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Tuesday, 15 August 2017

BitD Episode 2 - milking the hagfish

This week was divided up into downtime from the last score and crew creation.

Our proto-gang took a haul of 4 coin from the score and despite a quiet entrance made a heck of a racket once they were there so drew down almost enough heat to achieve a wanted level on their first day out.


Pidge won big at the tables and then spent the rest of the night losing it while boasting about how they had cleared the place and Baszo could forget a payout. The result; wanted level 1.

Fizz started work on his spring-loaded shotgun derringer project, "Icepick's farewell"

Lady K tapped out her vice purveyor, presumably by refusing to leave the baths or more likely not paying. So who knows how she'll get her pampering now perhaps a new line of supply might unblot her copybook?

The only member of the crew to be injured on the score, Icepick sought treatment, eventually, and then began researching some modifications to his long rifle.

Liv was absent, presumed overindulging in her vice of beating up pimps.


A matter of some debate and that very much in character. Eventually by assent the final decision was Hawkers, Lady K proving her silver tongue too quick to argue against. Natural talent or insidious Skov sorcery?

Having decided that they were having none of Baszo's gunpoint diplomacy the gang went all in allying with the lampblacks enemies in the red lantern district where their sales territory is. Adding a boat house to the lair seemed a sensible upgrade alongside loadout.

Finally the time came to decide on a commodity to hawk. After passing around some great ideas about rare, semi-legal options an off colour hag fish joke caused near fatal asphyxia through laughter and led to Giggle Water.

Cheering up the Dusk, one shot at a time...

Tuesday, 8 August 2017

Blades in the Dark - First Play

The very lovely Kat and Jake have joined the regular games night crew so rather than shoehorn them uncomfortably into an existing game we are playing John Harper's Blades in the Dark. It's published by Evil Hat.

The Book

Well it's gorgeous. I have the standard hardback and it's both well constructed and well laid out. The artwork really reflects the feel the author was aiming for and Ryan Dunleavy's map is top notch. You can find detailed more of his maps at patreon.

Getting Going

I trailer the setting and pen portraits of the playbooks out to our Facebook group in the week before so the guys could begin to come up with some ideas for who they would like to be.

On the night character creation was the fastest I have ever seen for 5 new characters with 2 novice players as we managed to get that done and a short score in less than three hours.

We didn't do crew creation though which would have extended that a bit.

Really interesting characters with lots of hooks for me to tie them into the story. Some, looking at you icepick, have less well defined areas to their character which works really well in this setting as the other players are imagining their worst.

Leaving details to come out in play enabled us to get into the action faster and I expect will lead to more depth over the longer term.

Let the Bodies Hit the Floor

I've seen a number of posts elsewhere on crunch comparisons, especially with Fate Core. Here's my take. More crunch but lower friction than Fate Core. Crunchy bits optional but add flavour and texture. I'll decompose this in a later post.

What happened when we did roll dice was awesome.

The crew were to take out a drug house for Baszo, leader of the Lampblacks.

Icepick scouted the job and identified an unwatched garret entrance. Breaking in they ticked the alert clock by bouncing the window from its frame on a partial roll.

Once inside they scooted quickly down the stairs and took out the balcony guards before Icepick managed to get himself in an awkward position on the stairs.

Fuzz let fly with his purloined shotgun only to find it loaded with birdshot and then things started to get loud.

Everyone on the crew got into the mix-up. Special mention to Liv for wrecking everything and everyone she could get her hands on.

Downtime next week.

Tuesday, 13 October 2015

Zero Tendency

Crunchy but a nice fit with certain types of fiction, where zeroing in and other forms of the language of precision are common.

The basics are that you take 2d6, nominate one as positive and the other negative, roll them and subtract the result on the negative die from the result on the positive die.

You are aiming for precision, zero deviation, the bullseye.

If you need to find two dimensional precision then roll an additional d6 and for positive results count clockwise from 12 o'clock to 6 o'clock, for negative results counterclockwise. This gives direction to the 2d6 magnitude roll.

The language of positive results:
Too much
Off To the right

The language of negative results:
Too little
Not enough

The language of zero:
Zeroed in
On the money
Just right

This can be modified in a lot of ways supporting the basic fiction. Competence or external influence can add more or less dice, change the type of die rolled, change the range of success, add or subtract fixed values as modifiers.