Monday, September 12, 2016

Blades in the Dark - Second Session Discussion

Last night's BitD game went well. I'm still experimenting with combat, and last night's episode ended on a huge one. Specifically what I'm unsure about is how the "spotlight" travels. I came up with the "thingus" that everyone could pass around to take their action, but there is no actual set "initiative order" in the ruleset of BitD. As a matter of fact, the bad guys specifically don't get to do *anything*. Instead, the rules say that they just do stuff and that the PCs are then welcome to come up with ways to either mitigate the damage or create narrative to counter it.

On the plus side, I believe that the group combat went well. The River Rats vs. the Red Sash cadre fight seemed "right" to me now that I'm getting more of a hang with the "effect" rules. Essentially the factors for effect include "quality/tier", "potency", and "scale", and the fact that there were more Red Sashes than PCs allowed them to gain effect because of scale. By adding the River Rats and basically commanding them as a turn you were more easily able to match their scale.

BTW, the River Rats were pretty cut up by the end. They will need a score rest, and another score before they are at full strength. Luckily, you have the cole slaw gang to "rely" on.

One last comment on HEAT. I believe I'm playing it wrong. If you get 8 heat as a group, you guys get a WANTED level, and your HEAT goes down, not unlike losing all your STRESS after taking TRAUMA. Speaking of which, I am also going to tweak some of the ENTANGLEMENTS to reflect the fact that the FSA is at war with the Red Sashes next game.

What were your favorite moments? Is this game fun? Does it make sense? What do you think about doing more "downtime scenes" where you indulge in your vice and deal with the fallout of the gang war you are a part of?


  1. I found the creator of the game running a fight against the Red Sashes online here. I'm happy to see that he ran the fight not unlike how I did it.

  2. I'm having a good time with the game, I like the equipping part a lot, and the downtime system too.

    I find my biggest source of confusion is where the line is between mechanical and role-playing solutions to various things, and some of the sequence of when information can be gathered and whether strictly role-play stuff requires downtime action.

    As for combat, I really don't know what's going on, but it really doesn't bother me, I just do stuff.

    1. I completely understand your confusion regarding the line between mechanical and role-playing resolutions. We've always played very "gamist" systems. This game is much more like the Mythic GM Emulator. The rule aren't so much to know if you were successful or not. Instead they are to figure out what complications result from a course of action in the narrative.

  3. Well, most of our characters aren't really fighter types, so we have to work a bit harder to get through a battle. I find that kind of a fun switch.