Actual Play – Sword Kids (6/17/2017)

GM: Sean Nittner
Players: Morgan Ellis, Mike Olson, Austin Lemke, and Kevin Lemke
System: Blades in the Dark
Score: Doskvol Riots

In which we learn that every once in a while, with perhaps a bit if GM encouragement, Blades might actually try to make a difference and make things better in Doskvol. They’ll do it by kidnapping rich people’s (adult) children and holding them ransom, but they’ll do it to make a difference!

In my Doskvol Riots score there is an option for what kind of score you want to do which reads:

Creating Change. You believe in the cause. Who do you care about and how have they suffered? Who needs to go down for things to change? What will you do to them? Ask the  Creating Change. You believe in the cause. Who do you care about and how have they suffered? Who needs to go down for things to change? What will you do to them? Ask the GM how they are prepared for you. 

Before this game everyone who read that option said some variation of “hah, as if!” and them moved onto one of the other two more self interested options (Smoke Screen and Supplying one Side). However when Mike Olson was deciding which option to take (we pass the sheet around the table allowing people to make choices and then others to answer the question in italics) he actually considered choosing that option and with a bit of a nudge he went for it!

The Situation

The Coalridge Minors have been trying to form a union for years, and union breakers (like our crew here, the Sword Kids) have been making sure that didn’t happen. Under the employment of Foreman Slane, they’ve been leg breaking and fire making to keep would be organizers from… organizing.

But that changed when Bell Brogan, a noble who gave up her life of luxury to join the coal miners and organizing them to throw off the shackles of their cruel employers, started causing trouble for Foreman Slane. To shut them down Slane had the Sword Kids light fighter to a building known to house many of the coal miners. Few were hurt in the fire it (it was lit while everyone was at work) but all of these families lost their homes and their possessions. Slane meant it as a message, to turn the tide of dissidence, but his actions were only fuel on the fire!

Meanwhile, Slanes employer, Laudius Bowmore arrived on Coalridge announcing a relief effort to help all the now homeless members of Coalridge. He and his family were also going to host a town hall to hear all of their grievances. The Sword Kids however, knew this was all for show. The Bowmore’s didn’t care about the people, they just wanted to quell the rioting. They would make empty promises that would never be filled, and once again convince the miners that their best option was to go back to work, accept what meager scraps could be offered to them, and in all other ways accept a worse life than they had before.

The Sword Kids

Bell, who was actually part of a noble family, grew up with Adric Keel, another noble whose parents never expected anything of him, but who wanted to make a difference. Much to his parents dismay, Adric joined the Bluecoats, and because of his lineage, was instantly appoint as a watch commander. Because he didn’t spend much time on the street, it took him a while to realize that the Bluecoats were just criminals with a chain and a fancy coat. And when he tried to expose the corruption he found it went all the way to the top. He also found out that the squeaky wheel gets the grease hammer. He was kicked off the force and disowned by his parents for being such a disgrace.

Adric, who had been given the name “Blue” by every criminal on the street who still thought he was a Bluecoat at heart hooked up with his drug dealers (hey, he might want to make a change, but that doesn’t make him an angel) Timoth, who in turn brought along two Skovlanders, who smuggled the drugs, Skannon and Brace. This sad lot had all been beaten up by Doskvol in one way or another. Brace was a Skov refugee that got gang pressed onto the Nightbreaker, Lord Strangford’s notoriously dangerous to crew Leviathan Hunter. Skannon, who had fought beside Brace in the Unity War, signed on voluntarily to get him off the ship, but needed both Blue and Timioth’s help to do it.

Since then, the Sword Kids had fallen in with Foreman Slane, doing work Adric never thought he would, until it went to far and they turned against their employer.

The Score

To make a difference they would:

  • Convince Bell she needed to lay low (a Flashback once they realized that assassins were hired to remove her)
  • Break into the Bowmore’s estate in Coalridge (they only stayed there when making a civil gesture or when their family home was undergoing repairs)
  • Poison and kidnap the Bowmore children (who were 17 and 19 and first put up a formidable resistance in the form of a sword fight)
  • Convince the housekeeper not only that she should stay quiet but she remembered Adric from when he was young, and that “I didn’t set out to do crime” but now crime was the only way to make thinks better, and that she should help them escape the house with the two paralyzed Bowmore’s in tow.
  • Create a fantastic explosion as a diversion to distract the rioters outside and sneak to a boat which they had waiting nearby to sneak away with the price.

What Rocked

I really liked the use of clocks in this game. We had several tensions rising around the people being mollified, Bell being assassinated, and, Bell who they called a friend, learning that the started the fire. I was particularly impressed that when the “Assassinate Bell” clock was 3/4 full, Timoth called for that flashback to warn her that they were about to do something dangerous and that she should watch her back. It caused all kinds of tensions between them (she wanted to lead the resistance) but with a lot of work they won her over and knocked that clock down and kept her alive.

There was some really morally grey areas here, but I wanted the players to decide where the stood. This was the first group I’ve seen that actually said they wanted to do some good, and it was great watching them try despite how hard it was. And even then, poisoning a noble’s children and kidnapping them, it’s hardly behavior that you can excuse, but to them it was for a greater good. I wouldn’t call the Sword Kids “good” people, but having the discussions they did in game (and in character) was really wonderful.

The crew’s name came as this off handed comment. Something like “Do all you kids have swords?” and then it just turned into, yeah, we’re the Sword Kids. And boom, crew name!

What could have improved

I felt like I got really good hooks in the game for Adric/Blue, and towards the end for Timoth, but not so much for Skannon and Brace. I think it’s an easy crutch for me in a con game to grab onto one character’s heritage or background and play off that, when I should really be doing a better job of incorporating them all in.

Actual Play – The Nail and Bottle (6/16/2017)

GM: Sean Nittner
Players: Pamela Alexander, John Alexander, Clark Valentine, and Jeff Kosko
System: Blades in the Dark
Score: Doskvol Riots

Skovlan Refugees are rioting because the brigade watched as their homes went up in flames. What will our scoundrels do about it? Claim turf in the midst of the carnage!

My notes for this game are scattered, so we have a bunch of puzzle pieces here, which might just all fit together (or might not):

  • Bazso Baz, secretly a lover, wants to retire. Gone missing after the fire.
  • Flint, used to move spectral product together with our Whisper Echo.
  • LaRose the Bluecoat, a smug cur who loves to feel superior.
  • The Nail and Bottle, used to belong to the Lampblacks, now run by the Bluecoats.
  • Target: Casslyn Slane, a minor noble assigned to be watch commander of a Bluecoat regiment, trying to advance up the ranks and get out of this crappy job.
  • Melvir, used to run the Nail and Bottle Drav Maroden, friend of the crews. Used to run the Nail & Bottle, now run by Drav Maroden, a Bluecoat.
  • Echo rallied up a group of cultists (Vestine, Orlan, Kelyrn, and Wicker) and together they assaulted the Bluecoats in the Nail and Bottle.
  • The Nail and Bottle was barricaded because of the riots. People killing each other in the streets and the Bluecoats doing nothing about it except saving their own skins.
  • The job was smooth, our cutter got a job as a bouncer. Our Skovlan hound went in as bait (he knew he’d get picked on, which they used pretense for starting the fight). Our slide sneaked in the back with our Whisper.
  • It all went down in a bloodbath, but eventually Casslyn was slain and the Nail & Bottle was theirs for the taking!

What Rocked

It was freaking awesome to game with John, Pamela, Clark, and Jeff. I know my notes are spotty, but I do remember vividly how well they portrayed their characters.

What could have improved

Dang, not only did I not take pictures of my notes, I also lost most of them, so I had to put this together mostly from memory. I’m still digging for those index cards!

Actual Play – The Church Job (6/15/2017)

GM: Sean Nittner
Players: Carl Schnurr, Rob Donoghue, Chad Patterson, Aaron Sturgill
System: Blades in the Dark
Score: Doskvol Riots

I brought the riots to Origins and a riot we had. The Spirit Wardens, everyone’s favorite bogeymen, had burned a witch to break the will of the conscripted Leviathan Hunters, and it had of course, gone horribly wrong.

Elsabeth, a student at Charterhall had been speaking on behalf of the rights of Doskvol citizens and revealing the injustices inflicted upon the citizenry, particular those forced to sail the void sea. When normal methods of silencing her failed, the Spirits Wardens escalated to dire measures and they used the Heart of Kotar, an artifact that was presumed missing, to light a fire that would utterly destroy a demon engulfed in it, and burned Elsabeth on top of it, under the auspices of her being a demon herself.

When this happened the citizens were pushed too far and with Kolin as their leader, took to rioting in the streets of Brightstone, surrounding The Sanctorium, watching the fire that burned not 100 yards from it’s doors.

And my scoundrels used that as a smokescreen to sneak into the Sanctorum from the canals below, make off with the Bank of the Dead (material property taken from the dead), and zip line out of a belfry just as the bombs that Kolin and his crew planted went off!

What Rocked

This was my most Leverage-style of Blades games I’ve run. Rob really figured out how to make flashbacks and his Spider’s forsight work in awesome ways. The did the church job and they did it with style.

A fun twist that we didn’t end up using, but I liked just the same, was that the Lampblacks were working with the Leviathan Hunters to press gang citizens by taking the drunkest (and often the worst customers) and getting them on the ships after they’ve passed out.

What could have improved

Because they were so good at evading people we had very little NPC interaction, which is where I think my strengths lie. Most of the challenges were against the environment, or the encroaching threats. The challenges were solid, but they felt but their nature, less interesting that those with people involved.

Related to that, though the riots are meant to be central to the score (and they were certainly the impetus for the score happening in the first place) they felt far away from the action. There is some sense to that though, the players chose the “smoke screen” option, and they allowed the riots to run unimpinged and they robbed the church while everyone inside was distracted.

Actual Play – Doskvol Riots of 847 Playtest (5/27/2017)

GM: Sean Nittner
Players: Colin Fahrion, Alan Hodges, Jon Edwards, and Alex Miller
System: Blades in the Dark
Score: Doskvol Riots

Friends and I gathered around a table in the atrium at KublaCon to try out a little Blades. Though Alex hadn’t played before and Jon hadn’t seen the rules in many an edition, we were all really excited to play together. So excited in fact that we did a score, took a break, came back, did our downtime, and then another score to boot!

Doskvol Riots

This is my latest score and I’m excited about running it. The idea came from wondering why it is that Doskvol citizenry puts up with all the shit that rolls downhill onto them and deciding that sometimes they don’t. Some of that came from watching episode 17 of the Last Word where the crew incited the citizens to push back against the Bluecoats and the Spirit Wardens. And finally, there is a part of me that just wants to burn it all down right now, and this feels like a safer way that expressing that feeling, than say, kerosene.

Ryan Dunleavy’s beautiful map

Just before heading out to Kubla I was delighted because the canvas print I ordered of Ryan’s map of Doskvol arrived, and that meant I got to have this beauty out on the table during our game.

So pretty.

Ulf, Corro, and scoundrels inbetween

The score started with our scoundrels, who were in good with Ulf realizing that he was backing out of a deal with them because of pressure from the Hive, and in return he was getting a whole bunch of guns to help him take turf in Crows Foot.

Being the enterprising scoundrels they were the crew decided to knock over the Hive on their way to deliver the guns, slip away thanks to help from the Gondoliers (a flashback that ended up with them in debt to the Gondoliers and cutting them in on the action) and then selling them (or at least most of them) to Ulf at half the price the Hive would have charged. And thus a crew of weapons dealers was born!

In the process though, things changed. Their alliance with Ulf went from one of opportunity to one of idealology. Quillion who fought in the War for Skovlan Independence (aka The Unity War) decided that the war had never really ended, it just changed shape to be a battle on the streets of Doskvol. Ulf granted the crew turf (a tailors shop that he had taken over) and they made allies with the Gondoliers, but bitter enemies of the Hive.

Based on some inspiration I had talking with John about allowing the first session to be the forming of the crew, I was really excited that at the end of this we had crew type (Hawkers, a lair, some allies and enemies, a couple crew contacts, and could have launched into the next score. In fact, we were having such a good time that we did a second score!

What Rocked

I haven’t had a chance to game with my friend Alex in years. It was so much fun to be back at the table with him. In fact, every single person at that table were folks I hadn’t gamed with in some time and so it was a mighty fine reunion all around!

Jon’s character Quillion changed so much. Not only did his beliefs change but he was also beat up, arrested, and trauma’d out. And all of these things rolled up into each other. His trauma made him vicious. His arrest promoted his crew to bail him out. His gaping chest would gave him a vendetta against the Hive. (Note: His arrest wasn’t actually treated as Harm, I just though it would be fun to fill that space up for the pic. They had a lot of heat after the first score and when I rolled entanglements I got a 6 (even on 2 dice keep the lower) and since we had ended the first score with Quillion being chased down by Bluecoats and having just stressed out, he was the natural candidate)

We did some amazing reincorporation of NPCs throughout the whole game (something I wish I was better about doing in my weekly Blades game). When

What could have improved

The riots weren’t quite as front and center of the action as I was aiming for. Mostly they represented danger and opportunity (something Doskvol is ripe with anyway). Get to close to the riots and you’re bound to get hurt. Once you’re inside however, the area was effectively lawless as the Bluecoats weren’t really trying to end the riots so much as contain them to Crows Foot. That part worked, but there wasn’t a lot of meaningful interaction with rioters themselves. Food for thought for next time.

 

 

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