|
Why didn't someone tell me we had a thread for this? This game is so cool it managed to get (most) of my old online group back together. We've played 3 sessions so far and while I'm not sure we're doing things quite right, I'm having a good time. 3 sessions in and my Hound has managed to kill 4 people and be indirectly responsible for the death of a fifth person. I'm a bit surprised at myself at how fast I'm starting to see killing someone as an efficient solution to a problem. At least I've only killed people who are murderous scum like myself (assuming Spirit Wardens count as murderous scum). Of course, that might be partially because I used the highwayman from Darkest Dungeon as a "my guy looks like this" reference. I've also caught myself musing every once in a while about how you'd adapt it to modern day criminals (ala GTA or Payday) and Shadowrun. Sure there are eventually going to be kickstarter stretch goal hacks for this stuff, but that is later! Galaga Galaxian fucked around with this message at 08:12 on Apr 19, 2015 |
# ¿ Apr 19, 2015 08:08 |
|
|
# ¿ Apr 29, 2024 17:26 |
|
Group played our fourth session today. After gaining a fatigue/Vice level at the end of the third session, I went from 0 to 7 stress in this session one score thanks to us getting rather greedy. We pulled it off pretty well given the rolls we failed at first. I didn't even have to kill anyone this time.Lightning Lord posted:I've already got plans to run Shadowrun in this when it drops. Hopefully the setting hacks mesh well with each other. Shadowrun/Generic Cyberpunk is the hack(s) I'm most anticipating. As well as GTA/Payday/Heist-Movie style modern day stuff. I mean I love the "Industrial Fantasy" setting of Duskwall, but I know I can wrap my brain better around criminal activities in more familiar settings.
|
# ¿ Apr 23, 2015 00:35 |
|
John Harper posted:I've decided to go all in on a bigger batch of tweaks and additions, so the QS update has been delayed. Sorry about that! I'm working to get it ready as soon as I can. Time to keep waiting. Galaga Galaxian fucked around with this message at 21:39 on Apr 23, 2015 |
# ¿ Apr 23, 2015 21:08 |
|
So my recent binging of Miami Vice and playing of GTA V has me idly musing about a 1980s-Modern hack of BitD. Most of it transposes over just fine, but the playbooks would need a makeover (with whisper basically being replaced entirely) and some skills renamed and replaced (probably need a driver/vehicle skill for one). I might do some actual work on it, but I think I'll wait until the next update to do that (hopefully we'll also get The Leech and the Spider). I lean more towards 1980s as a setting because A) The 80s were awesome, aesthetically B) Cocaine! Hawkers are a perect playbook for the period C) Avoids most of that annoying modern day computers and all the complicated and crime-hindering bullshit associated with them.
|
# ¿ Apr 30, 2015 00:24 |
|
Yeah maybe. At least BitD probably avoids the problems of Hackers in Shadowrun where everything grinds to a halt while the hacker plays his minigame. In BitD the hacker just takes a normal overcome action (if he's just hacking poo poo via wifi while sitting in a bathroom or something) or a group action (say if he has the rest of the group interacting manually with something so he can mess with it). That was the worst part about Shadowrun (besides the clunker rules). Man, I'm looking forward to seeing the cyberpunk hack.
|
# ¿ Apr 30, 2015 00:45 |
|
Wait, who are the "Good guys" in the Duskwall setting? Not the bluecoats, that is for sure.
|
# ¿ May 17, 2015 03:35 |
|
chaos rhames posted:The empress, potentially Corvo and a few of the revolutionaries. Dishonored is Dunwall. Duskwall is Blades in the Dark.
|
# ¿ May 17, 2015 17:19 |
|
Well, here is a thing I wrote up real quick for my group, based on the changes I noticed: - Gangs now have Claims (Turf, fences, resources, etc) that are laid out in a branching grid and have to be seized from other powers via scores. - Attributes and Action ratings have been completely changed. Blade/Book/Cloak/Mask are gone, as are the effects. Instead now the action categories are Guile, Insight, Resolve, and Vigor and they function also as the old effects. - Several actions are gone, replaced with new ones. Stalk (merged into Prowl), Slip(Replaced by Finesse), Secure(replaced by Finesse), and Supply are gone. New are Finesse (Stalk+Slip), Handle (for handling vehicles, everyday labor tools/tasks, etc), Skirmish (open deadly combat), and Invoke (The occult and the arcane, dark arts). - Skills that remain but have shifted in focus/meaning: Mayhem is now just being a brute, breaking poo poo, and non-lethal brawling. Attune now mostly deals only with ghosts and spectrology instead of the occult in general. Murder is now pretty much literally one-sided murder (and getting away with it). Slitting a guard's throat from the shadows? Murder. Shooting him in ambush? Skirmish. Adjust accordingly guys. - Your "effect" rating in Guile/Insight/Resolve/Vigor is based on how many of the 4 skills each covers you have with at least one dot. (EG: if you have 3 Insight skills with at least 1 pip, your Insight level is 3). - Each Effect category is now used to resist a specific type of consequence (Vigor resists physical strain/injury, Insight resists deception and perception, etc) - You can now inflict 2 stress on yourself to add +1d to a roll, add Potency to your effect, or take action despite severe harm. - Clocks haven't changed too much (I think) but have been clarified. - Actions are reworked. Controlled/Risky/Desperate remains, but now a 6 is always a "You Do It", as is a 4-5 (at cost), even on Desperate rolls. Now the level of risk determines just how bad a 1-3 is or what a 4-5 result will cost you, and it is still possible to slide from Controlled to Risky to Desperate with bad rolls. - Effect is very different now, there are 3 grades: Limited, Standard, and Great effect which score 1, 2, and 3 ticks on a clock respectively. Initial effect level depends on the action, just like the position of the action. (EG: Carefully walking across a beam would be a controlled action, but limited effect on a racing clock, meanwhile running across the beam would be risky, but have a standard effect.) Certain factors such as quality, scale, and potency can also influence effect. - NEW MECHANIC: The Fortune Roll. A handy tool for the GM to determine some uncertain outcomes (especially ones the PCs aren't directly involved in EG: Most of the Lampblack/Redsash gangwar conflict) - The Five Plans are now The Six Plans. New Plan: Transport Plan - A Score now begins with The Engagement Roll. This is a Fortune roll witha number of dice based on how resistant/prepared the target is to the PC's plan (the better prepared the target, the less dice). A 1-3 means the target is in control of the situation when the action starts and the PCs are in trouble, 4-5 means both sides are on equal footing, while a 6 means the PCs have some kind of advantage over the situation. - Teamwork has changed quite a bit. There is no more overcome action. Only Lead a Group Action and Set up remain. Note, Teamwork moves are NOT REQUIRED. You can do solo moves as well to pick that lock or whatever, so its basically like Overcome, except everyone else doesn't eat stress if you cock it up. - Characters not on point can still spend 1 stress to give a bonus die or choose to face/resist a danger instead of the one on point. - You can now trigger each playbook advancement item multiple times at the end of a score! However you're limited to 1 playbook advancement per session/score. - Gather information is now a downtime action
|
# ¿ Jun 25, 2015 23:32 |
|
Clearing stress just got a lot harder. [edit] Oh wait, you get two downtime actions and one, both or neither can be vice. I'm bad at reading. Though stress lowering is still rougher now, it feels. Anyways, here are some notes my GM pal wrote up that are better/clearer than mine. http://pastebin.com/yzKC7CEW Galaga Galaxian fucked around with this message at 17:26 on Jun 26, 2015 |
# ¿ Jun 26, 2015 17:06 |
|
What are you having trouble understanding about effects?
|
# ¿ Jun 26, 2015 17:29 |
|
That is only if that guard is the only one represented by the clock. If that is the case, it should be a simple obstacle most likely, not having a whole clock dedicated to it. The clocks are meant to be a loosely defined obstacle. If you succeed in a sway roll to convince that guard to let you in, but don't fill up the "Guards" clock completely, maybe another guard becomes a problem later on, to be swayed, snuck past, or otherwise neutralized. And you don't have to knock down each clock before moving on to another. Maybe now that you've bluffed past it makes more sense to work on that "Locate the target" clock. The GM could potentially thrust the Guard clock back in your face as part of a consequence. Galaga Galaxian fucked around with this message at 21:31 on Jun 26, 2015 |
# ¿ Jun 26, 2015 21:28 |
|
There has been another playtest version, this time the GenCon Edition. Haven't read it yet myself, but according to my GM, the attributes and actions list has been reduced again: Getting a bit slim, I guess less is more.
|
# ¿ Aug 4, 2015 17:51 |
|
My crew of thieves finally got to do some genuine thievery this session (first session in 3 weeks, drat busy schedules). The highlight was us laterally stealing a gilded baby crib out from under a sleeping baby thanks to a three 6 crit. We also stole a briefcase and locked tome from a VIP visiting the noble home we were burglarizing. No idea what is in them yet, but they were important enough for the VIP to leave his bodyguard watching them instead of himself as he discussed uncertain plots in the study with the man if the house (our attempts to eavesdrop weren't very successful). Thankfully(?) A rogue spirit caused a ruckus to draw the bodyguard away from his post (the ruckus also covered our own botch). Based on the arcane paraphernalia with the book/briefcase, I'm guessing the VIP was a warden or other whisper. Especially since the rogue spirit's rampage went quiet awfully fast... Very fun session.
|
# ¿ Aug 22, 2015 00:02 |
|
Actions got changed and reorganized again.
|
# ¿ Aug 29, 2015 07:51 |
|
New version of the Quickstart, v4. Also, the game is definitely "behind schedule" and not going to make the original November 2015 estimate. No big deal, IMO, its progressing very well. Changelog: quote:1. Vice. The mechanic for vice and stress recovery has changed. Vice is more of an issue now and can be fraught with trouble. Players now have a reason to let stress build up a bit higher (so they don't overindulge) but also, ignoring your vice has a bad consequence. It's a tough line to walk, better reflecting the problematic nature of vices. See page 19.
|
# ¿ Oct 31, 2015 22:15 |
|
Long term projects perhaps?
|
# ¿ Oct 31, 2015 22:42 |
|
My group has been playing it semi-weekly (whenever schedules line up) since pretty much the end of the kickstarter and every time stress mechanics get updated a few of us go "oh man it looks so terrible and harsh now" and we just play through and it turns out its not so bad. Granted we've got about 2 fatigue each and are only a Tier 1 gang, but hey, poor choices were sometimes made on our parts.
|
# ¿ Nov 2, 2015 18:15 |
|
A recent kickstarter update a couple days ago included some new stuff, specifically crew sheets for Cults and Smugglers (as well as a slightly revised Thieves crew sheet). In addition there was a sampling of new abilities independent of specific playbooks, including one that seems to point to the existence of a Ghost playbook. Smugglers looks pretty fun.
|
# ¿ Dec 8, 2015 08:18 |
|
Another update has come down. Including one big piece of news:quote:Are you ready for this? The rules are finished! That's right, version 5 is the final iteration of the core mechanics. Nothing significant will change going forward (maybe just a number here or there if we find an error). If you've been waiting for the rules to stabilize before you start playing with the Early Access PDF, your wait is over. Changelog for the new version: quote:VERSION 5 CHANGELOG
|
# ¿ Jan 11, 2016 00:20 |
|
Sorta? Its very fantastical pirates.quote:UNLOCKED ($115,000) Womb of Night: A black expanse stretches between the stars, whose dim light shelters the thousand colonies of humanity. Riding the star-seas between them are crews of traders, marauders, explorers and pirates - all guided by the Sisterhood, whose Navigatrix acolytes portend safe passage through the hellish storms that make up the roiling mass they call the warp-space. There is also a sea based add-on to the Duskwall setting. quote:UNLOCKED! ($45,000) Leviathan Song: The hunting vessels sail out from Duskwall, enormous steam ships financed by the noble houses, captained by their unrecognized scions, and crewed by the unwashed masses. Following signs from shipboard dogs, gifted orphans, and madmen trained to hear the demon-song chanted in the depths, they sail the Never Sea, harpoons and hoses ready, preparing to drain the great beasts of their precious fluid. A new playset by Jonathan Walton (author of the Dungeon World Planarch Codex). They Might be able to be used as a base for rehacking into traditional pirates though.
|
# ¿ Jan 14, 2016 18:26 |
|
Iceclaw posted:On a slightly similar subject, I'm having trouble visualising progress clocks. If players start ticking one clock to get by an obstacle, then decide midway to use another method, would you reset the clock? Create another one? I'd keep it. Rationalize it by say that since they've decided it is "too durable" to force open they're still making progress by changing to a possibly easier tactic.
|
# ¿ Apr 11, 2016 17:22 |
|
Downgrade their position then. Busting it open with tools might be controlled, but they weren't planning to switch tactics, this puts them in a risky/desperate position.
|
# ¿ Apr 11, 2016 17:49 |
|
A couple months ago I threw together notes for Blades Among the Neon before struck. It was probably terrible, so hopefully that counts as one! I did like the idea of having Brand-Name items instead of Fine Quality though.
|
# ¿ Apr 12, 2016 04:57 |
|
So, a playtest version of the first of the Blades in the Dark Stretch Goal hacks has seen the light of day. It was posted to the public Google+ group, so I'm gonna link it here.quote:Here it is. Try it out. Tell me how it goes. There's lots of work left to be done, but I'm excited to get it in your hands. Blades Against Darkness v1.0 Playable Alpha And the original KS pitch/blurb: quote:Blades Against Darkness
|
# ¿ Apr 17, 2016 18:23 |
|
Cyberware should just be part of playbook moves IMO. Though I guess that comes with the narrative problem of how they were obtained. I dunno. One thing I know for sure is that there should not be Fine [item]s there should be Brand-Name [Item]s with the player making up the exact name. Its not just a deck, its an Ono-Sendai Cyberspace 7, its not just a pistol, its an Ares Predator. Cyberpunk loves its consumer fetishism. [edit] Started reading the latest version. Man, my group has played through them all to the point where I can't keep all the changes straight anymore. It all blurs together in my head. Galaga Galaxian fucked around with this message at 04:35 on Aug 16, 2016 |
# ¿ Aug 16, 2016 04:29 |
|
Yeah, but its not like people were gonna keep mum about that anyways. And I wasn't really expecting most of the hacks to be ready by launch, personally. Kind of need a finished game to do a hack of it (granted the mechanics have basically been solidified now).
|
# ¿ Sep 9, 2016 03:00 |
|
Lemon-Lime posted:I still haven't seen my BitD book, or my AW2e for that matter, but I'm in Europe. I haven't either and I'm in California. I added my physical copy on via backerkit though, so maybe I'm just low/last priority.
|
# ¿ May 20, 2017 06:09 |
|
I live in California and I got my special edition a few days ago.
|
# ¿ Jun 7, 2017 00:09 |
|
|
# ¿ Apr 29, 2024 17:26 |
|
Which one is S&V? Name has me thinking Star Wars?
|
# ¿ Jun 9, 2017 15:59 |