So I saw a thing by Jeremy over on the Double Fine forums from a few years ago about a computer game he was…

So I saw a thing by Jeremy over on the Double Fine forums from a few years ago about a computer game he was…

So I saw a thing by Jeremy over on the Double Fine forums from a few years ago about a computer game he was designing called the Knockover…

http://www.doublefine.com/forums/viewthread/7878/

This got me thinking about Blades as the premise was the same, just a different setting. But the ‘props’ could be the same!

So I just spent the last few hours making a thing! It’ll get its grand test at Ettin Con, what with Andrew Shields’s Heist cards, Volsung 2d6plusCool’s PC / NPC cards and my own score type cards.

The idea is a visual ‘planning board’ to pin characters, locations and obstacles (with clocks) on.

After re-listening to John Harper’s chats with various folks on his One Seven Design podcasts, it struck me that a…

After re-listening to John Harper’s chats with various folks on his One Seven Design podcasts, it struck me that a…

After re-listening to John Harper’s chats with various folks on his One Seven Design podcasts, it struck me that a rather simple conversational tool I was not explicitly calling out when playing / teaching the game was the concept of establishing initiative (either for the players or the GM). It’s subtly mentioned in the text a few times, particularly on p.5 under the ‘back and forth of the conversation’. The concept is outlined in determining player action, and in particular mention to the GM making moves or establishing consequences to be dealt with. It determines many things; whether you are reactive (losing the initiative) or pro-active, dealing with consequence or establishing fiction through action.

On reflection though, its more than that: its rather a powerful mechanical parameter that deserves being identified as the reason a certain mechanical path is being taken. SO much so, that when the Motes lost their initiative last night on a 1-3 engagement roll on their infiltration score into the underworld depths of the Leviathan temple, Drav’s player asked if he could gather information on how best to seize back the Initiative ‘resource’ from the daemonspawn…

I think I may even have a token, a measure of power perhaps, something we can slide across the table to those in control of the sitch – you now have the initiative – use it wisely. A loaded nerf crossbow may just be the ticket!

Just finished watching Gangs of New York again….

Just finished watching Gangs of New York again….

Just finished watching Gangs of New York again….

The faction chart of this film is so awesome, and Bill the Butcher has to make his way into our game somewhere. Has to.

http://orig00.deviantart.net/f9f1/f/2015/081/a/c/bill_by_zachsatherart-d8mq9ht.jpg

Scoundrel of the Week ~ Poundinch ~ Courtesy of David Cornish.

Scoundrel of the Week ~ Poundinch ~ Courtesy of David Cornish.

Scoundrel of the Week ~ Poundinch ~ Courtesy of David Cornish.

“The hefty shadow came closer and clarified itself as an unsavoury-looking fellow, tall and thickly built, with broad, round shoulders and matted eyebrows knotting over a darting, conspiratorial squint. His clothes were shabby, though they looked as if they had been of good quality. His dark blue frock coat, probably proofed, with overly wide sleeves, was edged with even darker blue silk and lined with buff. This garment came down to his knees and covered everything but a pair of hard- worn shin-collar boots.

The man emitted a powerfully foul odour, and altogether a distinctly uneasy feeling.”

~ Monster Blood Tattoo (A Foundling’s Tale)

http://pre10.deviantart.net/515c/th/pre/i/2015/149/a/9/half_continent_scetchbook__poundinch_by_fouracres-d8v8ybn.jpg

So…. Cons & three hour slots.

So…. Cons & three hour slots.

So…. Cons & three hour slots.

I’ve usually run the Quickstart as written: Characters, then crew (Thieves): Usually takes up 30-45 mins. Openly read the starting situation and dive straight into the score: This can take up to an hour or more. I’ve also run it sans crew as John Harper suggests as an alternative, and once used Andrew Shields Gang rules to good effect.

This time I wanna showcase some of the other rules in my little timeframe. So I was thinking to make characters, ask some questions then jump straight into the Bazo Baz charged sitch. Make a plan (egg timer out) – engagement roll – score. Then choose a crew playbook.

Retroactively fill in blanks via flashbacks and vignettes and play through heat, entanglements and rep / coin as normal and award as if they were tier 0. Downtime actions and then award XP.

If time allows, play through another score / downtime as needed.

Thoughts?

Oh My Gosh, then seconded to my last art post, I stumble across Keith Thompson’s Wonderful Leviathan Series!

Oh My Gosh, then seconded to my last art post, I stumble across Keith Thompson’s Wonderful Leviathan Series!

Oh My Gosh, then seconded to my last art post, I stumble across Keith Thompson’s Wonderful Leviathan Series!

Incredible!

http://img03.deviantart.net/487d/i/2012/328/0/0/navies_by_keithwormwood-d5m0nq5.jpg