Question about if you can fail a roll, or if the PC always succeeds?

Question about if you can fail a roll, or if the PC always succeeds?

Question about if you can fail a roll, or if the PC always succeeds?

On page 22 it says

https://bladesinthedark.com/action-roll

“On a 1-3, it’s up to the GM to decide if the PC’s action has any effect or not, or if it even happens at all.”

But on page 24 it says

https://bladesinthedark.com/effect

“The GM judges the effect level using the profiles below. Which one best matches the action at hand­­—great, standard, or limited. Each effect level indicates the questions that should be answered for that effect, as well as how many segments to tick if you’re using a progress clock.”

We have always used the tables, and I’ve never noticed John Harper telling someone they failed. I’m pretty sure the players thought they failed a roll, and John saying “nope, you succeed, but here are the consequence.”

Has anyone used Cohort Gangs and scale much? I did a quick solitairy score testing out the mechanics.

Has anyone used Cohort Gangs and scale much? I did a quick solitairy score testing out the mechanics.

Has anyone used Cohort Gangs and scale much? I did a quick solitairy score testing out the mechanics.

At first a Tier 0 gang (1-2 guys) being lead by a PC against a Tier 2 gang (12 guys) really helped me visualize scale. Everything was Risky/Desperate with No Effect.

Then crew abilities, PC abilities, and PC items came into play. I had trouble with what I thought was good for the fiction, and what the mechanics might say is possible.

Maybe I’m miss understanding some discriptions, mechanics, or I was just being too easy on the characters.

Here is the Google Doc of my solitairy play. I didn’t write down much of the RP because that makes the sessions last about 3 times longer.

https://docs.google.com/document/d/1XgxCEf3_tMBHqLbfANCtBzXw2KO2rx5pK-s68Nx57Dw/edit?usp=drivesdk

Artificer design ideas? I have two, but I think they are both lame.

Artificer design ideas? I have two, but I think they are both lame.

Artificer design ideas? I have two, but I think they are both lame.

1) A two load version of Hawker’s rigging to have instead of Bravos rigging. Could do this as an item upgrade instead.

2) A bandolier that is concealed. (To replace my default bandoliers, and have more total bandoliers).

WW 1 settings?

WW 1 settings?

WW 1 settings? We are looking at “Glow in the Dark” and I mentioned trench warfare similar to WW 1 for a Post-apocalypse “image”. I’m thinking of the horrors of WW 1 trench warfare after math. Just roving bands trying to feed groups of people. But I’m at a lost of how we get to that setting.

We could Hand-Wave why the setting is “Glow in the Dark” but WW 1 trench warfare, but I think the history will come up to help explain NPCs, Factions, motives, etc…

Any ideas?

Anyone tried a submarine hack of S&V?

Anyone tried a submarine hack of S&V?

Anyone tried a submarine hack of S&V? The more I work on a hard Sci-fi spaceship setting for a game, the more I look at submarines. My ideas:

1) Alternate present, we didn’t have a space race, we had an under water race.

2) We didn’t built space stations, we built under water stations (mostly at the base of drilling rigs).

3) Current date.

Sean Nittner​ & Stras Acimovic​ is your Scum and Villainy: Stardancer play available as audio for Podcast?

Sean Nittner​ & Stras Acimovic​ is your Scum and Villainy: Stardancer play available as audio for Podcast?

Sean Nittner​ & Stras Acimovic​ is your Scum and Villainy: Stardancer play available as audio for Podcast?

https://youtu.be/oDcf2t91HU4