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Ziv Wities
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232 followers
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"WHY CON?
Because Cons are the best."

I'm absolutely loving the Grifters! Serious kudos to Rob Donoghue -- roleplaying cons is a really tough space to design for, but Blades makes it possible, and IMHO Rob makes it practical. Really enjoyed the supplement -- informative, well-thought-out and sometimes wonderfully laid-back. I'm sure it'll be even better in future updates.

There are three things I'd love to see in the final version.

1. I think this could really use a long-form example. Figuring out where you start, how "complications" look and how you get over them, etc. etc., is a lot of what'll be tough here. An example that goes through an entire score would be a huge help.

2. I'd really love some attention to when a score doesn't succeed. I've had trouble before with Stealth missions, where sometimes failures seem to have no middle ground between "no consequence whatsoever" and "you've been discovered and the whole mission is blown to hell." For Grifters, the same is true, and possibly even much more so -- a Grifter whose face is on posters all over Duskvol is going to have serious trouble making a score ever again. And at the same time, making failures and complications meaningful but balancing that with "ACTUALLY that was the plan all along" is pretty hard.
(BTW the answer to at least half of this is probably "clocks.")

3. I'd really like to be able to fit cons into Blades' framework for defining a score -- where you pick a few salient details, depending on the type. "Grifters" makes a lot of gestures in this direction, discussing where you actually start out in defining a con score. But narrowing it down to a few details, like we have for other type scores, would be incredibly helpful. Even if it's more like "pick three elements from this list of ten, and define those," that'd still be awesome (and feel more Blade-y to me :) )

Again -- fantastic work. I've been waiting for this since the original Kickstarter, and I'm absolutely delighted. Thank you to all of you!

I've enjoyed the heck out of the Bloodletters and the Last Word, but there's something in Blades that I'd love to see, and I'm wondering if there are any Actual Play recordings going more in this direction:

Are there any Actual Plays of Blades, or of a hack, where the crew tries to stay away from physical mayhem? Where they go more for subtle, devious, cunning, and/or stealthy as hell?

One of the things I love about Blades is that it enables that kind of scheming, cunning sort of game; the Spider mastermind or the shadowy Lurk can do just as much damage as the brawniest Cutter. I'd love to see a game that brings that to the fore -- if anybody has one to recommend to me :D

Thoughts on Smugglers and Turf:

...what does "turf" mean to a Smugglers crew?

In what way do Smugglers "control" the area?
In what way could other factions intrude on their territory?

Thoughts on Smugglers, rep, and faction status:

For a lot of typical Smugglers scores (in my mind, anyway), there's no immediate "victim" to the score. There isn't necessarily a particular faction being harmed, and, whoever the Smugglers are up against don't really know they've been circumvented.

How do you treat this, for the purposes of rep and for changing faction status?

If my crew smuggles arcane artifacts, does that put them at war with the Spirit Wardens within three scores? What if they're smuggling thing If they smuggle arms, does that put them at war with, ummm, I guess the Ministry of Preservation?

And similarly, what's the "target tier" for the purposes of rep?

(Or, do you just assume a smooth operation is a zero-rep score? That also seems weird; they've got satisfied clients...)

What types of Harm have you inflicted (or suffered) that aren't physical harm?

I love how well the conflict system works for practically any type of conflict, but examples help drive it home :)

Kickstarter update yesterday said:

Another update will be sent out today to Hacker and Tinkerer level backers, with a link to the Dropbox share for the source files.

Just sanity-checking -- you're sending out an update via Backerkit too, right? For those who upgraded their pledge at that point?

Thanks :)

Testplay: The Soul Merchants -- A Blades in the Dark One-Shot

Most citizens of Duskwall are terrified of ghosts. Lost, mad, destructive spirits, whose only desire is to return to the warm embrace of a warm body. They’ve lost their own, but are eager to adopt yours.

But there are also the addicts. Those who long to lose control. To drown, not in a bottle, or on the tip of a syringe, but under the complete and utter control of ghostly possession.

The addicts come to you. You’re their source; you’re their dealer. You’re the ones who set it up; you’re the ones who guarantee their safety while they’re under. Well, relative safety, anyway. And maybe more “encourage” than “guarantee.”

It’s a small market, but a profitable one - and it’s all yours. And if anybody tries to muscle in and take it from you, well, you’re just going to need to go show them how this business works.

---

I'm seeking players for an online, Roll20-based testplay of my one-shot! I'm especially looking for players who aren't previously familiar with the game.

When? Wednesday, March 15th, at 19:00 GMT.
How long? A four-hour game.
How do I sign up? Send me a private message on Roll20: https://app.roll20.net/users/864596/ziv-w . Please tell me how much experience you've got with Blades -- Seasoned hand? Never heard of it? Read the rules? -- I'm aiming to get a good mix :)

Thanks, and cheers!

The Soul Merchants: Testplay

I'm looking for players for an online test-play of my Blades one-shot. In "The Soul Merchants," you play a crew of dealers and purveyors for perhaps the most desperate vice of all - you cater to those addicted to being possessed by ghosts.

When? Wednesday, March 15th, at 19:00 GMT.
How long? A four-hour game.
How do I sign up? Send me a private message on Roll20: https://app.roll20.net/users/864596/ziv-w . Please tell me how much experience you've got with Blades -- Seasoned hand? Never heard of it? Read the rules? -- I'm aiming to get a good mix :)

Cheers!

Post has attachment
The Soul Merchants: A Blades One-Shot

Most citizens of Duskwall are terrified of ghosts. Lost, mad, destructive spirits, whose only desire is to return to the warm embrace of a warm body. They’ve lost their own, but are eager to adopt yours.

But there are also the addicts. Those who long to lose control. To drown, not in a bottle, or on the tip of a syringe, but under the complete and utter control of ghostly possession.

The addicts come to you. You’re their source; you’re their dealer. You’re the ones who set it up; you’re the ones who guarantee their safety while they’re under. Well, relative safety, anyway. And maybe more “encourage” than “guarantee.”

It’s a small market, but a profitable one - and it’s all yours. And if anybody tries to muscle in and take it from you, well, you’re just going to need to go show them how this business works.

---

This is my new one-shot for conventions. Finished writing up all the material, and looking forward to testplaying it.

I'd be happy for comments and reactions - let me know what you think :)

https://docs.google.com/document/d/1tA5tivR0OP2RSFzPbj4IlyBXDCYs8oNBXPc5I56jhRs/edit?usp=sharing

When do TINKERER and HACKER supporters get the source files?
Have KS supporters been getting some already, for all the work in progress?
If I upgrade my pledge now, when would I expect to get the source files?

(Followup question: Do we get future art/design John makes for Blades as well, i.e. the planned supplements?)

Thanks!
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