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Blades in the Dark is the latest effort from industry veteran John Harper, possibly best-known for Lady Blackbird. Well, he was; it's probably going to be Blades now, because that poo poo caught fire and destroyed on Kickstarter, achieving $180,000 of its $7,500 goal, eating through nearly two dozen stretch goals. Don't worry, most of it is up to other people to write. It probably won't suck the life out of the core game's author and cause another embarrassing RPG industry implosion! Quick pitch: You're a crew of Garretts and Corvos looking to grow a criminal empire in a smog-choked Victorian-style city beset by ghosts and other supernatural weirdos. There might also be lightning guns and monorails. The Gates of Death have been destroyed, which isn't as "eternal life" as it might sound because it just means ghosts loving everywhere. Also demons, I guess? Now, the Empire rules scattered city-states hunkered behind electroplasmic fences, because ghosts are basically transparent cows, and the wilderness is a haunted hellscape. These cities are likewise connected by electricity-powered trains, which may sound familiar if you've played Harper's previous game Ghost Lines (they're the same setting). Despite these and other technological marvels, the setting is very Victorian London stereotype, full of gas lamps and coal fires getting grime all over the teeming dirty peasants crammed into Blades is a game about playing a gang of filthy criminals moving up in the underworld. Typically, projects like Thief: The RPG are ill-starred, since vicious backstabbing loners tend not to work together very well. Luckily, we have the terrible scourge of ~story games~ to thank for a functional game about criminal empire-building. On top of each character having their own traits, their Crew has its own character sheet, reflecting their pooled resources, prestige, allies and enemies. Plus, the basic premise is that you all want to form a gang and are not actually anti-social goons. So maybe not all that much like Garrett and Corvo. Characters choose from a selection of playbooks that guide you in what kinds of actions you favor and what gear you have. Thanks to stretch goals, there are seven core playbooks, ranging from the Cutter (bruiser, back-alley brawler) to the Lurk (cat burglar), from the Spider (mastermind with back up plans) to the Whisper (scholar and occultist). There's a touch of cross-classing available. The Crew has a playbook, too, covering groups like Thieves and Cultists. Crews have a lair and other resources, including minions, special group training, and libraries. To resolve actions in Blades, players roll a pool of d6's and take your highest result (multiple 6's count as a Crit). This is a "fail forward" kind of game, so even if you don't get what you want, something happens. When you're setting up an action, your group hashes out whether what you're doing is Controlled, Risky or Desperate—your "position"—which helps determine how easy it is to succeed and determines the quality of your success. Even if you roll poo poo, you can re-try from a worse position. The GM doesn't roll anything, but they do determine how hard things are, not just by helping do adjudicate an action's position, but also by setting up "clocks" for long-term tasks. Clocks are segmented circles that demonstrate progress towards an objective, from "break into the mansion" to "kill all the guards." Actions fill in the segments of the clock, and once it's filled up the objective is completed or the obstacle is overcome. Typically, your Crew will pursue a Score in order to acquire Coin and Hold to bolster their position in the underworld hierarchy. Scores generate Heat, though, which means you're getting more attention from the bluecoats, but you're also getting famous enough that bigger crews are taking notice. When you're on the job, characters trade off being leader ("on point"), using their particular expertise to advance the crew's agenda, even if that's just setting up things for the next person who's going on point. The Lurk leads the party through the sewers into the mansion basement, the Hound knocks out the guards in the library, the Whisper deals with the occult seals on an ancient book, and the Cutter leads the charge against the demon that pops out. Characters who aren't on point are instead "backup" and provide assistance, say by facing an Effect in place of the person on point, or providing a bonus die to an action. In addition to any other problems that arise, failed group actions add Stress to everyone providing backup because they so totally could've done better you guys. Stress is your damage track. Once it fills up, you suffer some Trauma, whether it's a bad wound or a new personal enemy. Your Stress resets to 0 and you start the journey to Trauma all over again. Once your character has acquired four Traumas, the mean streets have proved too mean for him, and he retires. Depending on the Coin in his Stash, he retires in ignominy or he settles into a slightly more honest small business empire. Between Scores, characters spend Coin and Hold to buy toys and influence, to advance Downtime plans like setting up front businesses or bribing officials to be friendly, and to try to reduce the Heat drawing attention to your Crew. Characters also engage in their favored Vice to reduce their Stress, staving off that next bit of Trauma. Character and Crew advancement comes in "ticks" in certain categories, and once you have enough you get a new Skill rank or buy a new move. These ticks are awarded for things like the group agreeing on which Skills you used best, fulfilling your playbook's themes, or doing what your Crew does best. For instance, at the end of the session everyone might say your Hound used Prowl to great effect, so you get one tick over your Cloak Skills, and you also "hunted or killed a challenging target" which gets you a tick towards a new special move. Maybe you also pulled a couple of Desperate tricks, so you get two ticks you can place anywhere. Finally, your Thieves Crew might get an advancement tick towards a new special ability after executing a successful robbery. You start out as a very low-level Crew, but as you progress you should move up, controlling multiple neighborhoods, bribing more important officials, and potentially turning the whole city of Dunwall into your giant gang's turf. Maybe somewhere along the way you steal cool jars full of souls from creepy witches, uncover deathgod cults' plots to subvert city councilors, or even organize construction efforts to seal up the crumbling wall before ghosts overrun the city. There is a pretty extensive Faction Ladder used to track your influence over other groups and parts of the city, and to track your Crew's relationships with other potential allies and rivals. There are a number of suggested tools to give the game a quick start up time. The base advice on how to run all the set up and planning that goes into executing a Score is mostly "don't." Your PCs are experienced criminals. They already bought floor plans, they already timed guard patrols—take a few minutes to outline what their "plan" is, then get into the actual caper. There is a Flashback mechanic for pulling contingencies out of your rear end, something that the stretch goal playbook the Spider is probably expert at. The GM section also has some tables for randomly generating Scores, or they can just act as lists of possibilities to choose from! They include Client/Target, Work, Location, Troubles and Twists. The world of Blades in the Dark is full of ghosts, demons and other monsters, which means it's ripe for adventures other than the purely criminal enterprise. Among the Kickstarter's stretch goals are a grip of playsets that completely change up the game, providing new player and crew playbooks tailored to them. quote:• Broken Crown: A playset for the game that adds new character and crew types so you can play a group of revolutionaries intent upon doing the impossible — assassinating the Immortal Emperor himself. By James Stuart. Also in Addition On Top of That On top of the core game and its directly related stretch goals, the Kickstarter's runaway success resulted in a bumper crop of setting hacks. quote:• Band of Blades: A complete dark fantasy hack, Band of Blades allows you to play a small band of soldiers desperately trying to shift the tide in a war against powerful sorcerer-kings and their undead minions. By Stras Acimovic. Other There's a G+ community, where John Harper has been pretty active. There's a growing FAQ pinned at the top of the community. On a personal note, it's nice to see the author being really engaged with feedback and publicly musing on pretty significant changes to his game in pursuit of making it fun and accessible. Here is the first part of a session run by John Harper on Google Hangouts. Here is a write-up of that session. Welcome to a thread guaranteed to die a pathetic death waiting for Kickstarter fulfillment. Prove me wrong, motherfuckers! That Old Tree fucked around with this message at 23:52 on Apr 14, 2015 |
# ¿ Apr 14, 2015 11:37 |
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# ¿ May 3, 2024 19:41 |
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gradenko_2000 posted:I'm currently running a PbP game of this. Woops, I forgot to talk about the score generation stuff in my post! Yeah, the Quickstart definitely had a lot of value for a teaser on an unfinished game. It helped me up my pledge. He already said he's cutting down on Effects, I think, and he made a pretty big G+ post about eliminating half of the "roll to-hit, then roll damage" aspect of the system. Maybe Skills will get a paring, too.
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# ¿ Apr 14, 2015 12:56 |
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Impermanent posted:I'm so bummed I missed this kickstarter. Is there any way for me to buy in for a copy of the rules quick start rules? He's going to do one of those "late backers" things, so that might be it whenever that's ready.
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# ¿ Apr 14, 2015 21:02 |
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Evil Mastermind posted:So: a hack based around the idea of low- or no-powered wannabe superheroes fighting crime. Think Arrow/Daredevil/that upcoming "We Are Robins" comic. They're definitely "Teams" instead of "Crews." Ideas off the top of my head are: the Nine-to-Fivers (government agents), Outcasts (certain versions of X-Men), Fightin' Family (Fantastic Four) and Bickering Soap Operatives (Avengers, or really every team ever).
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# ¿ Apr 14, 2015 23:34 |
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He seemed pretty clear to me that there was still significant writing to do, which is why I was hesitant myself. He's mused about changing an aspect of the core mechanic, but as long as he does the math right it shouldn't have a major development impact (especially if he keeps the fairly mediocre playbook moves), and he's got half a year to find out before crunch-time even starts to loom.
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# ¿ Apr 24, 2015 17:00 |
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Kai Tave posted:It's mind boggling to hear people saying that tinkering with a game post KS is a big red flag when Exalted 3E is a thing that should still be fresh in peoples' memories. That's a pretty low bar you're setting, there.
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# ¿ Apr 25, 2015 03:26 |
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Harper has posted more recent APs on his YouTubes, too.
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# ¿ Jan 14, 2016 19:49 |
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Part of the update asked that backers keep the news under wraps until the 13th.
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# ¿ Sep 9, 2016 02:58 |
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Since I wasn't following development closely after something like version 3, I'm doing a thorough read of the final release and I'm pretty happy. I was worried about rule bloat when the very simple game originally presented by the Kickstarter seemed to expand suddenly with every new draft, but I think it's all pretty good in the end. However, I just got to the Slide's always-detect-lies ability, and I'm sorely disappointed. This kind of poo poo is always a headache, and it just brutally undercuts a massive portion of social interaction, particularly in Victorian Crime World. Which is a massive dump on the very thing the Slide is supposed to be doing. Was there any discussion of this whenever it was introduced? I notice it's in at least the last few drafts. Are there any particularly interesting house rules anyone's come up with to replace it?
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# ¿ Feb 4, 2017 11:02 |
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bewilderment posted:If I want both a physical book and a PDF, what are my options now? DriveThruRPG has the PDF, and the link from Evilhat for 'Buy Now' links to Backerkit for a physical book but I don't know what, if anything, that will get me since preorders closed a month ago. I'm not sure when, but there will be a PoD option on DTRPG at some point. I assume once fulfillment actually starts happening, or maybe they're just going back and forth with PoD proofs right now. There will likely also be extra/overflow traditionally printed books on the Evil Hat site, which I believe always has an option to buy a PDF alongside print products for +$0. So, I guess your best option now is just to wait until later. Sorry.
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# ¿ Apr 11, 2017 07:22 |
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Phone posting, but I believe you can perform downtime actions as part of a flashback.
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# ¿ Apr 21, 2017 02:42 |
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admanb posted:Clearly we will have to buy copies of the standard edition to carry around so the special edition can stay undamaged. It's why I bought two standard editions. They were loving cheap, too, so why not?
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# ¿ Jun 8, 2017 21:17 |
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Shockeh posted:I've got a fairly elementary question - I'd love to get into this game, but being in Australia, can I find anywhere that'll sell me the fucker? Of course not. Apparently the DTRPG PoD book's availability is imminent, and there's a Lightning Source office in Melbourne. So maybe that?
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# ¿ Jan 2, 2018 12:58 |
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# ¿ May 3, 2024 19:41 |
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A couple of Bluecoats show up and kill the mood at the entrance for a minute, but don't actually say anything. Then the stuffy-looking noblewomen they're being paid under the table to act as bodyguards to show up and commence to get 10000% ripped out of their minds. This may be fun or still bring the mood down depending on people's attitudes towards these women or nobles in general. Rumor starts going around that a card game is haunted or otherwise magically addictive, or a player is a warlock entrapping people with it. It turns out they're just really well-illustrated and everyone playing is extremely high.
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# ¿ Sep 10, 2023 00:39 |