’s still mentioned in the possible consequences.

Is it intentional? Am I missing something?