This is going to be a weird post – I started the writeup for Letter of the Law #1, but before I finished, we played the next Blackfinger game. And while this was still in progress, we did a pickup game last night. So I’m trying to catch up, so buckle up
Letter of the Law Ep 1.0
Plot-wise this was all pretty straightforward. The crew decided that they wanted some turf, but rather than just grab it, they decided they’d appeal to the next tier up in their neighborhood, the Schnaber Crew. The Schnaber Crew are mostly an extended family who load and unload the trains, and the PC crew has stayed on good terms with them, playing tithes and generally being good neighbors, so it was not an unreasonable play. And since the Schnaber crew had been having trouble with what seemed like a professional arsonist messing with them, they were willing to look kindly on someone who solved the problem for them.
Initial investigations didn’t turn up much, but one of the Cutter’s contacts was willing to offer information in return for a favor (busting up a restaurant which had snubbed her). The crew did, despite some complications, and actually turned a tidy profit on it, which in turn got them the location of the Arsonists hideout. THey flushed him out, took him down, and handed him over to the Schnabers, who in return “Made available” a protection opportunity, so the PCs now run protection for a noodle shop in Night Market.
Like I said, pretty straightforward. But the devil, as always, in the details.
- We added a new character to the crew tonight, a Leech named Spider. She’s a former Railjack and keeper of her family’s box of ghosts, and she fit very tidily into the crew’s Strange rep. Chargen was interesting because we talked a lot about the line between Leeches and Whispers and what it means in play – originally the character was going to be a Whisper, but some back and forth eventually lead to Leech.
- I gave all the characters a second playbook move for free. This was kind of a taste thing, but for me, the second playbook move is kind of what firms up a lot of the character ideas, especially in the case where the player has taken the default ability. It’s not a huge mechanical difference, but I was happy with the outcome.
- There were two jobs in the evening – smashing the restaurant and grabbing the arsonist. The latter was very successful (the dice were on fire) but I think the former was better play. I allowed too much planning to happen the second time, in part because I think I set the situation up poorly. It went ok, but it was education in terms of striking the balance of how much detail is an is not helpful. Most critically, It underscored that I need to make sure the opportunities are implicit in information gathered, even if it’s not obvious in the questions the players ask.
- Hunt picked up an extra layer of utility when we decided it was a totally valid skill for laying a false trail, which is a useful heat-reducing activity.
- I am struggling a bit to try to figure out which handles I’m supposed to use to push. The game gives me a ton of tools for pushing back on the characters, but they all rely on player initiation. That’s not bad per se, but sometimes I want someone to come in through the door, guns blazing.
- Bravos seem to tend towards short jobs, but I think my players are more inclined towards long ones, so I need to figure out how to strike that balance.
Blackfingers Ep 4
The job itself was pretty straightforward. The crew had just expanded (reached tier 1) but had emptied our coffers to do so. We also had a demon waiting for us to do the job for him (to destroy the unkillable industrialist, Slane). After reviewing options and a bit of research, we decided to go after Slane’s payroll and kill two birds with one stone. Having identified that his vault (and his quarters) were beneath his ironworks factory, we had a target and began the infiltration. The Spider & Slide remained outside (largely contributing via flashbacks) while the Lurk, Cutter & Leech snuck in, broke into Slane’s chambers (discovering the demon there, profoundly uninterested in their activities, and implicitly explaining both where Slane’s luck came from and the demon’s motive), discovered the vault, took what they could and wrecked the rest. The whole job went smoothly, and Slane just had to take out a substantial loan to make payroll, and we know that next session is going to jump right into sabotaging his next delivery of ship-plates to keep him from getting paid.
- This was the longest job we’ve done yet, which was interesting, mores because it’s the second “long” job I’ve done, with the curious overlap that both were effectively infiltration dungeon crawls. This ended up being something to chew on as I considered job length for the Bravo crew.
- It was observed that the Spider and the Slide are effectively a project manager and product manager for crime.
- In the intervening time since the last job, I have internalized a lot more of the game and setting, which naturally makes everything more awesome.
- We determined that the coffee-equivalent in Duskvol is a fungus base brew called “Shoe” because it’s brewed in big pots of dark liquid, and there’s no guarantee regarding what’s actually in the pot.
This game was entirely unplanned. We had some friends over and had just finished playing Machi Koro, were deciding what to do next, and opted for a game of Blades. We had 5 players – two from Blackfingers, one from Letter of the Law, and two who had never even seen Blades before. So we did the whole nine yards – chargen, crew gen, setup, job and downtime. Whole thing took maybe 3 hours?
Was a crew of Shadows with a lot of ghosty stuff, but with a Daring reputation. They also took the “Boat” upgrade, which ended up being kind of awesome and a natural reason for one of their favorable connections to be with the Gondoliers. The crew was a Cutter, Hound, Spider, Slide and Lurk, all Duskvol natives of various types. On a night when the Spirit Wardens were swamped by an industrial accident, the Gondoliers needed one dead body swapped with another one in a Bluecoat stationhouse. The Slide provided a distraction while the rest of the crew snuck in, but unfortunately that also lead to a bit of a riot among the drunk tank, which escalated when the drunk’s friends showed up. The Slide made several (successful) desperate rolls amidst the impromptu riot while the rest of the group deal with a body mix up and an inaccurate map of the sewers to eventually find their way out as one of the bodies left behind decided it was time for some ghostly horror show action. But, hey, they got paid!
- Despite the absence of a Whisper or a Leech, they crew kept pitching ideas that really would have suited those playbook better. Not sure what that says.
- As with the Letter of the Law, I allowed 2 playbook moves at chargen, and I no longer have any concerns about doing so – it’s great.
- I leaned a little bit more on group actions in this session than I have previously. Worked very well for keeping things moving, but they’re a little bland in action.
- The dice favored the players. I was aggressively leaning on non-6s to speed up the timetable on the ghost showing up, but they just kept hitting 6s. I probably need to start planning for that, since this is not the first game that this has happened in.
- I remain floored by how well Blades handles pickup play. I love pickup play in general, but Blades has some secret sauce that makes it really shine in this way. There are a ton of things that contribute to this – Setting design, Job-centric adventures, flashbacks and more – and I look forward to sussing them out and seeing if I can make other games comparably easy to play.