Monthly Archives: May 2020

Communication as Technique

A very dramatically explosive piece of mail.

I mentioned yesterday that there was another technique I wanted to write about which required some preamble. Now that the preamble is done, this is the original post.

This is one of my go-to techniques for making a world feel lived in, but I just realized that I’ve never actually written it down or even explained it before, so I figured I’d rectify that.

Very simply, when I introduce an NPC, I always put a little bit of extra thought into how the PCs will get back in touch with them.

Like I said, very simple, but the devil is in the details. The root of this comes from one of those awkward bits of simulation it’s thinking – in the absence of ubiquitous cell phones or the like, it is not very easy to actually coordinate communication with someone, especially someone who might not be inclined to give you their home address (and who in their right mind would trust the average group of adventurers with their address?)

The solution to this, both in game and in fiction, is to tie people to places. For some, this might be an actual address where messages can be sent, but the idea still applies to those looking to be more mysterious. They should still have some sort of anchoring location where they check in, so that if they need to be reached, there is a place to go or leave a message or the like.

This should be true even if they don’t want to be found. Even if they don’t want to communicate with the PCs, they presumably want to communicate with SOMEONE, and they will have at least one place for doing so, and that’s useful to know.

Now, there is plenty of space to elaborate on this idea. If we’re dealing with spies and intrigue, then characters will have entire collections of places they use in this way, plus various rules and precautions for dead drops, secrets, codes and so on. If you’re doing a game with intrigue elements, the topic of how things get communicated is a rich source of game material. But even if you set that aside, the most basic form of this technique will still help your game.

This is because anything that ties a character to the setting in a palpable way stands to enrich your game. If the NPC is tied to a place, they have indirect ties to anyone else tied to that place, and that’s incredibly powerful. Connections between elements are what make a setting feel alive, and this is an easy way to add more connections without doing any extra work. After all, this is a question you’d need to answer anyway, so why not do so usefully?

In terms of yesterday’s post, I’d call out that the question of how you communicate with someone is an opportunity to ask an asset question, one which connects a person to a place. You might link to an activated or potential asset as the situation dictates, but by the simple act of tying things in, you’re enriching your game.

Conservation and the City

I was writing up another technique I use to make cities feel lived in, and I realized that it rested on another technique that I should probably explain first, so that’s what this is. While this advice is technically for a city game, it’s applicable to any game where you might want to give the setting a rich, lived in feel.

Ok, so the first step in this technique is to keep a list of assets that you can easily reference. “Assets”, in this case, are elements of the setting that the characters have interacted with, most often in the form of NPCs, Places and Factions. The lines between these things can be blurry – a person might be tied to a place (like the bartender at a tavern) or a person might represent a faction – and that’s fantastic. Err on the side of making your list long. If The Church is a faction the group has dealt with, and Sister Annalise is a member of the church but also an NPC they’ve dealt with, list them separately.

I will note that in practice, I often find that a list like this ends up naturally dividing into “potential” and “activated” assets. Potential assets are ones which exist in the setting, but have not yet actually come up in play in any meaningful way. The table may know ABOUT them, but they have not really come up. Activated assets, on the other hand, are those which have actually been a part of play.

It’s reasonable to keep a list which includes both, since the list of potential assets can often be a useful source of inspiration. However, make sure to leave yourself space – as much as it’s easy to think that there will be a tidy movement of elements from potential to activated, I have yet to have a game where I do not end up with some surprises on the activated list.

Blades in the Dark offers very easy tools for creating this list. Every character starts with at least three potential assets (Positive & Negative contact plus vice dealer) and the Crew itself introduces one more. Past that, the faction sheet is one giant pile of potential assets.

That said, Blades also introduces one piece of caution – be conservative about considering assets to be active until they’re really been part of play. It is easy to look at character’s connections and consider them active from the start, but they’re really not until the whole table has gotten to see them in action. If you treat an asset as active before there has been actual play, you risk misunderstanding what players are actually interested in. This becomes an even more pronounced risk when you start thinking about an asset as active because you’re excited about it, but it hasn’t actually hit the table.

Ok, so you have your list: now what?

Well, this is the easy part – as a GM, you will frequently find yourself faced with questions that are best answered with an asset. That is, questions like “Who is interested in this?”, “Where is this happening?”, “Who else is there” and so on. You’ll recognize these as they come up because they are the questions you ask when it feels like things are happening in too much of a vacuum, and the world needs to be part of the discussion.

When your game starts and you come to one of those questions, you should activate an asset (or just invent a new one and add it). Having the list on hand will hopefully make this process pretty simple, and with practice it gets simpler. And, honestly, this is probably what you’d do anyway, just with a little more formality.

The real trick kicks in when you hit a tipping point in the number of activated assets. There’s no hard number for this, but it’s probably around three per player (including the GM). It’s easy to spot this tipping point because at some point you will have an asset question, and the best answer will be an active asset rather than a potential one. This is a good moment – at that moment, things in the game start tying together in a way that feels satisfying and organic. It rocks.

That is, however, not the real point of magic.

Real magic happens once you’ve passed the tipping point and you get another asset question, and it doesn’t seem like any of the active assets are a good answer. At that point, you must do the following:

Pick an active asset anyway, and run with it.

This may seem weird or unintuitive, but that is the point. This is a forcing function for you as a GM, because doing this will force you to create new connections that had not previously existed in your vision of the setting. This will shake up your expectations and make things feel more organic and dynamic, but it will also make things more fun for you as a GM as you try to figure out how to Apollo 13 this stuff.

Once you’ve done this, it may be a while before you need to do it again. Keep using active assets when you can. Activate passive assets if you need to keep things fresh. But remember this technique and bust it out from time to time in order to keep you and your table on their toes. The results will be rewarding and memorable.

The Elements of a Job

I’ve been running Blades in the Dark again lately, since I find its cadence of play works pretty well for me online. However, I seem to have made my life a little more complicated, as the players had a crew idea (a cadre of ex-spies who had survived the fall of their patron – some Burn Notice influence on that) that didn’t point to any particular crew type, and they ended up choosing Smugglers, because they liked the idea of moving secrets around.

This is a cool idea, and I wanted to support it, but I was not prepared. But I am hoping I’ve learned my lesson.

I have a curious take on the relationship between Crews and Jobs in Blades, because I feel like there is a genuine divide between core and non-core crew types. To my mind, Assassins, Bravos & Shadows are the core types because their jobs all rest on a similar underlying pattern of action which the default rules of Blades supports incredibly well. On the other hand, Hawkers and Smugglers (and Grifters) have different patterns that I find require a bit more work to fit.1

There is probably a cool way to articulate these as design patterns, but for simplicity, I’m going to illustrate with how I think about job creation when I’m running blades. If I am running a “core” job – that is, assault or stealth2 – then I need four things, and I benefit from a handful more.

Required

Objective – What is the target of action? (That is, the thing being stolen, the person being killed etc)

Location – Where is this happening?

Opposition – Who is resisting this? (Usually because they own the target, but maybe for other reasons)3

Initiation – The point of entry to action. This is recognizable as the missing detail in the planning and engagement rules.

Useful

Complications – These are all the things that are ready to go wrong and shift the job. The most common sort of complication is another interested party – they may not be involved when the job starts, but once the job has started, they might show up or make trouble. Always possible to just make these up on the fly, but past play usually creates a deep reservoir of opportunities to draw from.

Pressure – Why here and now? What’s going on that THIS was the time to run the job, not some better, more perfect time and place? There are all sorts of answers – time pressure, limited windows of opportunity, looming threats and so on, and this is a classic element of the genre (all of them), but this is also a bit of an oddball in Blades. The somewhat wibbly wobbly nature of time paired with the complicated issue of motivation can mean jobs are happening without any pressure to speak of. But if there IS pressure, the game supports it well with clocks.

Value – Why does this macguffin matter? Often this is very straightforward – it’s worth cash – but usually there’s more to it (and even if it’s just worth cash, it’s worth cash to someone.) Is this the means to another end? Is the value of this in the thing it will be traded for? And if it is non-monetary, where is the coin going to come from? You can be a bit hand-wavey about this, but you always want to consider it, because the job payoff is a critical part of the game economy.

Useful Vs Required

Now, to be clear, If I were to ever run a job with only the required elements, I would feel a little naked. The useful elements are the source of a lot of fun and engagement, but I don’t call them required for four reasons.

First, you can run a bare bones job without them, and for a new Blades GM, that might even be the best way to do it.

Second, the useful things can actually be a bit of a crutch – as a GM, we are sometimes pressured to draw in a complication on short notice, and the easiest move is often to bring in something external rather than make the current job more interesting. This is not always a bad move – hell, it’s often a good one – but it can contribute to the actual job feeling like the least important part of play.

Third, there is no consistency in which useful parts you’ll want to bring to bear. You might use some or all of them on any given job, but the precise combination is inconsistent and unpredictable.

Fourth, there may be no reason to add these things because they might already be implicit in the core elements. For example: if the location of the job is the Offices of the Ministry, then the potential complications are baked right in. If the core elements are rich enough, they are often enough.

But even with all those note, this remains a pretty solid model, which can expand or contract according to needs and details. It also is has some curious nuance regarding where each of these data points come from, because they can come from the players, the GM, or just be sort of ambiently known.

To illustrate: The point of initiation is always explicitly authored by the players as part of the planning and engagement phase. The other three points are a bit more flexible.

If the players want to steal something that has already been established as existing in the setting, from a known location, from a faction they have already dealt with, those are all ambiently available information. There may be almost no authorship required to get a job like this started.

I feel like this sort of ambient job is the ideal goal, though I heaven’t really examined why I feel that way. However, I also don’t run across it too often, because usually there are some unknowns that need to get answered, and which unknowns need to get answered seems both highly variable and incredibly important.

The first question is how many of these answers come from the players. For ambient answers, they might all be chosen by the players, or they might require filling in the gaps from the GM. For example, the players might really hate Frakes and want to steal something from him to strike a blow against him. The players are picking the opposition and possibly the location, but they might leave it to the GM to come up with the target, like Frakes’ latest prototype. Alternately, the players might be embracing the privileges of authority and literally just make up some or all of these answers, and let the GM fill in the details.

The more answers that come from the players, the easier things seem to go. I think this is partly because player answers are a proxy for player investment, but also because player answers are a proxy for player clarity.

Because, in contrast, the hardest point for me is when they players have a general intention, but they cannot turn it into action. An example of this is the “Well, we need money – who should we rob?” Situation. Maybe this should never come up in a well run Blades game, but I am only mortal, and have absolutely ended up in that situation, and it’s a fairly serious blank page problem.4

In the context of that list of job elements, this may be a GM prompt to offer elements that serve that purpose. That sounds a little fancy, so put more simply, if the players want to make some money but do not know what, then the GM may put forward a suggestion of something valuable that’s ripe for the picking. Of course, in that situation, the GM usually needs to come up with the other elements on the list (Opposition and Location), and that’s fine as far as it goes, but it’s definitely some amount of work. There are tricks to help with this, but the bottom line is simple – unless the players have an idea for the job, the GM needs to fill in most of the gaps.

Not a shocking realization, I know, but I lay it all out there to illustrate something essential about core jobs. While they may end up requiring work on the GM’s part, they require the least amount of work, because other jobs require more.

But that’s a topic for another day.


  1. Cultists are an even odder case, because they are not defined by the TYPE of action they pursue, but its reason and theme. If you have a crew that smuggles ghosts, the decision to go smuggler vs cult answers very different questions than what the core cycle of play looks like. As a result, Cultists might or might not be core, depending on how the crew works.
  2. And, yes, it’s true the crew types do not line up one for one with the engagement types. I’m pretty sure this is deliberate, in order to break the idea that a given crew can do only one type of job, and I applaud that. But I think some of the friction comes from the dual masters of the Blades’ emphasis on no-planning and the reader-friendly need to structure these all the same way.
  3. For Assassination, this list can collapse even further, as objective and opposition may well be the same thing, but we’ll stick with this for simplicity.
  4. Yes, aggressive player authorship is one solution to this, but I don’t like relying on it piecemeal. If that is at the heart of the game, then awesome, lean into it. But if it’s not, then it tends to be unevenly distributed, without clear practical or social rules around what’s appropriate or not.

SWOT in the Dark

Ok, nerdbusiness time.

There is a technique used in business called SWOT analysis, which is used for things like brainstorming or figuring out next steps. It’s a tool for stepping back and analyzing the reality of your business, group or the like, and hopefully gleaning insight into what to do next.

Conveniently, it is also a really handy template for adventure creation and for fleshing out your game. A PDF with the form and some directions can be downloaded here.

For purposes of illustration, I’m going to use Blades in the Dark, because the specifics of that game align particularly well with this approach, but the underlying idea applies equally well to any game where the players are a coherent group in a consistent context.

So, this technique, like so many expensive consultation driven models, is a glorified way to label four boxes. In this case, the boxes are summarized in the acronym SWOT:

4 boxes: Upper left labeled "Strengths", Upper right labeled "Weaknesses", Lower left labeled "Opportunities" and Lower right labeled "threats"

S – Strengths
W – Weaknesses
O – Opportunities
T – Threats

The practice of filling in the boxes is largely self-explanatory, but there are a few tricks that can make it a little easier and more fruitful.

Strengths

What is it that the crew does well enough that someone else might want them to do it? That is to say, while crews can do a LOT of things, this is where we focus on things that might distinguish them from other groups, both generally and specifically.

Generally, the crew type is probably a pointer towards this, but it’s also somewhat incomplete. A gang of cutters might excel at doing violence, but that is something that many groups can do. What sort of violence does this crew excel at? Do you call them when you want maximum intimidation? Do they specialize in ambushes? Are they a top notch security force?

Individual character strengths also contribute to this, but only if it can be tied clearly to the team. If one of the team members is a master of disguise, that is only a strength if the group integrates that skill into its activities, rather than is just being an adjacent activity.

It’s worth noting that the real value of this list is often found in the combinations rather than the individual elements. That is to say, if strengths include “doing violence” and “knowledge of Six Towers”, neither of those are terribly distinguishing, but in combination they suggest an obvious opportunity the next time violence is needed that depends on the details of Six Towers.

Weaknesses

On the flipside, what is the group bad at? Where are they vulnerable? What kind of jobs do they really not want to end up needing to do.

As with strengths, the crew type probably provides some pointers towards this, but it will also probably be a bit less clear cut because there’s a good chance that the players have made choices to intentionally mitigate group weaknesses. For example, even in a group of slides and lurks, there is probably one cutter who acts as the team’s muscle.

The thing is, that does not cancel the weakness, it merely mitigates it. In our prior example, this crew would still be in trouble in a rumble, even if the cutter is able to put up some resistance, so their relative inability in a fight is probably still a weakness. But if a few more members toughen up, or if the gang recruits some muscle, then they might be able to offset the weakness.

In situations like this, look for the “single point of failure” – situations where the only thing which keeps a problem at bay is one individual or resource. If something happening to that individual would expose the crew to trouble, then that’s a weakness.

Weaknesses also may cover domains of operation or information. What happens if you drop this group into high society? The Docks? A roomful of ghosts?

Sidebar – In The Middle

The ghost thing raises a key point: there are lots of things which would be bad, but are not necessarily weaknesses. Just as crews can do many things which are not necessarily their strengths, there are many things which would be bad but are not necessarily weaknesses. The key thing to identify a weakness is that this group would be worse off in this situation than a comparable group. Similarly, a strength distinguishes the group in some way.

In short, most of the things a crew can do are neither strengths nor weaknesses, but are simply facts of life.

Context absolutely plays a role in this. To use one example, crew tier is not intrinsically a weakness or a strength – it’s just a fact of life. It becomes a weakness or strength in certain situations. If a small crew has big enemies, their Tier is weakness. if a large crew is throwing their weight around on a neighborhood level, their tier is probably a strength. But for a crew operating largely around its own weight class, it’s just the way things are.

Opportunities

Opportunities are things the crew could do but haven’t yet, for one reason or another. The reason might be as dull as “haven’t gotten around to it yet” or as challenging as “if only we could get past that dragon”.

Just as the crew type provides the first pointers for strengths, the crew sheet is the first place to look for opportunities. Right off the bat, claims are something of a laundry list of opportunities for the crew. Any adjacent claim is potentially an opportunity, with the main limiter being how well or poorly it’s been fleshed out.

Faction relationships also

Note that while opportunities can be very discrete (as in the case of claims) they can also be a little bit general (as may be the case with factions) in a “there is an opportunity there but we don’t know what it is yet.” An opportunity for an opportunity is still an opportunity.

One other useful thing to look at is the intersection between opportunities and strengths, and specifically ask whether the group has the opportunity to develop new strengths.

Threats

Where weaknesses helped us understand where the crew might be vulnerable, threats help us understand who might exploit those weaknesses or otherwise do harm to the crew.

It’s important to note that while enemies may be threats, not every threat is an enemy. While an enemy might consciously choose to exploit a weakness (if they know about it), there are other forces that will exert pressure on a weakness in an utterly indifferent manner. That is, if the crew is dependent on a single source for their goods, that’s a weakness. Even if none of their enemies know about this source, then that source is still vulnerable to other forces – his enemies, sure, but also the vagaries of day to day life. If your source is Iruvian and the Ministry starts rounding up Iruvians, that is a threat to the crew even though it’s not directed at the crew at all.

None of which is to say enemies shouldn’t be tracked here. Any faction with a negative relationship with the crew probably deserves a mention in this box. Even if they’re not actively engaging the crew at the moment, they certainly won’t pass up an opportunity if the situation arises.

Using the tool

Obviously, the act of using SWOT analysis is as simple as filling out the form, but there are better and worse ways to go about it. Critically, this benefits most strongly from being a shared exercise between players and GM, because getting EVERYONE’s answers to these question is incredibly informative, especially on the subject of opportunities and threats.

Opportunities in particular are an area where the GM really wants to know how the players see things, because if they players don’t see opportunities, then the game is likely to stall. Having an exercise like this where the group contribute their answer to these questions and express opinions on this is a much healthier way to flesh this out than to have the GM just present a buffet of things that she finds interesting.

Some GMs might feel a little bit of resistance to being equally transparent about threats for fear of spoiling surprises or telegraphing their next move to the players. This can be a fair concern, depending on the specifics of the table, but in that case the concern is easily mitigated by fact that there is no need to get to specific about how the threats might manifest. The table can have an open discussion about the fact that the crew’s hq is vulnerable without the GM needing to say “and this faction is going to exploit that”. If anything, getting buy in to the existence of the threat means players will be more strongly invested if it is brought to bear.

A Few More Tricks

  • As the GM, if you are looking for ideas for your game, take a look at any group or faction connected to the crew (for good or ill) and do a SWOT analysis on them. I promise that after one or two of them
  • Almost anything in the threat box can be a clock. Hell, feel free to put clocks IN the threat box.
Same diagram as above (4 boxes: Upper left labeled "Strengths", Upper right labeled "Weaknesses", Lower left labeled "Opportunities" and Lower right labeled "threats") but with Strengths and weaknesses labeled as internal, and opportunities and threats labeled as external.
  • If it is not obvious what category something should fall into, use the following rule of thumb: Strengths and weaknesses are internal to the crew. They are things which are part of their nature, and (to at least some extent) under their control. Opportunities and threats are external to the crew, and are parts of the environment that the crew operates in, and are things to be responded to, but are not under the crews control.