Blades Out!

Since I didn’t know for sure that the PCs would back the Lampblacks until the very moment they answered Baz in the opening scene, I couldn’t plan for what might come next.

Two shadowing figures, one with a rapier and a tricorn hat and one with a cowl and a knife, in a fight.

Housekeeping

Dear reader, another change is afoot. I have been running this blog for about 17 months. In that time I have published 175 posts, including this one. That’s hundreds of thousands of words, some of them good words, some of them not so good, but all of them worthwhile. For the first month, I wrote one post a day! That seems incredible to me, looking back at it now. I soon dropped down to three a week and then to two. Even that has been a struggle lately. Partly that struggle comes from the fact that I’m playing more RPGs than ever, partly it’s the exigencies of life in general. What I’m getting at is that I’m planning to drop down to a single post a week, probably on a Saturday or Sunday. I still love doing this and I appreciate you, dear reader, for popping by to give some purpose to my ramblings, so I’m not going to stop. I’m just going to take it a bit easier on myself. I might revisit this decision in the new year and I reserve the right to post more often if I find a subject I absolutely must blog about. For now though, on to the meat of the post!

A Murder of Crows

We finally had session one of our Blades in the Dark campaign! Last Wednesday, five of us got together for our first score. To make things a little easier on myself as a first-time GM of this game, I decided to use the starting situation presented in the book. Roric, the leader of the premier gang in Crow’s Foot, has been murdered, and rumour has it, Lyssa, his erstwhile second-in-command, did the murdering. This has opened the floodgates to inter-gang rivalries across the district, that had previously been kept in check by Roric.

The Score

Guns and a knife.
Guns and a knife.

The Opening Scene was set in the old coal warehouse belonging to the Lampblacks. Bazso Baz wanted to know where they stood in the burgeoning turf-war between his gang and the Iruvian Sword-masters, the Red Sashes. The crew’s reputation with the Lampblacks started at 2 so it was a no-brainer for them to support Baz’s side in the war, at least for the time-being, until they see an opportunity to exploit and grab power for themselves, perhaps, later on…

This was the point where John Harper started to let go of my hand. The book provides several suggestions for the type of score Baz (or, indeed, Mylera, leader of the Red Sashes) could send the crew on. A couple of them are generic, other options are for particular crew types. I decided on the one expressly for the Bravos crew type.

If you’re Bravos: Maybe Bazso wants you to storm the drug dens of the Red Sashes down by the docks. Run off the clientele, smash up the places, grab any loose coin you find.

I like how the suggestion is kept very vague. The warning to not overcomplicate things comes to mind when I read that. Also the GM Best Practice to “Be aware of potential fiction vs. established fiction.” Since I didn’t know for sure that the PCs would back the Lampblacks until the very moment they answered Baz in the opening scene, I couldn’t plan for what might come next. As such, there was no point in taking any of those presented suggestions and elaborating on them. I had to put a lot of trust in my ability to improvise the score on the fly, with nothing but my own imagination, the vibes of Duskwall I had been soaking in from the book and John Harper’s advice to keep me right. I jumped in feet-first, a little nervous, but more than a little excited. Mr Harper had let go and told me to swim on my own.

I had a vague setting (the Docks,) a goal (destroy the drug dens) and a crew to act as my water wings, at least. I got the players to make an Engagement Roll. The crew’s Whisper decided to go the occult route with this, breaking into a house near the drug-dens and communing there with the spirit of a gangster who was murdered by the Red Sashes. I found it immense fun to play this unhinged, vengeful, but ultimately powerless ghost. With a 6 on the Engagement Roll, he was able to provide them with the numbers of Sashes in the dens, the best approach to attack and the location of the lockboxes full of coin. He also said if the crew really fucked them up, he’d give them some more information he’d learned in the Spirit Realm that might be of interest to them.

Unsurprisingly, they went for an Assault plan type and then chose as the detail to this plan, a point of attack, which was to go for two dens at once before moving on to the third and final one, where they would find the lockbox. This particular aspect of the Score took a little explanation. The six plan types, the vagueness of the plan and the specificity of the detail for that plan was all, not precisely anathema to trad or OSR players, but certainly an example of what sets this sort of story game apart form those kinds of games.

But once we got into it, the players took to Blades in the Dark like well, blades in the dark. I gave them a couple of clocks for each den they were hitting, one for their goal and one for reinforcements to show up for the Sashes. Some of us had games with clocks before. In Isaac’s Black Sword Hack campaign, he used them to great effect during a fantastic siege scene. But, I also used the example of the Resistance of a delve in Heart to explain how they would work, since most of us were also very familiar with that game. In the use of the clocks, I once again embraced the warning not to over-complicate. I wanted to make sure we got through the score in a single session so, rather than introduce new narrative consequences to every failed or partially successful roll, I just ticked a clock almost every time. I also ruled a couple of times that their actions would tick more than once on a clock, despite not getting a critical. This was largely due to the narrative effects of their actions, but also because of my awareness of time constraints. Despite this, I was delighted to introduce a new clock when the Hound shot a guy right in the head. The bells rang out across the district, tolling for the dead. They knew, at that point, it was only a matter of time before the Spirit Wardens showed up to deal with the newly minted ghost. The Hound kept on shooting, nonetheless, the death-knell kept pealing and I kept ticking that clock.

The players had fun with this score. They fell into their characters and their individual strengths very quickly. The Cutter called out the sword master boss and beat him down in the street while the Leech blew up his drug den. The Hound, sharpshooter that she was, started off sniping, but went in blasting. The Whisper, their mage-tank, had gone for a heavy load with a war-hammer and really had fun Wrecking the place. They rolled well and they got out of there with the Coin, leaving behind three former drug dens. Everyone enjoyed the depth of narrative control they felt they had and how the smoothness of the rules added to the story, rather than slowing it down or lumbering it with hit points and movement speeds and whatnot. As they said, every score their little crew had done so far was, “the Big One” but this one really felt like it.

Rules-wise, we found the character sheets incredibly useful. Almost everything a PC might do is described on the sheet. And for most of the other things, they were on cheat sheets which I had printed out for each player. A couple of times I had to look things up. I ran the rules for the Plan Types, the Plan Detail and the Engagement Roll straight out of the book, which was, thankfully pretty easy to do. The main sticking point, for me, was learning how to assign Position and Effect to Action Rolls. It feels like more art than science to me. There are some useful pieces of advice in the book, but it still feels like a process I will simply get used to, like figuring out DCs in D&D type games, or Resistances in Heart. I referred to the two pages below constantly through that first score and I imagine I’ll return to them again and again in coming sessions. Very useful indeed.

Conclusion

Naming the crew was left until after the first score, as per the advice in the book. It seems the ringing of those spirit bells struck a chord with the players because we had three options in the running:

  • The Deathbells
  • The Dead Ringers
  • The Death-knells

All great names, but it was the Death-knells that won out in the end. It’s a good name and one that is likely to put the fear of death in the other gangs of Crow’s Foot, and maybe the whole city of Doskvol in the weeks to come…


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Author: Ronan McNamee

I run thedicepool.com, a blog about ttrpgs and my experience with them.

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