Step into the World of Blades in the Dark for Thrilling RPG Heists

Welcome to Crit Academy: Dice & Dialogue, where we take you on a journey through the world of RPGs. In this episode, we're excited to step into the dark and dangerous world of Doskvol with our Blades in the Dark mini-series. Join us as we guide you through the seedy underbelly of this gritty city and experience thrilling heists, dangerous encounters, and nail-biting action. Whether you're a seasoned gamer or a newcomer to the world of RPGs, our podcast will keep you on the edge of your seat and leave you craving for more. Are you ready to roll the dice and take on the shadows?

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Our experience in Blades in the Dark

Sponsor: Dice Tale Games: Blood and Doom: https://rebrand.ly/bloodanddoom

As avid gamers ourselves, we were excited to dive into Blades in the Dark and see what all the hype was about. And we were not disappointed. One of the things we enjoyed the most was the freedom of player agency and control over the story. The flashback moments made for great narrative control, allowing players to create surprising twists and turns in the story. We also loved the progress clocks, which count down to major events and add a sense of urgency to the game. A great example that unfolded, was a betrayal within the crew. Using flashback a character explained how he had hired an NPC to help him retrieve the loot during all the chaos of a gang war incited by the crew. In response, another player did a similar action to then explain that as the mastermind, he was on the to the traitor, to begin with. Using the traitor's NPC connections on his character sheet, hired the bounty hunter that was there in a flashback to give away his location for a few. So during the traitor’s attempt to escape, the bounty hunter showed up to collect. This unique and limited feature allows for some of the most engaging roleplaying we’ve ever experienced.

Overview of the game’s setting

Blades in the Dark takes place in the city of Doskvol, a dark and dangerous place filled with supernatural elements and factions vying for power. The city is surrounded by a massive electroplasmic barrier known as the lightning barrier, which keeps out the ghosts and other supernatural entities that would otherwise overrun the city. Within the barrier, the city is divided into several districts, each with its own unique character and challenges.

One of the most interesting things about the setting of Blades in the Dark is the presence of factions. These groups, ranging from powerful crime syndicates to arcane cults, all have their own interests and agendas. Players can choose to ally themselves with one of these factions or try to play them against each other to gain an advantage.

Characters, crews, and the game master

Blades in the Dark offers a variety of character types for players to choose from, including thieves, assassins, smugglers, and more. Each character has their own set of skills and abilities, which can be improved over time through experience and training.

Players can also form crews, which are groups of characters that work together to accomplish common goals. These crews can be anything from a group of street urchins to a powerful crime syndicate, depending on the players' preferences.

The game master in Blades in the Dark plays a crucial role in facilitating the game. They are responsible for creating the story, setting the scenes, and controlling the actions of non-player characters. They also help to enforce the rules of the game and keep the players on track.

Related Article: Uncover the Dark Secrets of Fantasy’s Most Intriguing Seedy Underbelly Guilds

Characters, Crews, and the Game Master

Players in Blades in the Dark can create a wide range of characters, from cunning thieves and masterful assassins to ingenious inventors and cunning occultists. Characters are defined by their abilities, known as "actions," which are divided into four categories: finesse, prowess, resolve, and insight. Each action represents a different skill or ability, such as sneaking, fighting, resisting harm, or studying the supernatural. Characters also have attributes that represent their physical and mental traits, such as strength, agility, and intelligence.

Players can also form "crews," groups of characters that work together to achieve their goals. Crews can be anything from a street gang or a group of thieves to a cult or a secret society. Each crew has its own unique abilities and resources, such as a hideout, a network of informants, or a stash of valuable loot. The crew also has a reputation, which represents their standing in the city and the respect they command from others.

The game master, or "GM," is responsible for setting the scene, describing the challenges and obstacles that the characters face, and facilitating the game. The GM also plays the role of the various factions in the city, as well as the supernatural threats that lurk in the shadows.

Core System

Blades in the Dark uses a unique system for resolving actions and determining the outcome of events. The system revolves around the use of six-sided dice, or "d6s," and a mechanic known as "position" and "effect."

When a character attempts an action, the GM determines the position of the character based on the circumstances of the situation. The position can be "controlled" (favorable to the character), "risky" (uncertain), or "desperate" (dangerous). The player then rolls a number of d6s equal to their action rating and counts the number of dice that show a result of 4 or higher. This number is known as the "effect" of the action.

The GM then determines the outcome of the action based on the position and effect. If the position is controlled and the effect is high, the character succeeds with little to no consequences. If the position is risky and the effect is low, the character succeeds but with some complications. If the position is desperate and the effect is low, the character fails and suffers severe consequences.

Stress and Trauma

In Blades in the Dark, characters have a limited pool of "stress" that they can use to improve their chances of success or resist harm. Stress is gained when a character makes a desperate action, pushes themselves to the limit, or suffers a traumatic experience. When a character's stress reaches its limit, they suffer a "trauma,"

Progress clocks, action rolls, and effects

Blades in the Dark also features a number of other mechanics that add depth and excitement to the game. One of these is the progress clock, which tracks the progress of major events in the game. As the clock fills up, players know that something big is about to happen, which adds a sense of urgency and tension to the game.

Blades in the Dark is an exciting and unique RPG that allows players to step into the dark and dangerous world of Doskvol, a gritty and supernatural city full of factions, heists, and perilous encounters. The game provides players with the freedom of player agency and narrative control over the story, with mechanics like flashbacks and progress clocks adding surprising twists and a sense of urgency to the gameplay. Characters and crews have their own unique abilities and specialties, and the game master facilitates the game by setting the scene and creating challenges for the players. The core system of the game involves dice rolling and resolution, and players can take actions based on their attributes and abilities, managing their stress and trauma along the way. With its immersive setting, engaging mechanics, and endless possibilities for storytelling, Blades in the Dark is a must-play for RPG enthusiasts looking for a thrilling and unique experience. You can learn more about Blades in the Dark or get your copy here.

Related Article: How to Create a Seedy Dive in your RPG

 

Exotic Equipment Perks

One of the best parts of a roleplaying game is the building of characters. Character backstory, class abilities, race, skills, and combat are all different aspects that can be loved by players. In Fifth Edition, it tends to get clumped into the simple “not enough options” category. In 5e the single largest lackluster choice is the weapon. There isn’t much in the way of uniqueness to separate them, except for maybe the damage die and a few restricting traits. Not to mention, some of the weapon stats are literally EXACTLY the same (looking at you polearms). To an extent, this can also be true for armor as well. Aside from the bonus to AC, there isn’t really a reason to wear any particular piece of armor. Well, Exotic Equipment Perks hopes to remedy that. We want to make your choice of equipment matter just as much as a class, race, or skill option. We want it to be another defining feature of your play style.

Weapons and equipment should be more than just objects that adventurers carry to slay enemies and protect themselves. In the proper hands of a master, they should be powerful tools to gain the upper hand in battle. In order to remedy this, we present to you Exotic Equipment Perks!

We want to give a huge shout-out to all the backers on Kickstarter who made this project possible! Thank you.

Inside you will find:

  • 36 New Weapon Perks

  • 12 New Exotic Weapons with Perks

  • 16 New Armor Perks

  • 6 New Exotic Armors with Perks

  • 10 Toolkit Perks

Get your copy here and make your choice of equipment matter!

Click to learn more.

Monster Variant: VENOMOUS RAZORBACK CENTIPEDE

The Venomous Razorback Centipede is a creature that lurks in the darkest corners of dense forests and caves, hunting for prey to feed upon. This fearsome creature is distinguished by the sharp, razor-like spines that protrude from its back, which it uses to both defend itself and attack its enemies.

It is said that the Venomous Razorback Centipede was created through a cruel experiment conducted by an evil doctor who sought to create the ultimate weapon of destruction. The wizard combined the venom of a deadly spider with the hardy exoskeleton of a giant centipede, resulting in a creature that was both resilient and deadly.

Over time, the Venomous Razorback Centipede has spread throughout the land, breeding and adapting to new environments. They have become a common sight in the forests and mountains, where they prey upon smaller creatures and defend their territory from larger predators.

Despite their fearsome appearance, the Venomous Razorback Centipede is not naturally aggressive toward humans. They prefer to avoid confrontation when possible, using their speed and agility to evade danger. However, if threatened, they will not hesitate to attack, using their venomous fangs and sharp spines to defend themselves.

Due to their venomous bite, the Venomous Razorback Centipede is highly prized by alchemists and potion makers who seek to extract their potent venom for use in their potions and elixirs. As a result, they are often hunted for their venom, which has led to a decline in their population in some areas.

Some local communities have developed a unique relationship with the Venomous Razorback Centipede. They believe that the creatures possess magical properties and will often leave offerings of food and treasures at their lairs in the hopes of gaining their favor and protection.

Overall, the Venomous Razorback Centipede is a dangerous and elusive creature that commands respect and caution from those who encounter it. Its venomous bite and sharp spines make it a formidable opponent, but those who manage to defeat it can reap the rewards of its valuable venom.

Insectoid Senses. The centipede has advantage on Wisdom (Perception) checks that rely on smell or tremorsense.

Razorback Armor. The centipede's back is covered in razor-sharp spines. A creature that hits the centipede with a melee attack while within 5 feet of it takes 7 (2d6) piercing damage.

Web Walker. The centipede can move across webs as if they were difficult terrain.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) piercing damage plus 7 (2d6) poison damage and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 24 hours.

Razorback Spines (1/day). The centipede launches its razor-sharp spines in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one.

Reactions

Evasion. When the centipede is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it can use its reaction to instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.


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