14

In my experience, I've been able to play a couple of free play scenes, a single score, and payoff/downtime in about three to four hours. This is including most of the rules, explanations and character creation. All this happens in the span of about three to four hours, with breaks. Character creation takes an hour and a half, generally. Free play starts ...


13

"Don’t feel beholden to the abstractions when you have specific fictional details to work with." Blades in the Dark, "Abstraction vs. Details" "Always follow the fiction." Scum and Villainy, "GM Principles" Neither Blades nor S&V have specific procedures for what happens when a PC acquires an item through the natural progression of ...


13

Keep in mind the basics of how load works, from p.57: For each operation, decide what your character's load will be. During the operation, you may say that your character has an item on hand by checking the box for the item you want to use—up to a number of items equal to your chosen load. You choose what your load maximum is going to be, which ...


11

Consequences And Truth Consequences are both a thing that goes in a harm box on your character sheet and a thing in the plot that is happening. "You go over the edge of the building and break your leg" is one consequence that you resist as a whole, not "you go over the edge of the building" and "you break your leg" as separate things you have to resist. ...


9

Blades in the Dark is set in a world that still uses single shot firearms for the most part, as described at the book page 88: A Pistol: A heavy, single-shot, breechloading firearm. If you shoot someone, you can't just turn around and shoot someone else without having to reload your pistol unless you're carrying more than one, or using the Hound's fine ...


8

In cases like this, the thing to do is to follow the spirit of the rules and fill in the procedural gap. Blades in the Dark is a fiction first game, and mechanics heavy scenarios without ample fiction to support it are likely to self-terminate. That's because each die roll advances events forward. Any injury on the scale you're talking about is going to ...


6

Yeah, sure. Maybe someone wants to retire their character and play someone new. -- Blades in the Dark p.207, "The Dark Future" No reason you can't drop out of the game whenever. Your stash is also your lifestyle, after all, so you might as well keep on living it. It is suggested, in that same section, that you don't just bail on the crew when you ...


6

Can the GM--? The GM can, yes. They're in charge of the game, they decide what goes. So "can the GM decide to save your life"? Yes. And in this case it's not even hacking the rules to do it. Can the GM let you resist harm, even when you have no more slots left to mark it, even when it's marked down, and then just ignore it entirely? Yes. They're allowed ...


5

Yes, it needs modification, if you want the players to have the best experience possible. I played in a one-shot of Blades at Chupacbracon this year and it didn't go over great with all the players. The main issue was starting with no Stress, which coupled with Blades' economy of dice-rolling and no long-term consequences, essentially allowed every ...


4

For the sake of anyone who comes across this question in future: Blades in the Dark would work just fine for a one-shot without any particular modifications. Even the most basic mechanic, Stress, isn't a big deal if you start out with zero Stress, and aren't likely to reach Trauma in the space of a single session. That's fine. Stress is still a resource ...


4

The map is not the territory. However, you may attempt to seize any claim on your map, ignoring the paths (or even seek out a special claim not on your map) but these operations will always be especially difficult and require exceptional efforts to discover and achieve. The claim roadmap shows typical paths for advancement, not an absolute restriction ...


3

Weapons and Equipment are Procure Off Site Neither Blades in the Dark nor Scum and Villainy really take place in worlds where people derive large amounts of personal power from singular things they carry. Run down the list of organizations and look at their assets - very few will list anything like singular treasures. Warehouses full of ship weapons, ...


3

This question was asked on the Subreddit, and apparently it breaks the Stress economy. Each PC gets 9 stress before they have to leave the score (trauma -out). So at 5 PCs that 45 stress for the table. With 45 stress to spend on one score most things that cost stress only cost 1-3 stress (aside from a bad resistance roll or a few other odds and ends). ...


2

Simply put, resisting a consequence does not change what happens. It changes how much it hurts. In other words, it lets the character walk away from events they otherwise couldn't. It is the RPG equivalent of the dramatic technique where the audience is forced to think the hero is done for, at least for a brief moment, but then the we realise that something ...


2

Preload characters and crew. Make a few characters with only a few questions left to answer, like names and friends and maybe one or two points to assign. Abilities I find take forever for people to choose so choose them beforehand. Same with the crew, do 90% but allow for customizing. If you want to take a page out of Night Witches' book, go ahead and "...


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