Monthly Archives: July 2017

Blackfingers Ep 2: Blades in the Bark

Not to put too fine a point on it, this was a weird session of Blades in the Dark.

First, our Spider had been temporarily shipped out of town, and in his place was a Whisper (Marek, an Iruvian ghost smuggler), so there was a high likelihood that the plans would go a little askew. We also were lacking our Lurk, so subtlety was going to be a challenge.

So, we started with a conversation that had begun at the close of last session, with a demon offering the crew a job (to destroy the reputation of a man who could not die) and very little choice in the matter. We have an 8 tick clock representing his patience which ticks down with every other job we do. So we’ve got that going for us.

For our actual score, we went for a turf grab, or as we liked to call it, “Brand Building”. We identified another small press (The Night Dispatch) that was not doing fantastically well, but had an established masthead, and started looking into how to take it over. After an exceptionally successful gather information roll, our slide befriended the editor and got all the information we needed for us to visit them with enough bad luck that they’d welcome a buyout.

The Whisper & Leech were sent to scare a paper shipment and set it on fire, while the Cutter was sent to break their printer’s hand. The scare-and-fire part went ok, except that it meant that panicked goatees were dragging an inferno through the night market, but that was less our problem than everyone’s problem.

The hand breaking went less smoothly, as this was our moment to discover that our Cutter had no dots in Wreck. Oops. Thankfully, it was a controlled situation, and when it turned into an actual fight, that was well within the Cutter’s wheelhouse.

Still, it all went mostly as intended, the Editor was delighted with our Slide’s offer of help, and we now have a “legit” business with future opportunities for financial shenanigans.

That wrapped up pretty quickly, so we felt like we had time for another score. Now, as the flaming goats were running though Night Market, our greatest regret was that the Leech had not yet completed his portable camera (the long term project he’s been working on since day one) because that would have made for a GREAT photo. So, while the rest of us pursued mundane matters, he finished it up so we’d be ready next time.

For the next score, the simple truth was we needed cash. We had lost money on the last score, and we were going to be eligible for a tier bump soon, so we really needed some dollars, so the discussion turned to ways that we could make fast cash. There were standard crime options, of course, but we now had this camera, and it seemed that should introduce options. Blackmail was considered, but that had some risks. But what if we opted for spectacle? A picture of a momentous event? That could work, but that would require an event.

So, we reasoned, perhaps a picture of an exceptionally cute puppy?

While offered as a bit of a joke, we quickly realized that most dogs in Duskvol are mangy, ratty beasts, so any very cute dog would belong to a rich person. Clearly, we needed to steal the cutest dog in Duskvol. As fun as this might have been, we then realized it might be easier to have the dogs brought to us.

And so the first annual Charterhall Dog Show was born.

What followed was….a little weird. We had just enough social pull to get people to come, though we had to skimp a bit on the location (the university is just so déclassé), and leveraged contacts for the one honest judge (to be outvoted by the other two crooked judges). Oh, and of course our Leech’s bookie showed up and from that point on the fix was in. The ultimate winner was Lady Roz’s Shitzu, but at least one noble left the affair righteously pissed off, so that’s going to come back and bite us.

But, critically, The Night Dispatch had a photo of an INCREDIBLY cute dog, as well as some buzz.

Between entry fees and the gambling, it was a VERY successful score, and between that and everyone going into their pockets (and the Slide diminishing her stash), the crew now has a weak hold on Tier 2. We’ve got some newsies now, and a clear business plan, but we also have some crows coming home to roost, so we’re all expecting a tough tonal change soon.

Random Notes

  • The dice were super on our side last night. Excepting some mishaps on our Cutter’s part, we were swimming in sixes, and that definitely contributed to the lighthearted, caper-y tone of the session. I suspect that if the dice had been pushing harder, things would have gone very differently.
  • I have a half-finished re-tooling of the core blades mechanic that uses Fate dice, and it’s skewed more strongly towards success than default blades. I have let it linger, but last nights play convinced me that it would actually be a very fun mode of play for a certain tone. So, that’s getting bumped back up the queue.
  • Playing a Whisper is weird (yes, that was me). At first I thought it was because the ghost/mystical/weird element of play was strange. That’s certainly part of it – I feel like I need a few more playbook advances if I really want to lean into that part of things. But I think part of it was also that Attune is a weird skill to lean on. A lot of the other skills you can apply flexibly enough that there’s a broad set of competence surrounding it, but attune is really very specific and was not much of a match to the play we were doing. I liked the character a lot, but he was a mismatch to the game we’re playing, so he’s probably dropping into the background and I’ll pick The Spider back up next session.
  • Having chosen to go primarily social has had such an impact on the shape of the game. Not in a bad way, but in a way that makes for an interesting tonal difference from more street-y games. A big difference is a lack of medium consequences – we’re a gadfly punching very high above our weight class, which is very profitable until we annoy someone enough that they have had enough. It’s very all of nothing, and we’re skating the edge of “all” as fast and hard as we can in hopes of having enough resources when the inevitable “nothing” hits. (It also helps that we have invested in all the lair defense upgrades, so it is very difficult to casually threaten that).

The Long Con

Note: This is very much a first draft. feedback is welcome!

So, after writing all that about Cons yesterday and some discussion on twitter and G+, I found myself really chewing on a very simple, Blades specific question: Where’s the point of entry?

It’s an interesting question because it’s entirely possible to answer, but doing so reveals a bit of a mismatch with the Blades cadence. The best answer is probably The Score – the moment that the con pays off, leading immediately into the blowoff. That is super playable, and can lean heavily on the flashback mechanic to fill in all the steps that lead to this point. That works, and it’s certainly in the style of classic cons.


That is a hack, in the most classic of senses. The flashback mechanic is designed to handle planning and prep, not the score itself. Using flashbacks to build the score itself suits certain sort of cinematic sensibility (which is to say, mine) but it’s arguably warranty voiding behavior. Now, personally, I’m fine with that. I’m super comfortable stretching the flashback mechanic as far as it will go. But that’s not necessarily useful for every table, so it left me with the question of how I’d handle this using the Blades tools as intended.

From that perspective, a con is better handled as a long term project. It’s got a long timeline, multiple parts to act upon, and ultimately has a payoff. And it would be entirely possible to just leave that as is: as a player you describe the con you’re running in downtime, the GM creates a clock for it, and you proceed as normal. That would 100% work, especially if that level of detail lines up with the level of player interest.

However, assuming that one wants a little more depth to it, then there is room to make is a more sophisticated effort. Specifically, making a con a series of clocks creates opportunities for free play and scores that evolve naturally from play.

The simplest model is two race clocks: One for the progress of the con, one for the mark’s level of suspicion. This still leaves the nature of the Con pretty free form, but it introduces a tension dynamic as other factors may drive up the Mark’s suspicion and, of course, lowering the Mark’s suspicion is a potential score (You might even want to consider running the blow off as a score with that goal).

While this is a little bloodless, @mattjohns offered a perspective on this that is very much in tune with the spirit of Blades – the con progress clock is the clock of the Mark’s vice – the grifters offer escalating opportunities for the mark of indulge until it trumps his good judgement and he acts. This is flavorful and character driven, so I expect it would be a lot of fun.

For folks who want a little more depth, then I offer a worksheet model with 6 wheels: Suspicion, attention, interest, confidence, trust and Score. Now, these are very loose categories, and the specific things the wheels will represent depend on the specific job, the details of which are also in the worksheet.

Before we get to the wheels, we need to talk about the mark, the score, the hook and the plan.

The mark is the person being conned, and the score is what they’re being conned for. Hopefully that is pretty easy to establish. The hook is the point of leverage that the grifter intends to use to pull off the con. Most frequently, this is a vice that the mark partakes in, but it could also be a secret, a habit, a weakness or almost anything else. The hook is something that provides leverage – it’s not enough to be used by itself for blackmail or the like, but it enables action.

If starting from nothing, players may not have a hook, which may drive some information gathering or other activity. Alternately, a hook to a particular NPC might be found on a score, or enter play through some other vector.

But once the hook is identified, then the question becomes how to take advantage of it. This can be the hard part, and if it’s sufficiently hard for players, then I definitely encourage going with a two race wheel model. But for those who enjoy a clever plan, then it’s important to remember that all of these plans can be made on the assumption that the mark will act in accordance with the hook. This gives the planner an almost supernatural ability to predict the future, so long as she can say “The mark will act in this way, because it’s in accordance with their hook”.

The first question is “How will we get the mark’s attention?” Don’t overthink it. Because we know the mark’s hook,we know what kind of people he is going to meet, so it’s just a matter of fitting that mould.

The next question is “How will we capture the mark’s interest?” Again, don’t think too much. We’ll provide him a means to address his hook. Simple as that. Ideally when he notices us, he’ll see that we have the means to address his hook in some way, and that will fuel interest.

Next, “How will we capture the mark’s confidence?” This is marginally tricky, but still fairly simple, because the answer is usually some variant on “We’ll give him what he wants”. The goal is to convince the mark that the grifter represents an actual opportunity.

This is all prequel to the main event – the mark is now on the hook, so it’s time to reel him in, so we get to the next question: “What’s the Score?” This might be the most complicated question to answer, but it’s still possible to boil it down to fairly simple question of what you’re convincing the mark of to get him to do the thing you need. Importantly, this can be predicated on an assumption of success up to this point. If they haven’t, you won’t get to this point anyway, so don’t waste a lot of energy on qualifications and contingencies1.

Lastly, what’s the plan for the blow off? You’ve got the good, they’re in your hand, how are you going to get out with the mark thanking you for the trouble2? As with all the answers, feel free to keep it short.

SIDEBAR: Why Don’t I Just Kill This Dude?

Blades is a pretty brutal game, and one more reason that cons are a hard thing to justify is that they depend upon a concern about consequences. Also, frankly, cons usually come from genres where being a thief doesn’t make you a murderer, and crews tend to have rather more moral flexibility.

All of which is to say that killing the mark is a valid blow off (assuming you do it in a way that doesn’t point the finger at you), but if that’s so, there’s a good chance that there was no real need to run a con on the mark. A simple interrogation via lead pipe followed by a swim in the canals would probably have done the job. And there’s nothing wrong with that! But it’s something to bear in mind when you start a con: ask if this really needs to be a con, or if this should really be some other sort of score

Ok, so we have a couple answers to our questions and a number of empty clocks – how do we tie this all together?

  • First, establish the tier of the mark. It is probably pretty high, because if it wasn’t, then a con would not be necessary. In purely mechanical terms, because a con is personal, it skips over a lot of the positional problems of going after a higher tier, so the tier difference should mostly only matter if things go wrong (and should be a reason to fear things going wrong).
  • The Suspicion clock can gain ticks any time after the con has started. It’s like any other clock, and I encourage GMs to allow complications from other events to tick it up. If this clock ever fills, the con is a bust and the mark’s faction goes to war with the crew.
  • The Attention, Interest and Confidence clocks are sequential – fill one to start on the next. They can be filled by downtime actions normally. Overflow success does not spill over.
  • Once the confidence clock is filled, the player can start filling in the Score clock. Again, this can be filled like a normal long term project.
  • The Trust clock also opens when the confidence clock completes. It can be filled by any actions taken to mitigate suspicion, but it’s hard to fill (rolls are made with limited effect before the blow off).
  • Once the score clock is filled, then one of two things happen:
  • First: the whole thing can be resolved as a project. The crew member gets the thing they set out to do, and the gang gets heat equal to the Mark’s suspicion minus any progress on the Trust clock. The blow off appears to work, and the GM simply adds this to her notes for the future.
  • Second: The conclusion initiates as score to collect the payoff an deliver the blow off. The details should already be pretty well established, and the entry point is just as the final con is about to go down, with the blowoff about to follow. Run and reward this score as normal, but use the information from the con to frame it and answer questions.

So, there you have it. If you want to run a long con indoor Blades game, but are looking for

  1. Genre Secret: There Are No Contingencies. If you have a contingency plan, then you have guaranteed that at some point that will become the plan. That may sound bad, but once you realize it, then you can embrace the fact that the difference between a misdirect into a surprise well and a well designed contingency plan is merely a function of presentation. ↩︎
  2. One more reminder of classic wisdom from @mattjohns – never leave the mark with nothing more to lose. This is not a matter of kindness, but practicality – you want the mark to put this behind them. If you take everything, then they’re going to dwell on this loss, and sooner or later they’re going to pull a thread. ↩︎

Running a Con

An interesting thing about Blades in the Dark score planning is that it’s so loose that it relies heavily on shared understanding at the table to build a framework. This works fantastically well for clearly defined tasks like stealing an object, killing a target or even smuggling goods past a blockade.

Where it gets a little bit trickier is for that most classic of scores: The Con.

It can feel a lot more complicated to try to run a con, because the action of a con is often indirect, and while groups who are comfortable tying together a meta-narrative can kind of fake it but tying together unrelated events at the end, that’s a bit of a kludge. It’s a way to work around the fact that we can clearly imagine the flow of action and consequence in a heist in ways that we have a hard time doing with a con.

My sense is that this is largely a result of imagining the con to be more complicated than it really is (structurally). It is my hope that if we can demystify the structure of a con, we can make it a little bit easier to run a score.

Two caveats on this advice. First, I’m approaching this through the lens of Blades in the Dark, so while this may be applicable in other games, I’m not setting out to solve those problems. Second, this is a simplification, and just as with any other score, the differences are in the details, and they matter a lot.

So with that out of the way, let’s look at the con. But perhaps in a roundabout way.

Every score has a keystone action and supporting actions. The keystone actions is the purpose of the score. In a theft, it’s stealing the item. In an assassination, it’s the murder. In a smuggling run, it’s the delivery of the goods. Supporting actions are all the actions required to get to the keystone, and possibly to get back out. We get this pretty intuitively for things like left: guards must be evaded, locks picked, alarms disarmed, escape routes secured and so on.

Where we run into problems applying the model to cons is, I think, I misunderstanding of what the keystone action of a con is. Most commonly, we think the keystone action of a con is tricking someone, but that doesn’t work.

Instead, the keystone action of a con is this: You make someone do something.

It’s possible that sounds too simple, so let me unpack a little bit. “Do something” can be incredibly varied, though it’s usually “give me something valuable” (like money or a secret journal or the like) or something one step removed from that (like entering a password in a compromised system). Other good somethings include “do something incriminating”, “attack the wrong person” or “insult someone powerful” but it can be really anything.

Just as with theft, this keystone action is tied to the crew’s goal, and just as with theft, you can build the whole score around it. But there’s a twist (it’s a con – there’s always a twist) in that the purpose of the con usually serves another purpose. That is, if our crew knows we want to steal from Karl Snaggletooth, that is not enough information – we need to decide what action we want someone to take. And it might be as simple as “Karl hands us 100 Coin” but it’s usually a little bit more complicated or specific. This is why, in fiction, one part of the score is figuring out what the con is going to be.

That process is fun for some1, not for others, so for purposes of Blades, we’ll want to skip over the process of figuring it out, and assume that the crew know what the goal of the con is. From there, is it a matter of working backwards by cycling through two questions:

  • Under what circumstances would that happen?
  • How do we emulate those circumstances?

Now, the simplest possible con is the sob story. I want you to give me money, you would do that if you think I deserve it, so I tell you a convincing sad story and voila, I walk away with your money in my pocket. This is to a con what shoplifting is to a theft – the simplest example of the form.

But as with a theft, simplest doesn’t cut it off fun play. A more entertaining con is built upon a sequence of deceptions to create a specific effect. At the end, I’ll run through an example of how just a pass or two through that filter should be enough to get you what you need. But before that, let’s go to the bullet points.

Things to consider when you plan a con:

  • Cons are better done in teams, partly because it is easy to be suspicious of one person, but harder to be suspicious of multiple people, especially when they are “strangers”.
  • One of the tension points/things that can go wrong during a con is a shortage in the roster. If a member of the crew gets made, then they can’t also play a role in the con, which can be a problem if the role is necessary for the plan. Forcing characters into unfamiliar roles, or relying on NPCs to fill gaps are great consequences and complications.
  • While it is not strictly true that you can’t con an honest man, it is definitely a lot harder to do so for substantial amounts of cash. A con depends on the mark’s motivations, and self-interest and greed ad much more controllable motivations than charity or goodwill towards man.
  • Specifically, almost every good con hinges on convincing the mark that they are getting away with something and profiting from it. Exactly how that convincing is done depends on the mark, but if they’ve got something worth stealing, then odds are good they probably think they deserve more, and are confident they’re smarter than those who have less. That’s the hook.
  • It is easy to focus on all the film flam that leads up to the con, but don’t be distracted – the thing that separates the amateurs from the pros is the blow off. The blow off is how the con ends and it needs to serve multiple purposes.
    • It needs to make sure that the prize is in the crew’s hands without appearing to be
    • It needs to leave the mark with no reason to follow up, come back to or re-examine what happened. Ideally, the mark feels indebted to the crew.
  • That second point is critical – at the end of a good con, the mark might be upset about things that went wrong, but he should bear no ill will towards the crew. Either he should think warmly of them, or he should never think of them again (because he thinks they’re all dead).
    • In game terms, a really good blow off should be able to drastically reduce the potential heat from a job.
    • In Duskvol specifically, you want a friendly blowoff. The city is not so big that you can be guaranteed to avoid the mark forever, and you don’t have a lot of other places to go to avoid them.
  • Greed will kill you. At some point the mark will test to see if he’s being conned, and he’ll probably do this by creating an opportunity for fast profit, on the idea that criminals would take it. And dumb ones will. If a golden opportunity presents itself, consider the possibility that it’s you who are getting played.
  • Roles are a critical part of the con. They may be fully fleshed out, well documented aliases, or it might just be a particular kind of stage character you excel at (the Severosi with a limp) depending on what the con needs (because, if nothing else, using your real name on a con is a bad mistake).
    • A role is an asset and can be created in downtime. For a PC, the role includes a name and enough details to comfortably pass as the role under most circumstances. For a group, roles are nameless, but fulfill a type. Creating a role allows a lot of fiddly bits of planning to be folded into a single action. The main advantage of a role is that so long as you play to it, it requires no additional effort to deceive or fool someone. However, roles are fragile, and won’t fool anyone who knows you or sees countervailing evidence. A compromised role is destroyed immediately.

An Incomplete List of jobs in a Con :

  • The mark – the person being conned
  • The grifter, aka the con man, sometimes aka the face is the person running the con. If they’re running the con on their own, they pick up all necessary roles. Ideally, they should not be the first point of contact with the Mark – that’s the job of the roper.
  • The roper is the person who pulls the mark into the con in the first place, usually by making the mark the “winner” of a smaller scam. A rookie mistake is to expect the roper to be the one who runs the con, but in a good con, the roper is the one who introduces the mark to the real con (often over their apparent objection) and at some point the mark will throw the roper under the bus (metaphorically, we hope) in order to get closer to the true con.
  • The shill exists to validate the con. They are the person who is ready to pounce on the opportunity that the mark is being offered, and may actually object to the Mark’s presence. The Shill reinforced the value of the scam while also giving someone for the mark to beat.
  • The false mark doesn’t show up in every con, but is a useful role for snagging a certain kind of Mark, particularly the kind who think themselves very smart (which is most of them). The false mark is the target of the fake con which the real mark is getting drawn into.
  • Extras fill out a scene. In a good con, there are no random strangers or opportunities for contact that are outside of the control of the crew, and there’s an entirely category of criminals/actors who fill out these scenes.
  • The fixer has no role in the con itself, but is instead something more of a stage manager for it. They keep track of what’s going on, oversee communication and – critically – step in when things go wrong.
  • The outside player has no role in the con until the very end, where they enter as part of the blowoff. The royal agents whose investigations scuttle the whole thing? Hopefully that’s the outside player.
  • There are a lot more terms, but that should be enough for you to figure out things for your players to do.

In Blades, every crew member is assumed to have competence in thinly skills, including the con, and one useful thing about the various roles of the con is that they provide different jobs for characters with differing skills. Yes, someone (usually the grifter, sometimes the roper) will need strong active deception skills, but a good crew makes roles that line up with who is available. If your cutter is a terrifying veteran, then the role he plays should be a terrifying veteran. Not only does that make the deception more persuasive (because it’s mostly made of truth) it helps give a role to every player

To tie it all together, Let’s use the classic example, familiar to fans of The Sting – the wire scam. The con is to convince the mark to hand over a giant pile of money by convincing him to bet on a game that he thinks is secretly rigged. Note that we now have an answer to wonder what circumstances the mark would give up money, so now we come to the question of how to emulate that. Well, we need to get him into our fixed betting parlor of course, and we need him to believe that the fix is legit.

Now we have action. We need to set up the fake parlor, we need to rope him into it, and we need him to believe it’s a sure thing. Some of that we can do right away, but how do we get him into our gambling parlor?

Well, that’s another con. A smaller one. We find someone who owes him money (or maybe borrow some money then wait till the threats come) and then suddenly pay back all debts and interest. Our mark’s a clever man – the payback is fine, but he’s going to be really interested in how this guy (our roper) suddenly has money. He’s going to find out about this betting parlor, and he won’t take no for an answer.

Notice something here: The mark is operating under a sense of false proactivity. If we sent in the roper to tell him about the gambling parlor, he’d be suspicious as hell. But since we sent the roper in to not tell him about it, he is going to trust any data he extracts because it comes from him.

Once we’ve got the hook in, the roper introduces him to grifter, who doesn’t want another partner, so the mark is going to have to force the grifter to accept him (further reinforcing the mark’s belief that he is in control). Once that happens, the mark sees some wins, but they’re small – frustratingly so. The opportunity for a huge score is obvious, but small timer’s like the roper don’t see it.

But the big score requires a big bet, so the mark needs to put up some money to match the (bogus) amount the grifter is putting forward. Everything is going great until the bluecoats raid the place and take everything. The mark is nearly arrested, but escapes thanks to the help of the grifter. In the end, both have lost it all, but the mark is grateful, and they go their separate ways.

But, of course, that was the blowoff. The bluecoats were fake, lead by the outside player, and the mark’s money is safely in the hands of the crew, while the mark is going on his way convinced that the grifter is a stand up citizen.

  1. For me, it is SUPER fun, but supporting it in play is another blog post entirely. ↩︎

The Blackfingers: Episode 1

Stylized Black and white images of the player characters around the Blades in the Dark logo

Clockwise from the upper left: Luca, Jack, Izzy, Achilles & Rudy

This was our first full session, and we pick up a guest: our lurk, Rudy, was the shady son of nobility and college dropout. As a refresher, the other characters are:

Jack – the Leech gadgeteer

Izzy – the Slide ace reporter and clothes horse

Luca – our Severi cutter

Achilles – The spider

We decided what we needed was some juicy gossip, which is slightly odd thing to run a heist for, so we opted to break into a high class party being held by one of the magistrates and spike the punch so as to insure that there be matters worth gossiping about.

Spiking the punch was more of an option because it turns out we’re lacing our ink with a narcotic. This is something that came from the GM to forcibly introduce a more clearly illegal act into our crew because many of the games assumptions rely on that. More on that in the post-mortem, but in the short term half the crew (Luca and Jack) know about this, so they already had drugs well on hand.

Achilles, Izzya and Rudy were able to finagle invites to the party, and arrangements were made to get Jack and Luca got jobs in the kitchen. While the party goers mingled, Luca spilled the punch to arrange for a refill and Jack spiked it from a hidden bladder-and-hose device. Or that was the theory – the dice did not favor us. Luca was confronted by one of the actual maids and had to lean on the staff’s racism (flash back to Achilles and Luca doing a session on how to play on stereotypes) and Jack’s device sprung a leak, insuring that he was also profoundly dosed.

Meanwhile, the partygoers were orbiting around Lady Drake, the magistrate. It was well know that she was dirty, accepting bribes in return for skewed sentences, and the attendees were largely of middling importance, with enough noteworthies that the possibility of scandal was entirely in play. Additionally, this was exactly the sort of event to provide cover for a bribe, so this night had the potential of a twofer.

Rudy took point on social mingling, taking advantage of his aunt speaking with Lady Drake to insert himself flirtatiously into the conversation, though in doing so he snubbed an older gentleman who had been clearly courting the lady.

Rudy remained in orbit around Lady Drake while Luca approached the gentleman, hoping to take advantage of his agitated case and…the dice were not kind. He took grave offense, and called the house staff (the maid who had chewed her out earlier) and demanded that Luca be sacked, thrashed and forcibly ejected.

Luca made a scene as she was dragged into the kitchen, including pleas that the gentleman be kind for the sake of their child which she was carrying, which served only to enrage him further (this got us some news, but also started a clock on this guy’s rage).

In the kitchen, when a maid was sent for the switch, Jack drugged the handle so the head maid was paralyzed once she took it up, whereupon Luca delivered a very scientific beating indeed before exiting out the back in order to scale the building and await upstairs.

Meanwhile, Izzy had done some legal research and had a good sense of who was likely to be visiting the party in order to pay a bribe, and had identified a manure importer as the likely candidate. Sure enough, after the party had reached a certain pitch, Lady Drake and the importer headed upstairs, and the crew moved to follow – unsuccessfully. Our first attempt to use the group actions did not go so well, and further raised suspicions against the crew. Thankfully, Luca was already upstairs and saw the exchange, though regrettably she did not get to see where Lady Drake kept her records.

There was a temptation to push on and try to get those records, but the pick pocketing attempt to get the bribe from Lady Drake was so close to disastrous (though ultimately successful) that the crew felt that their luck could only be pushed so much further, so they split, armed with two headlines.

In the aftermath of the job, the crew sold a great many penny sheets, but Jack’s lips were a little too loose while celebrating, so the heat was all the worse. Achilles assisted in mitigating the heat, but was himself swept away by family obligations and ended the session on the train to Severos. Most troublingly, at the very end of the session, the remaining crew members were joined by a smiling “man” who creaked like rust when he walked and was likely the point of the demonic notice the crew had just picked up.

Good session, all in all, and a great deal of fun was had, but it did illustrate that our chosen path of crime is slightly tricky to map to the mode of the game. Playing it even a little, it is clear how smoothly things would work if we had more concrete objectives, so we may need to figure out how to make the essence of our stories concrete.

We also have the problem that at the moment we’re pretty shady, but not profoundly criminal. We all bought into the idea of the crew evolving into a newspaper from somewhat more pamphleteer-y roots, and that’s consistent with the mechanics – we’ll have a little more tier and a few more resources before we get political – but that means these early tiers are at a bit of a mismatch with general thrust of the game. I’m not sure it’s insurmountable – even with our moderately good intentions we seem to get in plenty of trouble – but the transition is going to be interesting.

One curious takeaway I’m getting from this is that I wonder if we over-prepared. That is, I wonder if it was to our detriment to have a motivation beyond greed at the outset. Not because Blades does not support a wider range of motives, but because I think it maybe treat greed as the on ramp. If you start with a crew that is nothing but quick sketches and empty pockets, the first few jobs will start fleshing out friends and enemies (mostly enemies) and provide the kind of infrastructure to them build upon. Pretty slick if so, but it leaves some gaps. I’ll have to think about it a little bit.

Oh, and one way or another we’re going to have a new crewmemebr next session – with Achilles out of town due to a bad vice roll, there will need to be someone new to step into the gap!