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Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Demon_Corsair posted:

What sort of limits do you put around gathering information. Our last couple heists seem to bog down gathering info and waaay to much planning. The players seem to keep making more and more rolls to get to get as much detail as they can.

The best thing about players making Gather Information rolls is it adds more cool failure points. Nothing is better than having a trusted contact give comically false info on a failure that your party is forced to believe because they were secretly turned by some other faction.

Remember every NPC can betray the party! And should if they are over relied on to solve the puzzle of every heist.

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Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



I actually really like the prison system a lot. Having to turn one of your own guys in because your Grand Theft Auto level mayhem is bringing the Heat down on your small gang is pretty reasonable. It helps with keeping a grittier tone, and also is a pretty easy way to introduce new story elements based on what went on off screen while you were doing time to help your Crime Brothers out.

Blades in the Dark works so well when there are constantly consequences for all the extremely ill-advised actions the players will take!

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Flavivirus posted:

:tipshat: Thanks!

I kinda get the feeling John wants hobbyist levels of obligations for himself and others, but professional levels of production quality and take-home money. This goddamn industry... it's really not hard to pay people a far rate, pay people on time, and thus get a much better product and make RPG design more attractive for people who aren't independently wealthy.


Funnily enough one of my Legacy 2 stretch goal writers said they were wondering why John Harper never responded to their pitch for a BitD stretch goal, but now they realise their crucial mistake was asking what the rates were.

People making money in this industry seems basically impossible as a full time job. I know Robin Laws has said on his podcast that even he, one of the most established and prolific RPG writers, that he was only able to make a career out of it because of Canadian Health Care.

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Greedish posted:

Is there a good, relatively modern-day (say, 1920s onwards) hack for Blades? I was thinking something that could approximate heist movies.

Blades in the Dark base game? Just say the telephone exists and ignore the setting. I run Blades in the Dark set in a 40k Hive City so just call the items different stuff if they don't exist in the 20's and ignore that ghosts are why deaths raise your heat.

Blades in the Dark rules.

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Spider rules. I love having bribed just the right Guard ahead of time.

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Dr Snofeld posted:

Could anyone recommend a podcast or other recorded playthrough of the base game? I'd like to get a feel for how it's meant to go before I try running it.

Friends at the Table played it for their Merielda arc. It got me into the game in a big way.

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Yeah, turf is a kind of claim. The benefit of it is that each one reduced the cost of advancing to new levels by one. Also really easy to work into stories about defending them from other gangs.

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Gorefiend posted:

The roll20 implementation for Blades is super good.

Can confirm. My group uses it when we play and it works like a dream.

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Shockeh posted:

Fuuuuck getting anything started that isn't D&D is a pain in the arse.

I've tried now for a year to play BitD in Brisbane, Australia, and if it's not Basic As gently caress Dungeon Crawl Until We All Die D&D 5E, nobody wants to know. Jesus wept.

At least the new edition of Pathfinder is good. :unsmith:

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



I know for healing for instance, having him is what unlocks your ability to heal at all, because you need to know a doctor to heal. If you want good healing someone in the party needs that move. Same with poison. He can be how you explain having access to a poisonsmith, but under the rules you need a move on a party member.

That being said, just do whatever you feel like. Even if you have him open up good healing, as long as the group is down just do it.

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



DarkAvenger211 posted:

Hey do people talk about Band of Blades here or is there a separate thread for "Forged in the Dark" games?

I have not actually played Blades in the Dark but am looking to possibly run Band of Blades. If there's another thread for it then I'll just ask some questions there.

This thread is slow enough that it is fine. It is definitely always been a game I have wanted to try

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



DarkAvenger211 posted:

Just reading through some of the quartermaster stuff. From the book:


Does this mean it doesn't cost a campaign action to use alchemists each campaign phase?

Explicitly!

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Fenarisk posted:

Just realized it's been 6 months since an update, and almost 5 YEARS since the kickstarter ended. I'm assuming we aren't ever going to get Null Vector or a host of other stretch goals.

Kickstarters just be like that sometimes

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



It definitely can be a brutal game, but as long as you only roll dice when it really, really , matters it helps. I think the stakes of every dice roll being meaningful are what really elevate the experience.

Definitely don't be afraid to make resisting things totally ignore the consequences when appropriate.

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Digital Osmosis posted:

One is - is there an online resource for the setting "lore?"

Just look at a wiki about Dishonored.

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Last night my crew moved in to take over a casino controlled by a rival gang that we had just wiped out. After long series of rolling failure after failure on my social checks, the session ended with my character being thrown out the front door badly injured as well as missing a finger. Who could have foreseen that the casino owner was about to propose to the guy we just betrayed and sent to prison during a bank heist we engineered to destroy their gang! And the casino owner is so confident in how badly he embarrassed us that he is now forming his own rival gang too!

All I know is I am definitely going to start a long term project to have this guys lover killed in prison, right before we get revenge on the rest of the gang. Blades good.

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Yeah, when I play Blades I pretty much ignore the setting but play the rules pretty much as written. Things are so narrative just changing the item names or saying heat just happens when people die without a supernatural reason is easy as pie. I mean, the ghosts don't just squeel to the cops.

The setting is just dishonored with an electric fence.

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



DarkAvenger211 posted:

I want it to work as a play aid and not as something that might detract from the experience. Any thoughts?

Maps are really cool, and I would highly recommend doing one for whatever city you are setting the game in. I find just creating your own weird city is a ton of fun.

However, I would strongly caution against any map more granular than that. Everything you define about a space is just more narrative freedom you are stripping away from your players. Keep every description as general as possible until your players ask about something, or something in the scene causes a problem for them. Blades definitely takes some getting used to after playing other games but it really sings once everyone gets on board.

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



CitizenKeen posted:

I was wondering is there were any hacks that made social interactions / negotiations / investigations more nuanced / crunchy than “you progress a clock”.

Why would they need to be? Adding layers of rules isn't always better, and social stuff is tricky to have really concrete rules for at the best of times in an rpg.

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Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



If you are running the game, you can do whatever you want!

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