The Skydagger Keep Debrief

This week my group completed our Band of Blades campaign. Our game from start to finish took 16 approx. 3+ hour sessions. We completed 13 full campaign phases prior to reaching the Keep. Skydagger Keep took two sessions. I would love to hear what other people’s stat’s and experiences were like as well.

Skydagger Keep

  • We arrived at Skydagger Keep with 8 Specialists, 6 full squads, 1 injured rookie and full Morale.
  • Our Commander chose to do all 5 missions, even though we could have skipped Holding the Lower Pass due to killing Render.
  • The Reinforce the Gates & Ramparts mission went so well for our Officer and his team of workers that he completed it early and asked for the chance to take on an additional mission objective: building a siege weapon. He had 2 unexpended channels, it seemed fair at the time.
  • We rolled 3d6 on the final Engagement roll and got a 4.
  • We completed the game with 230 points.
  • The funniest part of the game was adding up all of our points and hearing my players scream in disbelief when there were options they never even imagined had been available. “What the hell does Weaving Moonlight even mean?!?”

Casualties

  • We lost 24 Legionnaires on our journey to Skydagger keep. An additional Rookie died at Skydagger Keep.
  • Of the dead, 21 were rookies and 4 were Soldiers
  • 7 legionnaires were killed by the Infamous Devourer Silver across 3 secondary missions. Pure coincidence; my player’s were very mad they never got another chance for revenge.
  • 5 of our surviving Legionnaires have at least 1 rank of Blight.
  • 8 of our surviving Legionnaires have received at least 1 Trauma.
  • We came perilously close to failing the game at Fort Calisco when the Legion was reduced to 3 squads with a partial 4th and chose to fight on without recruiting so that they’d have a chance to kill Render.

Special Kills

Horned One’s Chosen

  • The Horned One’s Chosen started with the Anointed advancement and advanced 3 times, adding Shapeshifter, Horned One’s Thews and Horned One’s Bounty. As GM I chose all of the Horned One’s advancements with limited input from the players.
  • The Horned One’s Chosen almost died on 3 separate missions, including the initial mission, the special mission for Talgon Forest’s Heartwood Tree and a custom special mission to kill Render at Fort Calisco.

Commander

  • The Commander took the northern path through the Long Road and then through the Maw.
  • Our Commander was very stingy with Intel. In the early game she always requested Reconaissance missions until she finally reached 3+ intel and only spent it if she earned more. She preferred being able to ask 4 questions to the GM rather than add dice to engagement rolls. When the Horned One took the Shapeshifter power, she began regularly spending Intel with the assurance that she’d earn some every other mission no matter what.

Marshal

  • The Legion had 10 Soldiers in its squads upon arriving at Skydagger Keep and had promoted 15 rookies since the beginning of the game. Only one rookie promoted from soldier all the way to specialist, although 4 were very close.
  • The Marshal awarded 5 Swords of Valor and 1 Bronze Star medal. 2 more could have been awarded at Skydagger Keep, 1 posthumously.
  • Our Marshal enjoyed shuffling his rookies and soldiers constantly. For most of the game he kept the Silver Stags 100% Panyar, and moved every Soldier to the Shattered Lions.
  • Our Marshal took his naming responsibilities seriously but used almost none of the suggested names in the books. His Panyar names used much more evocative colors, instead of “black” or “red” or “green” it would be “onyx” “crimson” or “emerald”. His Bartans were pulled out of Indian history text books and he went looking for old Italian noble titles for his Orrites. It was really enjoyable.

Quartermaster

  • The Quartermaster completed 6 long-term-projects, including 2 that added new special powers to the Legion: Black Oil (melee blackshot) and Sign Language (allowing us to have complex conversations while sneaking around).
  • The Quartermaster acquired 3 alchemists and lost 2 of them to Blight before arriving at Skydagger. He established in-game that it was his personal responsibility to “give them rest when the time came”.
  • Our Quartermaster would beg and plead with the Commander for Supply missions, but only spend Supply in large towns. Huge boom bust cycles of development.
  • Other special resources included 1 Mercy, 3 wagons, 1 worker and 1 siege engine.

Lorekeeper

  • Our Lorekeeper told 6 stories to honor the fallen and provided us with a lot of great lore without being prompted. Here were a few of my favorite things he added to the game:
  • The Legion was founded in Dar from a punishment battalion of convicted foreign criminals.
  • All Legionnaires are tattooed upon entering into the Legion with ink made from the charred ashes of Legionnaire funeral pyres. Each promotion and demotion of a Legionnaire is tattooed on their arms. Officers have special alchemical tattoos derived from the same chemicals in crimson shot.
  • The Legion had been almost destroyed 4 times prior to Ettenmark Fields. The post-Ettenmark Fields Legion is officially the Fifth Legion.
  • The Legion demanded each patron provide them with a banner to fight under for the length of their service. When decommissioned, the banners are added to the Ragged Tent.
  • The command tent of the Legion was called the Ragged Tent and was composed of the old banners of the legion stitched into a tent. Rumor held that there were still patches from the Old Empire sown into the walls.
  • The Horned One’s banner was the skull of a bear fused with the antlers of a deer under which a bear skin painted in white runes.
  • Legion dress uniforms came complete with an ornate wooden whistle that doubled as an improvised weapon.
  • The Legion’s ancient motto from the end of the Empire was “All that lives must die.” The rebel legion that stayed loyal to the Last Emperor’s motto was “Everlasting life to the Emperor.”
  • The Tantari Banner was also known as the Poison Banner because it’s beautiful colors were toxic and could kill the bearer with long-term exposure.

Overall Impressions
Playing Band of Blades has been one of the more rewarding gaming experiences I’ve had in years. I had a wonderful time running it and my players really enjoyed it. We are extremely excited for the next campaign. BoB is probably the most ambitious and complicated hack of the FitD system to date, giving each player the opportunity to play a staff officer making vital war decisions, a hyper competent military specialist and a half-dozen fresh rookies just hoping to make it through another night.

The Campaign Phase is by far, my favorite aspect to the game. In my 20+ years of gaming I have managed caravans, pirate fleets, spaceships, mercenary companies, rock bands, crime families and samurai clans. I have never played a system that has made it as fun and easy as Band of Blades. Most games that try to model complex organizations typically have two stumbling blocks: resource management and decision-making: someone has to keep track of the fuel, missiles and cows and someone has to decide where the organization is going or what it is doing. Many games don’t bother to delegate resource management, it becomes the job of an overworked GM or a poor player who drew the short-straw. Similarly, most games don’t provide any framework for making decisions. Your trip to the Crown of the World may involve a good hour of players just arguing over the best route. Band of Blades bypasses these stumbling blocks completely by dividing all essential statistics and responsibilities between three players. Each player has total control over their domain and has the last word over any decisions.

Some of my favorite scenes from our campaign were times when our command staff would disagree. Watching the Quartermaster, Marshal and Lorekeeper all implore the Commander to take the southern route to Skydagger Keep only to ignore them all and take the far north route through the Long Road. The Quartermaster refusing to spend anything outside Secondary Missions for the first 11 sessions, followed by an amazing military spending spree at the end of the game. The Marshal constantly inventing a reason to put his favorite rookie on the mission, squad be damned. Despite this, the rules are set up in such a way that the player’s can’t really interfere with each other allowing everyone to work as a cohesive unit even if they disagree about everything. In fact, one of the most interesting scenes in the campaign for was when we had a back-to-camp scene after killing Render. All of the commad staff had an opinion on what to do with the body. The Lorekeeper wanted to seal it in a steel coffin wrapped in silver chains and bury it under 20’ of rock. The Quartermaster and Marshal wanted to see if it was “valuable”. The Commander sided with the Lorekeeper. But because they were outside the campaign phase, there was no way to resolve the dispute and it got very heated! I eventually had to step in as GM and provide more context so that players’ could rethink their positions. It was a great illustration of how GOOD the rules for keeping the command staff working together really were.

More than just transforming some of the most tedious parts of organization management into a fun mini-game, the division of labor in Band of Blades improves the overall quality of the gameplay. The Commander, Marshal, Quartermaster and Lorekeeper are also invested in many of the creative tasks that are normally a GM’s responsibility. My Marshal’s names were better than the names I would have come up with, because it was his sole creative task each week. I no longer had to worry about names in the Legion, the Legion’s glorious backstory, which direction the army was going to travel, or any of the other jobs I had normally had to worry about in so many other campaigns. I could instead concentrate entirely on coming up with stressful, scary missions and scenery. Now that the game is over, this is what I’ll miss most. Having my players fully invested in creating our campaign world made roleplaying so much easier.

Mission Play is extremely well balanced and designed to give the player the impression that they. just. might. make. it… Combat is brutal and most enemies are at least as dangerous as the PC’s. After a few sessions where players exchanged blows with the undead on every mission they played, game strategy changed drastically. Suddenly the Legion wasn’t fighting hordes of Burned, they were pushing through them, all shields up so that they could maneuver to the next objective. Oil traps, rock slides and always always running became very popular strategies on every non-Assault mission. As the player’s Specialists began to advance gameplay remained conservative but with occasional explosions of demigod-like feats. All my players were extremely proud of their Specialists and their capabilities.

The campaign setting is wonderful. There’s just enough information provided to spin up everyone’s imaginations and fill in the details as they see fit. You can look at my Speculations thread for more proof of that. https://community.bladesinthedark.com/t/the-speculation-thread My players took the setting directions I didn’t expect. The Panyar Marks my players came up with were weirder than what was presented in the book, a man with a red beetle for a hand, complete with it’s own head and mouth, a person with an inflatable head pouch like an elephant seal. Orrite civilization somehow became a group of crypto-communists who’d outwitted a naieve ruling class and built an egalitarian society where everyone was literally kings. I built a world where there were secret Panyar monks assassins living in Gallows Pass and the ruling class of Barrak’s Mine were literally corrupted and insane.

Complaints

I wish there had been more art that focused on the undead and I also wish that the art for each Broken’s Undead Armies had been larger; for a game that’s about fighting the hordes of darkness, the vast majority of the art is focused primarily on the legionnaires. It seems a shame to have such wonderfully described monsters without some big art panels to match.

The Favors awarded on Special Missions could have used a little extra playtesting and tweaking. When I built my first version of the Horned One I gave her the Wild Favor because it sounded interesting, only to discover after reading the book that there are only 5 Special Missions that have the Wild tag, and of those, you can only get 3 on any playthrough. The unique Favors available to the other two Chosen are both well represented, and most perplexingly, there are 8 missions that grant the Knowledge Favor which is not associated with any Chosen in the book.

There are rules that are slightly ambiguous or have multiple interpretations, and a few rules where certain mechanics could be inferred but weren’t explicitly explained. For example, the book often refers to “Specialists” in the rules sections, when they probably mean “Player Characters”, see the rules for the Protect teamwork action for an example.

A few minor errors, Wagons weren’t given a listing under the Quartermaster’s Acquire Assets roll, the Troops reward for Recon missions isn’t explained, some of the (+/-) symbols for mission rewards and penalties were reversed in the handout. There are some rules that are mildly different in the rule book versus the hand outs. For example, the book says that the final Fortune roll for Skydagger keep subtracts die equal to the number of surviving Lieutenants and Infamous, but the handout only says Infamous.

Overall, I would recommend Band of Blades to anyone who likes dark fantasy, military campaigns or is just looking for something different to play. I would also recommend it to anyone who is heavily invested in Forged in the Dark Games. Band of Blades is a proof-of-concept displaying the full versatility of the FitD system. 5 stars. 100% fresh. A good time had by all.

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Hi Udachnik
An excellent report/debrief here.
We are now at Skydagger Keep, “Hold the lower pass” missin completed. It will probably take one or more sessions to finish it, and i will post our debrief (or our GM will do it).

The final score will be WAAAAAY lower than yours though. Our campaign has been much more brutal (38 dead and counting).

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Thanks for writing this up @Udachnik :slight_smile: It really touches my heart.

A lot of the stuff that you’re talking about (duties) comes from our own playthroughs. I was GMing our first game and I was like: NOPE, we are NOT having me handle/track/remember/teach everything that is WAY TOO MUCH and the wrong way to do it. A lot of the stuff you’re describing comes from some opinions I had on how to do “GMless” games (don’t just trade the hot seat, actually divide the responsibilities, and support it in play) and how to enable players to not just carry the load, but hopefully take responsibility and generate investment and buyin’. It’s amazing to hear that it all clicked for you folks.

The critiques are fair btw ^_~ Just one note:

This is in the Errata. The handout is correct, otherwise you can’t get a positive result. It’s also correct in the book PDF.

Just in case you wanted to know: Knowledge is the domain of the Orite gods (the gods of Civilization). There’s an Orite chosen in Campaign 2. It’s only relevant if you (re)play the first campaign with future Chosen, but it’s never presented as a solo Favor, so that other choices are valid. But it’s no less in-valid than any domain you didn’t pick for your Chosen.

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Hi fellow Legionnaires. As promised I’m going to report here on our own Campaign (we finished Skydagger Keep yesterday), and I’m going to follow more or less the format that Udachnik used.

On this Campaign, I was not the GM. I was a player (Hurra!), but I report here with the approval of my GM and other players (Thanks V.).

It took us about a bit less than 20 sessions, each between 3 and 4 hours, to finish. 1 or 2 missions lasted 2 sessions, and Skydagger keep lasted 4 sessions. Some Details are missing, because unfortunately the Lorekeeper’s harddrive crashed in mid-game, and some Annals were lost (which cost us 10 points for the final score).

Skydagger Keep

  • We arrived there with 27 Squad members and 6 Specialists. Including 4 soldiers and 2 heavily wounded Rookies. A lot of trauma all around and some blight.
  • We did all five missions, with success, but a TPK in the Recon mission and 11 deaths including 4 of our Specialists overall.
  • We rolled only 1 dice on the final Engagement roll and got… a 6! YEAH!
  • Our score was… low. 95 points. It would have been just above the threshold without the hardware dysfunction…

Casualties

  • We lost 48 Legionnaires:
    23 on Secondary missions
    25 on Primary missions.
    Here’s the detail by location:

Initial mission: 3
Western Front: 4
Plainsworth: 2
Sunstrider Camp: 4
Westlake: 2 (and one aborted primary mission)
Eastlake: 13 (yes, that’s 13)
Fort Calisco: 6
High Road: 3
Skydagger Keep: 11

  • The closest we were to defeat was at Eastlake, where a string of bad rolls on Secondary missions brought us close to the limit. For a few sessions we had almost nothing, lacking even Food and having to spend all supplies on Recruit actions just to stay above water. And up to Fort Calisco, one more bad roll could have ended us.
  • Elia the passing Curse was our recurring enemy, did us a lot of damage. Especially in the fog. We all hated fogs and did not know how to deal with it. A tentative to dispel it by grouping Reliquaries ended in Blight and death, thanks to the dice.
  • We even had to do an unexpected Rookie-only Primary mission, because ALL our surviving specialists were too heavily wounded to take part.

Special Kills

  • We killed 3 Infamous (Silver, Eater, Shatter) before Skydagger, and 3 more at Skydagger (Ache, Elia, Chimera). We killed 3 Lieutenants: Bhed and Zenya before SK, and Mikhin at SK. No Broken.

  • Our best kill, I think: a Rookie sacrificing herself to tie a rope around herself and Shatter, the other end of the rope being tied to the arm of a catapult on top of a Tower, a few meters away. Then ZOOM! Here you go. Both ended shattered against the external wall of the Tower.

Our Chosen: Zora
-Started with star of the dawn and took only one Advance: living god’s fury
-We tried to have her participate in one or two missions (excluding the first and last at SK), but our Consort/Sway rolls were not good enough. One of our Soldiers got a magic +1 effect Sword instead, which was good.

The Roles:
My impression is that for half of the campaign, our Roles played an interesting game. Then things went badly, and we had no Intel or anything to spare on questions, LTPs, acquisitions or other interesting stuff. Eveything was Recruit and Liberty/R&R, just to survive to the next mission. Not a lot of choice! But that’s by design: We DID feel the hot breath of disaster on our neck (or in French: nous avons bien senti le vent du boulet) more than once.

I was the Marshal and I did a lot of reshuffling too. We were not really able to play the intended Squad’s specialties. But we had the Ember Wolves getting in the habit of blowing as many things as possible, the Ghost Owls as a an all-female Squad almost to the end, the Silver Stags invariably failing all missions… and the Star Vipers were not played up until the Second Wave mission at SK, where they had an incredible number of 6s and Crits… as well as twice double 1s!

Here I have to confess that I gave some stupid names with bad jokes or allusions to a lot of recruits, but my fellow players did not notice because the jokes were in French or Italian and I played with English-speaking people. Sorry for that. Orites had a lot of obscure noodle names.

I’ll continue this report in the following days for the more abstract things.

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Thank you!

We’re just getting to Barrack Mines, any forward information and experiences are invaluable to me as the GM, specially the last mission!

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Regarding the “last mission” (I suppose you mean the whole Skydagger Keep 5 missions + Last Wave), I think the following:

  • I don’t think it’s a big spoiler if you have the players read in advance the requirements of the dice pool of the Last Wave and the details of the final scoring. Of course, it will somewhat influence their choices (“OK, we have to kill this Infamous”, or “Sure, let’s do this Special Mission iot get the relic”), but not a lot and frankly, there are many odds aligned against the Legion already.
  • As a GM, when you get to Skydagger Keep, you have to read carefully those lists of requirements and plan the obstacles accordingly, to help the Legion a bit. In our game, if the GM had not thrown at us at least an Infamous in each SK mission (or if we hadn’t killed them all), we would have rolled the Last Wave with 0 dice…
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We made it! Legion reached the Skydagger Keep and repelled the undead. Now, waiting for Spring to come, it’s time to summarize the whole journey - the 12 missions along the way, and final challenges in Skydagger itself.

Skydagger Keep:

  • We arrived in Skydagger with 9 Specialist, 8 Soldiers and 18 Rookies - most of them in good health.
  • We still had 9 ticks left on the last time clock
  • We failed at the Reinforce Ramparts missions, but succeeded on the rest of them
  • During the 5 Skydagger Missions, Legion:
    • Lost only one Rookie
    • Killed 1 Infamous (Shatter) and 3 Lieutenats (Zenya under avalanche, Irag and Ogyier during Second Wave)
  • Made direct mind-contact with both Breaker (via lightning chain) and Cinder King (while trying to severe connection between Cinder King and Ogyier)
  • Roll 3d6 for Last Wave and got a Crit!
  • Raked up 210 points

Casualties:

  • 24 Legionnaires
  • No Specialists lost
  • By Location (primary/secondary):
    • Initial mission: (1/na)
    • Western Front: (0/2)
    • Plainsworth: (0/0)
    • Sunstrider Camp: (2/3)
    • Westlake: (1/3)
    • Westlake 2: (0/0)
    • Eastlake: (3/3)
    • Eastlake 2: (0/2)
    • Fort Calisco: (1/na)
    • Fort Calisco 2: (1/0)
    • The Maw: (1/0)
    • Skydagger Keep: (1/na)

Special Kills

  • Breaker
    • Infamous: Elia, (never unlocked Chimera)
    • Lieutenants: Hag (killed in Calisco), Ogiyer (in Skydagger), (never unlocked Bhed)
  • Render
    • Infamous: Eater (Shreya initial mission), Ache (Eastlake), Shatter (Skydagger)
    • Lieutenants: Mihkin (Eastlake), Zenya (Skydagger), Irag (Skydagger)

Chosen - Shreya

  • After she coerced Legion into committing involuntary homicide in Plainsworth, the relationship with soldiers was… sour
  • She advanced once only and had to powers - Asrika’s Mercy and Asrika’s Tears
  • She almost died when fighting Ogiyer during the Second Wave in Skydagger Keep - rescued by our Blighted Medic, who used her corrupted magic. Beaten, and wounded, Shreya did not kill her saviour…

Command

  • Commander run on low intel for almost the whole journey
  • After acquiring horses in Plainsworth and then getting even more in Sunstrider Camp, the Legion did not have to worry about pressure and had plenty of time to reach Skydagger Keep
  • Marshal lost one entire squad (Star Vipers) - when the Bartan soldiers were rescued in Eastlake, they joined the Legion under new banner - Striped Vipers
  • A Dar Scout and Aldermark Officer joined Legion ranks during the journey
  • One Soldier and one Rookie were promoted to specialists (Medic and Heavy)
  • Quatermaster did not trust alchemists - Legion had 2 Laborers and a Mercy, but he refused to recruit Alchemists
  • 4 Long Term Projects were finished (including getting into Westlake)
    • Our Medic finished her “tinfoil hat” Long Time Side Project and learned to Weave her own hexes (while getting Blighted in the process)

Special Missions

  • Sunstrider Camp: Infamous “The Doctor” left behind by Blighter
  • Westlake (not taken): Help to get into city
  • Westlake 2: Escort Maja
  • Eastlake: Bartan squad pinned down
  • Maw: Lightning Chain

Legion Annals

Thanks @stras and @worldnamer for creating this game! We had lots of fun with it and I hope we will continue it during the second campaign!

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Thanks for writing this up, and extra thanks for sharing the art! I’m glad you had a good time!

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Our Chosen was Zora and our Broken were Render and Breaker. Started with 4 players serving as Commander, Marshal, Quartermaster, and Spymaster. When one player dropped out, our Spymaster moved into the Marshal role.

I believe the group always advanced, except at Westlake where they stayed outside the city proper for 3 whole mission phases, which in turn led to one of my favorite missions (Breaker themed!). We would usually only get either a Campaign Phase or a Mission Phase done in a single 3-4 hr session, the group really liked to debate. Even once they finished debating every possible option, they frequently needed me to push them to make a decision.

Lost a player right after Suntrider Camp. It was a pretty big bummer for me. They are a good friend of mine so when they said that they just didn’t enjoy the system I believed him, but I still wonder if I had been better with the system if he would have dropped. It was interesting because he was the one who introduced me to the system and ran it for a few sessions for myself and a few friends. They were also the one who was interested in some of the themes/storylines I was hoping to have in the campaign and the only one comfortable with roleplaying, so once they left we lost a lot of that.

Skydagger Keep

  • Arrived at the Keep with 6 Morale, 3 Time, and 1 of each Specialist (picked up an Officer in the same mission our original Officer died in).
  • We had 5 full squads; the Grinning Ravens were at partial strength.
  • Final Score was 70 points.

Casualties

  • We had 23 deaths through the campaign. 18 Rookies, 4 Soldiers, and 1 Officer.
    Special Kills
  • Killed Silver, Elia, and Eater before Skydagger.
  • Eater was a nice flashback for the players because they had encountered him at the Western Front. They had hurt him badly but also got hurt badly. Being able to kill him at the end was a clear demonstration of their improved grasp of the system.
  • I beefed the encounter with Silver because we paused halfway through the mission and had a week off between resuming. I forgot that I had set up another mission to have him as the enemy and then put him in the one they were actually playing (Bartan Squard Rescue woo!).
  • Killed General Mihkin during the mission to Hold the Second Wave. This is also where 3 of the Soldiers died, as they knew that if they didn’t put him down the entire Squad would be encircled and die. Soldiers held off reinforcements for the crucial last few actions needed to kill Mihkin.
  • Mihkin was kinda the big bad, as he harassed the Legion for a good 3 or 4 mission phases outside (and inside) Westlake and maybe Sunstrider as well? Regardless, they hated that dude. During that time, the Heavy, Vashti Avesta, managed to earn his ire, which ended up being crucial in taking him down. Vashti went with the Silver Stags on the Hold the Second Wave mission and Mihkin’s hate for her was what pulled him away from his guards and drove him to into the rage that kept him from realizing he should retreat. Good job Vashti!

Zora, Chosen of the Living God

  • Started with Star of the Dawn
  • Picked up Living God’s Fury toward the end of the campaign.
  • She was Vicious and Transcendent.
  • Nearly died outside Fort Calisco, got saved by naught but pure luck.
    Commander
    *The Commander took them south toward Westlake and then reached Skydagger Keep through the High Road.
    *He always took a ton of feedback from the rest of the Command staff, but once he made a decision, he was immovable. Really gave off the vibe of maybe being a bit power-drunk or self-important but still competent. Major kudos to the player for toeing that line. It was delightful to see the rest of the Legion, from Command staff to Rookie constantly grumbling to themselves that “he was a bastard, but damn if he didn’t keep them all alive.”

Marshal

  • Reached Skydagger with 5 Squads and 3 recruits in the Grinning Ravens. He only started moving troops around at Fort Calisco, otherwise Legionnaires stayed where they were. He saved the campaign by choosing/pushing the Quartermaster to Recruit right before they hit Skydagger, not knowing that there would have been consequences for being under strength when they arrived. He got lots of congratulations for that.

Quartermaster

  • The Quartermaster never really took advantage of Long-Term Projects. They made one Siege Weapon early on and then didn’t touch them till many locations later, maybe Fort Calisco?
  • Also picked an Alchemist early on and then never really used them until much later as well after a failed attempt at making some sort of chemical weapon round.
  • Once he got a Mercy he also started using his Alchemist. Not sure what drove this, but I found it interesting.
  • Spent all Supply (and supplies) during the Skydagger missions. Ended the campaign with one ¾ Food stack and nothing else.

Spymaster

  • Only got played up to Sunstrider Camp but the player seemed to be getting the hang of it.
  • Started with Antoinette and Bortis, picked up Crimson Vexing Gale later. CVG got picked due to a string of bad luck knocking one of the Spies out twice in a row, heheh.
    Overall Impressions
  • The group had 1 player with any real experience/comfort in roleplaying and they dropped out pretty early. The rest of the group were fairly stereotypical engineers who loved endlessly debating the minutia of any decision but were somewhat uncomfortable/adrift when it came to roleplay and having narrative control in the fiction.
  • HOWEVER, this led to my favorite moment of the campaign which was a Back at Camp Scene on the High Road.
  • At the start of the campaign, I had to guide them through every bit of RP. On the High Road I was absorbed in my notes and checked back into what the players were saying as they wrapped up the scene themselves, having picked topic and people and gone through it without me saying a dang thing. So proud of them =). Definitely the biggest sense of accomplishment I felt, and it wasn’t even something I was responsible for! =D
  • Getting stuck outside of Westlake as the Quartermaster went slow and steady on the project to enter led to my favorite mission of the campaign, where I kept developing a problem from the mission they kept not pursuing.
  • I straight up forgot about Corruption and didn’t remember it was a thing I could use as consequences until Fort Calisco. Felt like a real dummy there.

Complaints

  • Consistency with consequences. I wish there was a bit more help I would set Position/Effect levels by starting at Risky/Standard and then going through 2 cycles of adjustment mentally. First, consider Scale, Threat, and Potency across both parties. Second, are there any narrative pieces that suggest a change in P/E that were not covered by that first scan. Then I would give it to the players and ask if that made sense to them. But ultimately I feel like I failed to create a strong sense/understanding of what they could expect, since one player dropped out due to frustrations with not feeling like they could estimate what the Consequences would be. I feel like this one is largely due to my inexperience, but it still made me feel bad and even guilty. Hopefully I do better next time.
  • I had a lot of trouble with finding information in the book. There were several times every session where I would go to one section looking for information on a topic/rule and not find it there, have to go to the index, look in two other places before finding it. I really should/want to make a DM screen for this system, I think it would help me a lot.

Final Thoughts

  • Going into the game, I felt like I had a decent grasp of the system and would likely have it well in hand by the end of the campaign. It was frustrating but also humbling (in a good way!) to realize the arrogance of that. Having finished, I can say I feel solid in my ability to set Position and Effect, decent at gauging consequences (still slow on this), and green as grass at the rest of the system, from weaving world building and narrative into each stage, to encouraging and nurturing players into the roles of the system.
  • I think this game will likely be at its best when every player truly understands that they have a great deal of control over how the world develops, and it is something that I will emphasize a lot more when pitching BoB to the next group. Really drive home that a good part of the game for them will be their ability to shape the world in a more “typical” manner, like a GM would. They will get more out of the game if they are interested/willing to take control in an almost directorial manner. That being said, I am super proud of my players for how much they grew. At the start, they had the most reluctant, stilted RP ever. By the end, one of them had an idea for a Back at Camp scene in mind before I even said anything, pitched it to the group, they then set themselves up, played for 5-10 minutes, and called the scene all on their own. I did not say a single word the entire time. So proud. It was the moment that really showed me what this game is like at its best. I’ll be chasing that high any time I play this game from here on out.
  • Endless thanks to Stras and John for making the game and to the Actual Play group of Stras, Jenn, Misha, Jay, and Sean (and John when he guested!) whose playthrough was a literally priceless resource for me. I hope to one day lead a group like yours through this wonderful world.
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Cool write-up! It’s always great to hear about other people’s experiences! And of their struggles with the system: I’ve played/GMd in three games, finished one, and still feel like I’m at Junior Assistant Manager level with understanding the full system.

In the second game I played, one of my fellow players had a similar issue to your disgruntled player: they wanted to know what the “basic” P/E was, and how to calculate it in their head for any action (“If I’m standing in a field with a clear shot on a target 100-yards away, what’s the P/E?”). Which there just wasn’t any standard answer to because “it depends on the surrounding fiction.” (Are there enemies almost on top of you? Are they shooting back? Are they armored?) They really wanted a to-hit-against-AC table and there was no solid way to give them one.

But I do have a question about how you were presenting consequences: you said the player quit because they could not estimate what the consequences would be. I’m just wondering why they needed to estimate them? They know what the consequences are supposed to be before any action is taken, right? And they’re based on the obvious fiction of the situation, right? (“You’re trying to sneak past, in armor, so the consequences here is obviously that they hear you. Or maybe I tick a clock that leads to your being discovered?”)

And there’s a whole phase of negotiation involving informing the players about the consequences of a roll so they can choose to back out (“Wait, how much Harm if I fail? I didn’t realize that. No, no, I don’t think the Baronette is dumb enough to charge this thing alone.”) or play with the fiction (“Oh, he’ll hear us clanking down the hallway if we do that…right. We’re armored. I think we should tear up our cloaks and use the strips to pad the clanky edges and stuff.”).

But if you are talking about him not being able to estimate Position/Effect instead of just estimate Consequences, there’s a ton of tools in the system so the player can try to put the P/E where they want if they don’t like where you put it. Set-ups, trades, abilities, etc. Setting those in the first place is more of an art than a science, or even a D&D difficulty table.

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Hey greyorm, thanks for reading it haha.

It has been quite a while so I would have to ask them to confirm my interpretation of their frustrations and get specifics. I also definitely rambled during that write-up and made it more confusing that it needed to be.

They player was not the type to need a concrete answer ala to-hit AC or what have you. I think, ultimately, some combination of factors made the cycle of play unsatisfactory for them (no duh Lonko).

To answer the first question, I would not state the potential consequences of an action before they rolled. From my understanding of the structure of an Action Roll (looking at page 22), the player would state their goal and action, I would set position and effect. These parts would sometimes blend together as a player mentioned that they had a different effect/position in mind due to some factor, we’d discuss it and ultimately come to something that we thought made narrative sense and was fair. Then they would assemble their roll (Assists, Devil’s Bargains, Pushes, special abilities, etc.) and make the roll. After which we would judge the result.

From what I read in the section about setting position, the position reflects possible consequences. Those the players knew, but I wouldn’t state the consequences outright. “On a 1-3 you will get harm and X, on 4-5 just harm and success, on a 6 just success.”

Regarding the tools to adjust Position/Effect and tools to mitigate consequences, those we used and were aware of. I think it might just have been that A) I was still slow and new to setting Position/Effect and creating Consequences and B) I was probably inconsistent in what consequences were.

I had the chance to talk with him about it just a few minutes ago and what it came down to seemed to be A) the way the game pushes everyone to a more directorial stance (both because you don’t play the same character each time and because you have more narrative power/responsibility).

Looking at the Actual Play, there are tons of “I think X character feels this way” or “I think X character does this because…” and less person to person interactions during a mission. Back at Camp scenes seem to fill the “typical D&D RP” scene but it doesn’t happen as much during a mission. There was more, but to sum it up, he felt like the game cycle almost results in a montage style and he didn’t enjoy it that much.

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Ah! Well it’s good you know now precisely what the issue was!
It’s a fair ‘complaint’: the game and attendant style just isn’t for everyone.

As to announcing the potential consequences before the roll is made: I don’t know if doing so is exactly RAW, or if it is just common practice to do so, but remember “Tell them the Consequences and Ask” (p 333), and that “Telegraph Trouble” (p 334) states “…strongly imply the consequences before the action roll…”

How a group interprets “strongly imply” varies, obviously. In all the groups I’ve played in or GMd’, we’ve decided all this means “just say the consequences.” For us, this ensures everyone is on the same page – it’s a way to communicate with each other about the shared fiction as well as clarify “what’s this about and what am I risking?”

As FitD players, you and I know that the establishing fiction should make the consequences of an action clear. But we also know it doesn’t always work out that way. When it hasn’t, we’ve found announcing the potential consequences helps clarify, and prevents misunderstandings before the group has to rewind.

Over on the Discord server, Sully put it this way (I’m sharing, because it is a brilliant advice-example):

You don’t have to give away everything, you can indeed say, “Sure, but it’s going to hurt if you fail. You’ll take serious Harm.” even if you don’t say it’s because of the Orite pistols hidden under the bad guy’s trenchcoat, or the squad of Rotters waiting in ambush.

However, FitD games do prefer to have everything out on the table so players can make those mechanical and fictional decisions: “Well, hrm, Flashback: I scouted the area and already know about the ambush. So…if I don’t pull this off, things get desperate instead? But at least I don’t get gnawed like a Thanksgiving turkey leg. How much Stress for that?”

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