So instead of working on my research, I decided to procrastinate/reskin Blades in the Dark.

So instead of working on my research, I decided to procrastinate/reskin Blades in the Dark.

So instead of working on my research, I decided to procrastinate/reskin Blades in the Dark. I tried to convince my group to give it a shot, but its just too close to home for all of us.

Enjoy! And my apologies.

Welcome to….

ARCHAEOLOGISTS IN THE DIRT

Playbooks:

The Processualist – Just the numbers. Just the mathematical and spatial inferences that allow past behavior to be reconstructed. Evidence. We need evidence. Then the mathematical model can explain why we’re here. What do you mean what about people?

The Post-Processualist – It’s about the People! We can’t know what they did. That’s impossible. But we’re human. We can reach out and draw them into the present through the reflexive interpretation of their material culture! What do you mean what about evidence?

The Ecologist – What we’re fundamentally looking at is the continuous iteration of human environmental relationships. Without the Holocene Climate Optimum agriculture would have been impossible. It’s the ecological constraints that we operate within that drive human adaptation. What you mean what about now? Of course not. Global Warming is different. We’re causing that.

The Excavator – Theory is all well and good. But what we need is a god damn square hole that’s well recorded. If you can’t manage that, it’s all bullshit. Even if you can, it’s still probably all bullshit. What do you mean “then what’s the point?” I told you! Square holes!!!

The Student – I can’t believe I’m actually here. Yes. I’ll help. Whatever you need. Of course I don’t need to be payed! I’m just happy to be here!

The Tenured – I have 8 more articles in the pipeline, unfortunately I’ve only published 3 this year. Fieldwork? Yes. Eventually. But what’s really important is academic productivity. I’m sure I have a graduate student around her somewhere that can help you with your question. If you’re interested in that avenue, might I recommend you take a look at these 5 titles, 2 of them will require an additional language, but I’m sure you can fit that in…

The Colonialist – I remember this time in a Borneo cave when we uncovered a nest of snakes, one of them is mounted over there on my wall. It gave me a start I can tell you, unfortunately I had to kill them in self-defense. Thankfully I always have my Machete on me. What? Yes I mean of course I had some help… The local workers you know. Very resourceful… Anyway, I have some pictures of the Temple I discovered over here, you can see from the stone filigree…(I know stone filigree doesn’t exist. That’s the joke)

Stats/Actions:

INSIGHT

Intuition

Research

Survey

Munsell

PROWESS

Trowel

Illustrate

Publish

Dig/Move dirt

RESOLVE

Bureaucracy

Command

Consort

Sway

Query!

Query!

Query! So the Lampblacks are dead. Killed to a man by the Red Sashes (multiple fortune crits by the Sashes). This leaves the player crew in an awkward position, as they had allied with the Lampblacks right before their demise. One of the potential scores available was doing a job for Lord Strangford. During the negotiations with Strangford the Spider pushed hard for a condition of taking the job being his assistance against the Red Sashes. This was a desperate limited sway roll (that could go very wrong), the spider pushed for effect, was assisted by the slide and on three sway dice rolled 3 sixes. So! What would you have given the players?

Help!

Help!

Help!

I need to talk this out.

Blades has been successful. Far too successful. Players are unexpectedly coming out of the woodwork to join the ghost-drug dealing scoundrels in Crows Foot.

I started with 8 players, already too many, with the idea that we are all (real life)academics, and the odds of getting all 8 back in the same room would be… unlikely given our typical schedules. So far so good. This has for the most part borne out. However, I’ve foolishly added 3 additional players from the department to my group because I’m an idiot.

Here are my options as I see them.

1. Keep on keeping on. Attrition has to happen, it has in every other group of archaeologists, and it must in this one too. Right? Good because no one is excluded, bad because the game will suffer, and less fun will be had. Maybe the group will shrink as a result?

2. Split the group and crew. Have them work at cross purposes Bloodletters/Rollplay style. Fun because it gets a spirit of competition going, a shared sandbox which gets even more complicated and strange. Bad because I barely have time to run a single group due to my workload, let alone two. I suppose I can get a co-GM?

3. Kick people out. Not only not ideal, but a bad idea, and also fundamentally what I’m trying to avoid. See Sean Nittners actual plays for why pissing off Academics is a bad idea. While actual drama wouldn’t result, I like all of my players(that’s why I let them in) and genuinely want to find a way to include everyone.

So there it is! I’ll run one more with everyone invited in two weeks to just see what happens. Maybe half the group will not be able to make it because of deadlines and there will be no problems.Or I’ll run a 10-12 person game of Blades… Thoughts?

This is what happens when Washington state archaeologists and anthropologists get together to crime in Duskwall.

This is what happens when Washington state archaeologists and anthropologists get together to crime in Duskwall.

This is what happens when Washington state archaeologists and anthropologists get together to crime in Duskwall.

I’m writing this stream of consciousness, mostly to archive what went down in our opening session, and maybe someone will enjoy it!

I have an extremely large group for Blades, 7 players, but I went with it because our schedules are so chaotic and demanding that it’s inevitable I won’t get everyone in the room at the same time again, which will work just fine.

I brought up the possibility at being a crew affiliated with Charterhall University, but the suggestion was immediately rejected. Something about not being enough of an escapist fantasy. After debating between choosing either Assassins, Cultists or Hawkers, the players settled on Hawkers selling, and I quote, “Ghost Heroin, Ghost X, and Ghost Whiskey.” I asked specifically if these were things they sold to ghosts, and was informed that no, they are made of ghosts. They decided their reputation would be Weird, and that their goal would be to corrupt the wealthy with their product. The lair is the protected basement in the storefront of the Iruvian Whisper, where there happens to be an altar to a demon…

Our Crew(there are many):

Zamyra. Iruvian Whisper who fronts as a fortune teller. She has an intimate relationship with Setara, and serves as the organizing force behind the crew.

Setanta McRoth “Junker.” A Skovlander Leech and refugee. Left to seek his fortune and indulge in experimentation at the industrial heart of the empire.

Brass Knuckle Bill. A Skovlander Cutter. Huge, quiet, and actually terrifying. He said almost nothing the entire game, but his violence was… Well. Also refused to reveal his vice publicly.

Octavious. A Sevorosi ex military officer (Hound). Kicked out for improper conduct. Thoroughly enjoys mixing it up with pistols regardless of the consequences. Addicted to violence and whiskey.

Holtz Helker “Holtz the Horseless” A rangy tracker from a Severosi Deathland clan. Never could ride, instead accompanied by his ghost eating hound “Goodboy.” Worked as a bounty hunter in Duskwall before getting overwhelmed with gambling debts.

Corine Vale. A Lurk from the Dagger Isles. Once a young wealthy merchant captain, lost everything in uncertain circumstances. She clawed her way to success once already through shady circumstances and supernatural prowess and is ready to do so again. Has a taste for the rich life.

Voletta Daava. A Slide from the Dagger Isles. Humble origins, but obsessed with her obligation to the memory of her family, and those who destroyed them. The only one who continually pushed for “non-violent conflict resolution.”

Whew. Half the session was spent with character and crew creation, then we jumped into the score. Basso Baz called them to a meeting, and we began play there. I was hoping they’d decide that they were there to take him out, but they were heavily against the idea, instead seeking to assure him of their loyalty, but also their relative uselessness in the coming war with the Red Sashes. The opening roll was a Sway from Voletta the Slide to convince him that they were absolutely on board, but not of use in anything dangerous. I was really hoping for consequences in this roll, alas, she critted. Fuck. So instead Bazso toasted their friendship, and gave them a tip for a vulnerable piece of turf the crew could use, owned by a crew(Eels) that had foolishly tried to assassinate Baz in his own lair. They were welcome to it, no strings attached. An easy mark.

The crew went full bore in gathering information, discovering that the Eels had 1) Taken Red Sashes money and equipment for the hit 2) Had weaponized ghost jars they had attempted to use in the Hit on Bazso Baz. Worrying due to the realization that this was something far beyond what a zero crew tier could be expected to have access to 3) There was easy access to the lair through the canals (Thank you Ghost eating Hound).

There was debate on whether the crew should talk to the Eels first, but ultimately what followed was a pretty clean eradication of the Eels in their lair. The Leech set up an ambush, the Slide and Lurk lured most of the Eels into it, and the Cutter, Whisper, and a Hound lay into the gang. No one escaped. The weaponized ghost jars were found by Holtz and his ghost eating dog, and unfortunately(for me) rolled another crit in securing the forced ghost extraction/hungry ghost creation setup.

As far as the crew was concerned, total success! There were several moments where things could have gotten very sketchy for the crew, but crits at key point circumvented those. At the same time, the use of Wreck by the Leech and Cutter caused collateral damage, and the last Eel trying to get away was gunned down by the Lurk in full view of a Bluecoat. So there was a lot of heat generated which resulted in a fun entanglement being generated at the end of the session…

Going forward. The Red Sashes don’t care about the Eels, but will want their money and equipment back. The crew wants to sell their high end product to the wealthy, whom they do have some inroads with. At the same time, this is a crew of immigrants, who have sided with a (in my interpretation) nativist gang against the Red Sashes, whom I will be building connections between them and the Iruvian Whisper. There’s a heavy Marxist “Fight the Oligarchs!” tone currently running through the PCs. So that will have fun effects going forward as well.

Good times. Next session I think will be ethic entanglements, demons and selling drugs made of ghosts.

John Harper Thank you for the game! It’s already been a great, great time.