Tuesday, August 4, 2020

Ironically Studying Blades

Nothing yet with regards to new fiction to share with you fine folks. However, that doesn't mean the gears haven't been whirling this past week!

Last Tuesday Hubby and I hosted our first Blades in the Dark session. As I mentioned in my previous post, Quarthix came by to create his character as well. He's a Leech - a tinkerer, alchemist, and saboteur - named Kristov. One of Hubby's friends and coworkers still wants in, but will be busy until mid-August, so it will be at least two weeks - today and next week - before he can be free for our sessions. He may also bring his girlfriend along, which will bring our over-all crew up to six people; five playing at a time since either Hubby or I will sit out our characters as we GM.

But otherwise, our crew is built. There's Ashlyn "Nev" Kindaith - the nickname "Nev" is short for "Nevermore" - who is a Lurk. Basically the Thief among all of us thieves. Lurks are the "stealthy infiltrators." Next up is Mara "Jackal" Basran, a Hound; sharpshooter and tracker. The third crew member is Syra "Silver Song" Vale, a Whisper. She is our arcane adept; our spellcaster in this game, if you will. Rounding us off is Kristov "Hammer" Keel.

We... um... we forgot to get anyone that could be good at hand-to-hand. Whoops! That's fine, with the mechanic the game has in play, anyone can still do anything with enough real-world dice-rolling luck. I'll touch upon that again in a moment.

Also, fun factoid: most of us chose either "Iruvian" or "Dagger Isles" as our heritage, which means Hubby's character Ashlyn, who is "Skovian", is the only traditionally "white" character in our crew with a more Scandinavian look. Mara appears more Northern African/Middle Eastern/Indian (haven't decided on which quite yet), and both Syra and Kristov appear more Polynesian.

Anyway, together, Ashlyn, Mara, Syra, and Kristov make up the Void Serpents, a daring up-and-coming Shadow crew specializing in burglary, robbery, espionage, and sabotage.

So, naturally, we assassinate someone in our first session.

Okay, here's the breakdown. First of all, we had to build up our Crew as if it were its own character. It actually kinda-sorta is, in truth. This way we can retire our current characters, bring in new ones, have the game go on for years - generations within the game, if we wanted - and that Crew will still be there; evolving with each game.

Anyway, as we were building our Crew, we had to pick a place to be our "hunting grounds;" a place where we did most of our shady business. We wanted to focus on espionage, so we picked the district of Charterhall, "the city's civic offices and the hub for shops, artisans, and commerce." In doing so, we had to pick a random faction whose turf we were invading and suffer some negative reputation among that crew. After flipping through the options, Hubby randomly selected a group called The Lampblacks. Not entirely sure why he picked them since they're described in the book as "akin to folk-heroes among the working class, who see them as 'lovable rogues' standing up to the powers-that-be." I personally would have thought they would be good allies, but I wasn't really paying attention when the faction was picked, so I didn't voice my objections then. Also, the Lampblacks are currently at war with the rival crew the Red Sashes, which is made up of Iruvian sword masters. Seeing as how my character is 3/4 Iruvian, I guess Hubby figured I'd want us allied with them????

No matter. The decision was made, and we took a few blocks from the Lampblacks' hunting grounds, causing an uneasy rivalry between us, and helping us ally with the Red Sashes more. There were other bits of our Crew build that caused other Crews to either befriend us or start up their own rivalry with us as well, but those aren't important right now.

Fast forward to our first session. The game suggests using the starting situation printed in the rulebook if you haven't played before. That way your GM won't have to struggle to figure out a good starting hook. Hubby, without reading the situation, decides that's probably best, and we all agree to just dive in using that scenario.

Then Hubby reads this:
You're in the cramped office of the Lampblack's leader, Bazso Baz, overlooking the coal warehouse floor below. Several of his thugs hang about, armed for war, sizing you up. Bazso wants your answer. Are you with them, or against them? What do you say? Will you side with the Lampblacks? Will you just pretend to? (Good luck, Bazso is very sharp.) Will you tell him to [censored] off?
See, the opening world scenario for the game is that the former leader of the gang The Crows died mysteriously, and his second in command Lyssa took control. Problem is, the original Crows leader had brokered a treaty between the warring factions of the Lampblacks and the Red Sashes. Without his influence, the two have again crashed into a turf war.

How did we end up in Baz's office of all places when we were already at odds with the Lampblacks and mildly allied with the Red Sashes? Don't know. The situation doesn't specify. We know we're screwed from the word "go" because we had just stolen some blocks from this guy's hunting grounds. Plus, were we ready to flip on our ally right out of the gate? It wouldn't have been disastrous, really, it's not like we were firm allies with the Red Sashes yet.

The trick here, though, is two-fold. First: Hubby neglected to read off some key info about the factions we were allied with and the ones we were at odds with. He just read off their names and the key description of them.

So, for instance, for the Lampblacks, we were told, "Lampblacks: the former lamp-lighter guild, turned to crime when their services were replaced by electric lights." We were then told, "The Red Sashes: originally a school of ancient Iruvian sword arts, since expanded into criminal endeavors." We were also told the two factions are rivals/enemies. Based on those descriptions? Of course we'd want to side with the far cooler-sounding Red Sashes. Again, especially since Mara's mostly of Iruvian heritage.

None of us heard the bit about the Lampblacks being sort of the "scoundrels of the people." I don't know if Hubby even read that far into the faction description before we dove in. Whoops.

The second issue with the starting scenario is that it concluded with this lovely suggestion: "Are you actually here to kill [Bazso Baz] for the Red Sashes? (If so, do a flashback and pick a plan for the assassination.)"

Oh, Quarthix grabbed INSTANTLY onto that one. Sure, we're a crew that specializes in standard spying and thievery, but that doesn't mean we can't take on other styles of job, and Quarthix leaned HARD into that mindset.

Baz is the leader of a faction we don't like, and he's warring with a faction we do like. We could get more Brownie Points from the Red Sashes, potentially, if we off their greatest opposition at the time. Plus, the guy has us cornered, what else would we do? Flip on our ally and align with HIM?

I did offer that we agree to side with the Lampblacks and then just stay neutral in the turf war; ignoring the bit in the situation description that says, "Good luck, Bazso is very sharp." Quarthix held firm though that he wanted to assassinate this guy. No one managing to talk him out of it, we stumbled for a bit to try to come up with a plan. Getting into the new mechanics of Blades was really rough after playing D&D for years, but eventually Hubby and I just kind of threw the other two into the game - by me having Mara straight up intimidate Bazso to leave us out of his turf war with the Red Sashes; we will remain neutral and not side with either of them - and went from there.

I actually did surprisingly well for my roll - I was getting the highest roll possible nearly all night; I was shook! - and Baz let us leave. Kristov had planned on assassinating this guy, however, and dang it, he was going to follow through. So, he used the opportunity of Baz being shaken by my intimidation to attack him.

Chaos thus ensued.

Remember at the top when I mentioned none of us were built for melee combat? Yeah.... Luckily, as I also mentioned, if you roll well enough, your character can accomplish virtually anything. I more-or-less took the lead to just bash and shoot our way back out of the building; clearing paths for my crewmates to slip through.

Syra and Kristov took some damage each, but nothing terribly too major. Mara just TANKED most of the damage and barely made it out alive, but made it we all did. On the other hand, Mara killed two Lampblacks, Kristov pulled an audible and decided to kidnap Baz instead of kill him after Syra incapacitated the Lampblack leader, and, while trying to deliver Baz to the Red Sashes, we were stopped by a Bluecoat; a city cop, basically.

Luck wasn't on my side then, and apparently Mara and this Bluecoat knew each other from when she was still on the force. And he did NOT like her one bit. I tried to have Mara schmooze the Bluecoat, but the dice rolls were no longer in my favor. Finally, Quarthix got a good enough roll to convince the Bluecoat - whom I had named James on a whim since Hubby never named or described the Bluecoat - to let us go with a warning. How'd he manage that? He reminded James that the sooner he let us leave the sooner he could get rid of Mara and not have to deal with her crap.

Meh. It worked.
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After delivering Bazso Baz to the Red Sashes, we were quickly reprimanded by the faction's leader Mylera who had asked for Baz's head, not him as a hostage to ransom back to the Lampblacks. We were told that we would only get our pay if we completed the original job, and now we had to make sure it was loud and public so the heat wouldn't be on the Red Sashes.

So we did. In one of the busiest bits of the city - the center of the Crow's Foot district - Kristov executed Baz with one of Mara's pistols. Ashlyn, who was our getaway driver so his character was still involved even if Hubby wasn't playing him at the time, refused to stop for the execution, and so it was very much a public drop-and-go. Boom. Shot in the head, and dumped onto the streets without us even slowing down.

Needless to say, our crew got our first Wanted rating after that fiasco. Although, to be fair, we would have been "fine" except we got extra heat - which tipped us over into a Wanted level - as consequence for me failing miserably to convince Bluecoat James to look the other way as we smuggled the abducted Baz.

At the end of every score - the "missions" the characters go on; the detailed action roleplay - the group gets their payoff and reputation, discovers the amount of heat the crew has on them, determine if they have increased a Wanted level, discover entanglements and other complications that the Crew suffers due to the actions of the score, and then the individual characters can have some downtime to work on independent character-building things and/or heal.

Well, the entanglement we got was that the Bluecoats brought one of our allies in for questioning. Basically, we deduced that James saw how banged up I was, figured I'd go to my doctor friend to get patched up, and so he sent the Bluecoats - or maybe went himself - to collect my ally. I dropped some coin to bribe the Bluecoats, and we all moved on. My ally is safe, the Bluecoats don't know anything else about our organization, and I'm back to being broke....

Mara did manage to de-stress, but she didn't heal at all, and basically one more hit would have killed her. So it's probably best that I'm GMing tonight. Gives Mara more downtime to get properly patched up. Her injuries are even a great excuse as to why she's not going on this next score. Although, everyone getting so banged up DID convince Quarthix that maybe we should aim for a non-combat score this time.... so... yay!

To further drive home the chaos of this first score - probably mostly due to the fact that we are all green and don't quite know the game mechanics yet - one of the pages offered in the player's kits is a way to track the scores the crew has been on and any key elements that might be important story beats for future gameplay. This is what a blank sheet looks like.
Fairly simple. The categories to fill in include: Score Type, Target, Location, Payoff: Coin/Rep, Heat, Entanglements and/or Faction status changes, and finally Notes, Events, and Clocks Advanced.

Well, er... it was ME who decided to fill this out for that first session and.... You guys know me. I'm not very concise. For me, a lot of details could prove important down the road, so if they feel even remotely significant I want to include them.

So it actually kept me three attempts before I managed to keep that first score confined to just the allotted third of a page....
First attempt on the bottom (upper left), then the 2nd attempt in the middle, and the final attempt on top (right side)
To sate my desire to capture as much of the game as possible, I instead turned to the single-subject notebook Hubby initially purchased for his game of Sigils in the Dark before buying his leather-bound one instead. This way we have a record of our games, which is something I've wanted to do with EVERY RPG I've played, but never managed to follow through except for Jolene's game, and that was largely because the gameplay was all text-based anyway. I like being able to look though records of the games and remember the fun we had playing. Plus, for situations like what we've been through with D&D being on hiatus due to COVID-19, it's a way for us to remember what happened last time, especially after long game droughts between sessions. We can also use it as reference points to make sure we keep continuity with regards to the overall campaign. For instance, if we come across a Bluecoat in Crow's Foot again, maybe it's James once more, but this time we DON'T get a warning because we've just irritated him enough.

Trying to get as much narrative detail as I could remember down on paper kept me HOURS on Friday, and five full notebook pages. My hand hurt so much when I was done....

I wasn't quite done yet, though, because we're now up to what I mostly did with my week. Namely, study this dang game!

I knew bits and pieces from Hubby reading passages off to me as he read through the book, plus he had to explain the base rules to the other players, so we all had enough to go off of to play, but was it enough for me to RUN a session?

I brought the roughly 300pg rulebook to work with me this past week, and whenever I had downtime I read. I read this book like it was a school textbook that I needed to study. I copied pages I wanted to make notes on or highlight passages. I jotted things down in a notebook to keep in mind. Most importantly, I tabbed the HECK out of this book so it would be easier for us to quickly flip to whatever rules we needed to figure out in the heat of the game so we didn't bog down the gameplay too much.
While reading though and studying the rulebook I reflected back on the session Hubby ran. He was new to the game as well, and one of the first pages of the rulebook stated that you shouldn't be expected to understand the rules your first go. There's certainly a learning curve with this game, but it's worth it. That said, I did use my knowledge of how the game DID play out versus how it probably SHOULD have played out, based on the rules, so there's some housecleaning we need to do before we officially start playing tonight.

But that's good. We're learning, and I can now help Hubby when he's unsure about a rule, and vice versa. I definitely have a much better understanding of the game and the rules I need to know specifically as a GM. I'm still a bit nervous about running the game tonight since I SUUUUCK at improv, but I feel a lot more confident with Blades than I ever was with D&D. Mostly because a means for me to answer player questions is right at my fingertips within the book, plus the players certainly have more storytelling and storycrafting control with Blades than in D&D, so it's less load on me.

I actually came up with a handful of scores the players can choose from tonight, that way they even feel like they have more control on the situational hook they follow, instead of being strong-armed like we did with the first session.

I have the score Hubby teased the group with at the end of the last game; utilizing our Crew's contact Fitz. I also have a Staking a Claim score, which is another key element of the game as a means to upgrading the Crew. Quarthix and Dragnime both figured last time that we should probably wait before staking a claim on anything, but I have the option available for tonight in case they change their minds. Another option I will literally have on the table is a potential way for the Crew to get rid of our Wanted level; something that doesn't happen until SOMEONE goes to jail for the crimes associated with our crew. Finally, I narrowed the 18-option list of potential Shadow score opportunities down to a list of 6. If they choose "random opportunity" they can then decide to either pick one of the six, or have me roll for one.

On top of all of THAT, I also started thinking about the world-build of the game itself. Another key thing of this game is that the city of Doskvol and the world of the Shattered Islands is supposed to be ALIVE in the background. The world doesn't revolve around our crew, and the environment surrounding each game session should reflect that. I won't get into the mechanics of how the game suggests doing this, but the long and short is that each faction has its own goals, rivals, and allies. As the player characters do things on their scores, during downtime, and while free-playing, they are going to somehow affect the delicate but unsteady balance within Doskvol.

For instance: murdering Bazso Baz.

Baz was the leader of a well-loved criminal faction; champions of the People, as they were. The citizens will NOT be happy about Baz's death. Also, Hubby had headcanoned that Baz's second in command Pickett was out with the majority of the Lampblacks, fighting their war against the Red Sashes, but could there be rumors that Pickett staged a coup? Did the 2nd strategically set up the meeting between the Void Serpents and Baz at the same time the warehouse and Baz would be mostly unguarded, wanting the faction leader to be killed? Would this cause unrest in the gang and a potential power vacuum? Or would Pickett step in as leader seamlessly? Would members start in-fighting as some begin to distrust Pickett? Would they be torn as to who to go after for Baz's death? Because there are other candidates as well. Such as the Red Sashes. They clearly would have the most to win from Baz's death, and there were rumors that he was taken to their HQ before his execution. Does this mean the Lampblacks push harder against the Red Sashes, winning advantage in the turf war? Or is it the Red Sashes that now have advantage since the Lampblacks are trying to recover from the assassination of their leader? What about the new leader of The Crows, Lyssa? The turf war started because she took over for Roric, and a lot believe she actually killed Roric so she COULD lead. She's known to be both connected and brash along with the suspicion of being a killer. Would she purposefully start up a turf war to try to weaken both the Lampblacks and Red Sashes - factions who are fighting over Crow's Foot which the Crows also obviously have turf within - in an effort to eliminate them? The Void Serpents are this daring upstart crew that is barely worth paying any mind, and yet they were somehow both smart enough to execute a faction boss and dumb enough to cause such a ruckus doing so? There's also that rumor about the Void Serpents taking Baz to the Red Sashes, only to execute him themselves. Was this all a ploy to try to convince the citizens to riot against the Red Sashes and weaken them as well? How deep does this rabbit hole go?

And that's just one district of this city! There are 12 districts in total, and 48 factions! Let alone other starting crews like ours - Hubby and I could come up with a rival starting crew of NPCs if we wanted - or anything going on outside of Doskvol. There's six countries that create the Shattered Isles which makes up the game world. There's also 20 other named cities in the world. At any point, Hubby and I could have something happen in any of those locations, or the ink-black Void Sea, or the vastly uninhabited Deathlands. I also didn't touch upon the Bluecoats and how things may have shifted for them as well due to the turf war and knowing Mara's potential involvement. Or the Spirit Wardens who had to clean up three scattered corpses from just one scuffle, before the spirits could emerge from the bodies and add to the already overwhelming ghost/haunting infestation within Doskvol.

There is a LOT to manage in the backgrounds, is what I'm saying. And that was largely what I was doing this week: studying this game, trying to understand the world already fleshed out in the game, and trying to figure out how our characters already affected the world, all while also trying to figure out score options for the players tonight.

It was a HUGE undertaking for me - Hubby says I put in TOO much thought when most of the world-build answers are at my fingertips via the rulebook, and he's probably right, but... meh? - but it was fun, and it did get the creative storytelling portion of my brain moving again. Shake off that dust! The true irony mentioned in this blog post's title is that Blades is a game designed to AVOID extensive planning. The point of the game is to just dive in with only the vaguest of plans - you're actually not allowed to plan via the rules - and then plan backwards by way of the Flashback mechanic. So much of the world and a TON of NPCs are already psuedo-fleshed out in the rulebook. All I'd need to do is flip to a page and read it for the group. The Score that Hubby teased the group was based on the "goals" section of one of the Faction descriptions. Again, this should be easy. It's all more-or-less already built.

I dunno. I guess it's easier for me to dive in with regards to fanfiction because I could immerse more into the worlds of "Hey, Arnold!" or Miraculous Ladybug or Legend of Zelda. I just need to be patient and spend more time with the last chapter of the book that explains the world itself; not the game and game mechanics. I'm hoping I'll get there.

In the meantime, let's see how well the game goes tonight. Hubby will GM next week, so I'll be able to take a bit of a breather and can go back to focusing on reading fanfics and maybe start thinking of my own fanfics.

Plus, I now have an original short story to beta read! A college friend we lovingly nicknamed Chewy - as in Chewbacca, but we spelled it with a -y instead of the -ie - asked me this weekend to look through a story he's been working on for pretty much all of 2020. Or, maybe it was a side-project he was working on whenever he needed a break from the main 2020 story that has already filled 2 journals? Either way, I'm excited to see what he came up with. Reading his story is on my To Do list for tomorrow.
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What about all of you fine folks? Aside from bots, I haven't had any comments in a while. I'm curious as to what you've been up to. Any writing on your end? Any good stories you've been reading? Any fun games you've played? Have YOU tried Blades in the Dark or other Forged in the Dark games? Let me know below!
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3 comments:

  1. Lol I apologise for the radio silence on my end. The joys of life in 2020, ugh. I did not understand any of that stuff about that game hahahaha! I wish that I could get in to that sort of thing, and you'd think that it would be perfect for me, but I just never could for some reason. It's so cool that you're a beta for some original work! I wish I could pump out some original stuff at the moment. But I have actually managed to get some work done this week, including updating one of my stories! I imagine that a lot of people probably had to do a double take when they saw that I've actually been getting some work done.

    We need to have a proper catch up at some point. I'm dying to see what's become of your island on Animal Crossing since it's been a while since I last visited you. I hope your husband is doing okay too. I feel awful that we haven't managed to have some proper time together.

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    1. I read this comment right away, but apparently I only answered it in my mind???

      Anyway, HEYA! WHAT'S UP!? ^_^ No worries about the radio silence. I think we've all more-or-less been doing that. I haven't commented on your blog posts in how long now? We'll get our footing again eventually.

      Sorry about confusing you with the Blades in the Dark stuff. I hope I didn't bore. I tried explaining in a way that would be understandable to non-players, but I'll have to work on better conveying the game mechanics I guess.

      Also, I'd be happy writing ANYTHING, let alone anything original! It was a nice read, and I can't wait to see where he goes with it. As for a proper catch-up, yeah, we totally do! Perhaps I'll at least send you my dream address so you can check out my island that way. In the meantime, Hubby and I are as well as can be expected, and I hope you're fairing well as well. *Now off to read your stuff since I have SUCH a backlog @_@ *

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    2. Hahahaha! Totally relatable. I do stuff like that all the time with all sorts of stuff.

      Hi hi hi hi! Yeah, I really hope that we do find our footing soon, because I legit feel like I haven't spoken to anyone properly in ages. It's weird because you would think that the pandemic meant that we would be able to get more writing and socialising done when in fact it was the exact opposite that happened. At least that's how I feel anyway.

      Lol, it's okay. You probably did explain it very well, it's probably just me being stupid and slow lol. As soon as my brain can't immediately get a grasp on something, it shuts down and is just like 'nope.'

      Oh yeah, I totally forgot about dream addresses. I'll definitely have to send you mine then. I'm glad that you're both doing okay despite everything that's going on. Lol good luck with that. I'm trying to catch up on all of your stuff too, especially your fanfics! xD

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