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Joined 3 years ago
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Cake day: June 21st, 2023

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  • One of the key ideas in Blades in the Dark is avoiding lengthy planning discussions. You go on missions called Scores and you only plan very minimally how you want to achieve your mission.

    Then through play you can flashback to when your characters were preparing the score and say “of course, I bribed this guard yesterday so that he’d let us in the back doors”, that kind of thing.

    So for equipment you just choose whether you have a lot, some or a little, not what you actually have. There is a stealth penalty for having a lot.

    Then during play, when you need something you just mark off a slot on your sheet - obviously it needs to be something you reasonably have access to.

    So I’ll often say “you have 3 things with you but you can tell me what they are when you need them”.







  • Took me a little bit to understand it but in summary the mechanic is that failing rolls reduces your points eventually forcing you to need to feed.

    I don’t really get the point of euphoria vs thirst though. Say I begin on 5 which seems to be the best starting option, I’ve got a 2:1 chance of failing my roll so very likely I will drop to 4. Now I have a 1:1 chance of failure so I might stay at the 4 or 3 level for longer. As soon as I’m down to 2 the odds of failure increase again, so I would need to feed.

    Your rules don’t specify how to calculate the points to recover when feeding, I would definitely add that.

    I’d also consider changing the dice mechanic to a linear progression, potentially - unless there’s some additional mechanic to it that I’ve missed.

    The way they do it in Cosmic Dark feels like it would fit well here. They roll a d6 to get a result, but in times of stress or if they feel it’s appropriate they can roll a “change” die. That starts on 1 and if you roll higher it goes up by one. So it gets progressively less likely to hit, but you’re out of the game when you reach 6.





  • Oh yeah then the options basically are you draw it, you nick some similar picture and photoshop it, you commission someone, or you use the image generator.

    I’d say for the token itself, I would hope it would not need to be so detailed. But if you want to show key art in full (I don’t feel like specific sunglasses features are going to be visible on a token anyway), then you need a full image…

    I’ve tried the image generators for handout images before, the results were OK but it’s still time consuming and there’s obviously the environmental impact of what you’re doing, which we have limited data on





  • It probably means something like mothership as well, where the character sheet is designed such that it guides you on how to fill it without the need for a separate book.

    But really I’m not sure I agree much with the article. I could be wrong but it seems to me that the audience is growing and therefore what the audience want is becoming more diverse.

    My own very biased experience is I that I started playing dungeons and dragons, literally having no clue about this gigantic iceberg of other stuff with a 50+ year history behind it. Did that for a few years, through the pandemic etc.

    Fast forward a bit, the idea of playing Combat rpgs now (so pathfinder, 5.5, whatever) interests me almost not at all. I want to tell stories and try out new personalities. I’ve now played a ton of Call of Cthulhu (which I’d argue is extremely rules light if you want it to be), Delta Green, Mork Borg, Vaesen and would have played dozens more if I had a more local group to play with.

    Would love to play some Blades though… Weirdly a bit like Delta Green, you’d think it would be great for easier to organise one shots but actually you need a short campaign to get the most of it, I would say

    I might be on the minority on all that, I don’t know!