The Alexandrian

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The Dreaming Arts: Dream Pacts

October 31st, 2018

Tirol - Franz Marc

Go to the Dreaming Arts

The Lords of the Dreaming are powerful and fey. Those skilled enough in the Dreaming Arts can turn their own souls into conduits through which the Spirit Lords can be made manifest in the natural world. But following such a path requires supreme self-control, for the Lords of the Dreaming are capable of re-shaping your very soul.

SERVANT OF THE DREAMING LORDS

Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Per cleric.

Class Skills (4 + Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Dreaming Arts, Gather Information, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (religion), Profession, Sense Motive

Weapon and Armor Proficiencies: A Servant of the Dreaming Lords gains proficiency with all simple weapons and light armor, but not with shields.

LevelBase Attack BonusFort SaveRef SaveWill saveSpecialMaximum Spirit Circle
1st+0+2+0+2Dream Pact (1 pact)1st
2nd+1+3+0+3Lesser Pact (1 ability)1st
3rd+2+3+1+32nd
4th+3+4+1+4Pact Ability2nd
5th+3+4+1+4Lesser Pact (2 abilities)3rd
6th+4+5+2+5Pact Ability3rd
7th+5+5+2+54th
8th+6/+1+6+2+6Dream Pact (2 pacts)4th
9th+6/+1+6+3+6Pact Ability4th
10th+7/+2+7+3+7Lesser Pact (3 abilities)5th
11th+8/+3+7+3+7Pact Ability5th
12th+9/+4+8+4+86th
13th+9/+4+8+4+8Pact Ability6th
14th+10/+5+9+4+9Dream Pact (3 pacts)6th
15th+11/+6/+1+9+5+97th
16th+12/+7/+2+10+5+10Lesser Pact (4 abilities)7th
17th+12/+7/+2+10+5+108th
18th+13/+8/+3+11+6+11Pact Ability8th
19th+14/+9/+4+11+6+11Pact Ability8th
20th+15/+10/+5+12+6+12Dream Pact (4 pacts), Lesser Pact (5 abilities)8th

Dream Pacts (Su): Your affinity for the Dreaming allows you to contact a Spirit Lord and form a mystical pact with them, shaping yourself into a conduit through which the Spirit Lord can become manifest within the natural world. At 1st level you can make a pact with one Spirit Lord at a time. At higher levels, you can form and maintain pacts with multiple Spirit Lords simultaneously (as shown on the class abilities table), although you must complete the pact ritual for each Spirit Lord separately.

To contact a Spirit Lord you must enter a dreaming trance by making a successful Dreaming Arts check (DC 10 + the lord’s spirit circle). You remain within the trance for at least 1 minute, during which time you are effectively unconscious. You can exit a trance at any time as a free action, but if you do so the contact automatically fails.

During the dreaming trance, if you succeed on your Dreaming Arts check, you travel through the Dreaming until you reach the Spirit Lord you are contacting. (This journey may either by physical, metaphorical, or even psychological – such is the nature of the Dreaming.)

Now that you are in contact with the Spirit Lord, you may make a pact check (1d20 + your class level + your Charisma modifier). This process normally takes 1 minute of time in the natural world, although you can choose to attempt a rushed pact check as a full-round action at a -10 penalty. The DC for this check is listed in the description of each Spirit Lord (see below).

If you choose not to attempt the pact check, the conduit between the Dreaming and the natural world is not formed and you automatically awaken from your dreaming trance. If you attempt the pact check, however, you gain the powers granted by the Spirit Lord for 24 hours, whether you succeed on the check or not. You have no ability to cancel the conduit which you have formed. (However, the conduit can be suppressed in the presence of an antimagic field or similar effect.)

If you succeed on the pact check, you have formed a good pact: The Spirit Lord has no influence over your actions or personality.

If you fail the pact check, you are deemed to have made a poor pact: The Spirit Lord’s presence influences your personality and it can even force you to perform or refrain form certain actions. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you suffer a cumulative -1 penalty on attack rolls, saving throws, and checks until the Spirit Lord leaves you.

As long as a Spirit Lord is manifesting itself through you, you display a specific physical sign of its presence (as described in its entry). This sign is real, not an illusory or shapechanging effect. You can hide a sign through mundane means, magical means, or through the use of the suppress sign ability (see below).

The Difficulty Class for any saving throw made against a supernatural power granted by a Spirit Lord is 10 + ½ your class level + your Charisma modifier.

Lesser Pacts (Su): There are also many lesser spirits which are born of the Dreaming. These spirits, known as rivera, flit between the Dreaming and the natural world. Some believe that these spirits – inhabiting the rocks and trees and houses and cobblestones – are, at a fundamental level, what binds the Dreaming and the natural world together.

Whatever the truth may be, your connection to the Spirit Lords grants you some dominion over the rivera. Beginning at 2nd level, as long as you have formed a pact with at least one Spirit Lord, you can choose one ability from the following list as a manifestation of your control over the spirit world:

  • +5 hit points
  • energy resistance 5 (acid, cold, electricity, fire, or sonic)
  • +1 insight bonus on saving throws
  • damage reduction 1/–
  • +1 insight bonus to Armor Class
  • +1 insight bonus on attack rolls
  • +1 insight bonus on damage rolls
  • +2 insight bonus on initiative checks
  • +2 insight bonus to skill checks (choose one skill)

As you gain higher levels, you can form multiple lesser pacts. You can choose each ability more than once. The effects stack.

Pact Ability: At 4th, 6th, 9th, 11th, 13th, 18th, and 19th level you can select a pact ability from the list below. You can also select the Delay Supernatural Ability, Empower Supernatural Ability, Enlarge Supernatural Ability, Extend Supernatural Ability, Maximize Supernatural Ability, and Widen Supernatural Ability feats as pact abilities.

Break Conduit: Once per day you can attempt to break the conduit of a single Spirit Lord to which you are bound. To do so, you must once again enter a dreaming trance and repeat the entire ritual of contact. If you succeed on the new pact check, the conduit has been broken and the Spirit Lord is forced to leave you before it normally would. Regardless of the success or failure of the attempt, you take a -10 penalty on your next pact check with any Spirit Lord and also apply the same penalty on the next pact check you make with the Spirit Lord you broke faith with. This pact ability can be selected more than once, allowing you to make the attempt one additional time each day each time you select it.

Empowered Conduit: Your effective class level is 2 higher than normal for the purpose of determining the maximum circle of Spirit Lords you can contact and form pacts with. (This does not increase your effective class level for any other reason.)

Favored Lord: You have formed a deep and intimate connection with one of the Spirit Lords you have made a pact with. Your effective class level increases by 1 when you use the powers granted by your favored lord. (You can select this pact ability more than once. Each time you select it, it applies to a different Spirit Lord.)

Favored Lord, Greater: The DC of each supernatural ability granted by your favored lord increases by 1. (You can select this pact ability once for each favored lord you possess.)

Favored Lord, Power of the: You can activate the abilities granted by your favored lord once every 4 rounds instead of once every 5 rounds. (You can select this pact ability once for each favored lord you possess.)

Rapid Contact: Your greater affinity for the Dreaming allows you to contact Spirit Lords very quickly. Once per day, you can contact a Spirit Lord as a full-round action (instead of the normal 1 minute).

Skilled Pact Making: You gain +4 bonus on pact checks.

Suppress Sign (Ex): At 2nd level and higher, you can choose to reveal or suppress the physical sign of a Spirit Lord bound to you by a good pact as a swift action. This ability cannot be used to suppress the physical sign of a Spirit Lord with whom you have formed a poor pact.

DREAM PACT FEATS

These feats allow characters to form limited pacts with Lords of the Dreaming without fully committing to the Servant of the Dreaming Lords class.

DREAMING PACT

You are able to contact Spirit Lords and form pacts with them.

Prerequisites: Dreaming Arts 1 rank

Benefits: You can form pacts with Spirit Lords as if you were a 1st-level Servant of the Dreaming Lords. Thus, only Spirit Lords of the 1st Circle are available to you, and you can only bind one Spirit Lord at a time. Furthermore, unlike a true Servant of the Dreaming Lords, you gain only one of the powers granted by the Spirit Lord (determine randomly).

Special: You can select pact abilities as feats.

 

DREAMING PACT, IMPROVED

You are able to contact and form pacts with more powerful Spirit Lords.

Prerequisites: Dreaming Arts 5 ranks, Dreaming Pact

Benefits: When you form a pact with a Spirit Lord using the Dreaming Pact feat, you do so as if you were a 5th-level Servant of the Dreaming Lords. Thus, you have access to Spirit Lords of the 3rd Circle or lower. However, you can still only bind one Spirit Lord at a time and gain only one power from it.

 

DREAMING PACT, SKILLED

When you contact and form a pact with a Spirit Lord, you are able to form a more perfect conduit for their manifestation.

Prerequisites: Dreaming Arts 2 ranks, Dreaming Pact

Benefit: When you form a pact with a Spirit Lord using the Dreaming Pact, you gain two of the powers granted by the Spirit Lord instead of one. (The powers are still determined randomly.)

NEW FEATS

These are non-core feats which some of the Spirit Lords grant to those who form pacts with them.

SUPERNATURAL ENHANCEMENT FEATS: Delay Supernatural Ability, Empower Supernatural Ability, Enlarge Supernatural Ability, Extend Supernatural Ability, Maximize Supernatural Ability, and Widen Supernatural Ability feats.

  • These feats operate like the metamagic feats of the same name, but affect the user’s supernatural abilities instead of spells.
  • Each feat can be used once per day to modify any supernatural ability possessed by the user.
  • Each feat can be taken multiple times, with each additional instance of the feat allowing an additional use per day.

 

DANCE OF DEATH

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, base attack bonus +8

Benefit: As a full attack action you move up to your speed and make a single melee attack against each creature you pass by (in other words, any creature you can reach with a melee attack at any point during your movement). This movement provokes attacks of opportunity normally. During the dance of death you cannot take any bonus or extra attacks granted by other feats or abilities, and you cannot attack a single creature more than once.

Special: A fighter may select Dance of Death as one of his fighter bonus feats.

 

SUPERIOR LOW-LIGHT VISION

Your eyes are even more sensitive than normal, granting your improved vision.

Prerequisites: Low-light vision

Benefit: Your eyes have become so sensitive to light that you can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination. This replaces your normal low-light vision.

Special: You can take this feat more than once. The effects stack, increasing your low-light vision by the same margin each time. (Thus, if you took this feat twice, you would be able to see six times further than a normal human.)

 

TWIN SHOT

Prerequisites: Precise Shot, Rapid Reload

Benefit: As a standard action, you can make a single ranged attack against two adjacent targets. Make a single attack roll and apply the result against both targets.

Special: A fighter may select Twin Shot as one of his fighter bonus feats.

 

Go to Dream Pacts – Part 2: Spirit Lords

Revelation List - Eternal Lies: Severn Valley (Blank)

SPOILER WARNING!

If you click the image above, you will see the entire scenario structure for the Severn Valley scenario I designed for the Alexandrian Remix of the Eternal Lies campaign. If you do not wish to be spoiled on this scenario, DO NOT CLICK THE IMAGE. Its specific content is not essential for understanding the rest of this essay, and this essay contains no other spoilers for the Severn Valley scenario or the Eternal Lies campaign.

But I did want to show an example of an actual scenario structure that’s been used in actual play, and not just some deliberately over-the-top example.

What this image is specifically showing is a visual representation of the node structure of the Severn Valley scenario. If you’ve read Node-Based Scenario Design, you may recall that the essay features a number of explanatory diagrams that look like this:

This has, for better or worse, created the misapprehension that I design scenarios using this visual motif. This is, almost without exception, not the case. (I do occasionally, during the outline stage for certain scenarios, sketch out a high-level organization to clarify the location of funnels.) And the primary reason I don’t bother with visual node diagramming is, in fact, overloaded diagrams like the one at the top of this post: That’s the structure of what I would consider a medium-complexity scenario, and the visual diagram for it is just noise… I can’t really process any meaningful data out of it and I’m the one who wrote it.

So how do I organize these scenarios?

Text-based revelation lists.

I discuss revelation lists in the Three Clue Rule: For each conclusion that you want the PCs to make, list the clues you’re including in the scenario for it. This functions as a checklist which allows you to track their progress and (importantly!) a diagnostic tool during actual play to make sure they’re on track.

In my scenarios, they look like this:

SCENE 1: ELVEN CORPSES

– The Duke’s Map (Scenario Hook)
– Encountering Mutilated Corpses (Adventure 3:The Old Forest)
– Reports of Mutilated Corpses (Adventure 2 – Scene 4)

SCENE 2: THE BLACK TREE

– Tracking Drow Scouts (Proactive 1: Drow Scouts / Scene 1)
– Map to the Black Tree (Scene 3: The Drow Camp)
– Elven Retaliation Scrolls (Proactive 2: Elven Retaliation Squad)

SCENE 3: THE DROW CAMP

– Tracking Drow Scouts (Proactive 1: Drow Scouts)
– Elven Retaliation Scrolls (Proactive 2: Elven Retaliation Squad)
– Map of the Old Forest (Scene 4: Drow Citadel)
– Questioning Prisoners (Scene 2: The Black Tree)

SCENE 4: DROW CITADEL

– Questioning Prisoners (Scene 2: The Black Tree)
– Subverting the Crystal Ball (Scene 3: The Drow Camp)
– Following the Slave Train (Scene 3: The Drow Camp)

CLUE LIST vs. REVELATION LIST

There’s basically two ways to organize lists like this: You can list all the clues a node contains or you can list all the clues that point to the node. For the sake of clearer discussion, I’m going to refer to the latter as a revelation list (like the sample above) and to the former as a clue list.

I’ll often use a clue list when outlining or developing a scenario. After coming up with the “big concept” for a scenario, my design process generally consists of writing down cool ideas for various nodes. Then I’ll think about what kind of information a node might naturally contain to point at the other nodes. For example, I might jot down:

SCENE 2: THE BLACK TREE

– Questioning Prisoners (to the Drow Citadel)
– Questioning Prisoners (to the Drow Camp)
– Drow Scouts might show up here (track to Scene 1 or Scene 3)

Once I’ve done that for all the nodes, I’ll do a quick audit for each node to make sure I’ve included three clues. If I haven’t, I’ll get proactive figuring out how I can creatively include more clues. As I actually write up the full version of each node, however, I’ll assemble the revelation list: Each clue I include in the full write-up gets listed in the revelation list under the node it’s pointing to (with a cross-reference back to where it’s found).

This allows me to double-check my design process to make sure I’ve got all the clues I need. But it’s also important because, when it comes time to actually run the scenario, it’s the revelation list that’s essential. (I’ll have long since thrown out the clue list.)

(1) I generally don’t care if the PCs have missed the clues in their current location, but I do care intensely about whether or not they’ve missed all the clues that would enable them to find a particular node. That’s what I need to track during actual game play, and it’s also the information that’s more difficult to glean on-the-fly without a properly organized list because…

(2) The information about which clues exist in a given node is already encoded in the text. The clues are listed in the description of the node, right? Because that’s where they are.

In terms of grokking how a particular scenario “works”, though, the revelation list can feel confusing if you’re not familiar with it. For some people, it’s simply more intuitive to look at the list of clues a node contains and then follow where they lead. (This is, after all, how the PCs will conceptually work their way through the scenario.) This is one reason why, when developing the design standard for Infinity scenarios of this type, I included the requirement for both a Revelation List and an Operational Summary (which would explain the sort of “guiding principle” of how the scenario was supposed to function in play).

You don’t necessarily need the Operational Summary, though. You can get the same basic effect from a revelation list: You just need to work backwards.

Look at a node and ask, “How would the PCs get there?” In other words, follow one of the clues on the revelation list back to its source node. Then repeat the process there.

For example, how would the PCs get to the Drow Citadel in the scenario above? Well, let’s pick a random clue: Following the Slave Train from Scene 3: The Drow Camp. So we look at Scene 3 and pick a random node there: Tracking Drow Scouts from their proactive scene. Since that’s a proactive scene, it’s essentially a scenario origin point. It’s the trail head, so to speak, and from the trail we’ve followed we can see that “tracking bad guys through the Old Forest” is one approach to the scenario.

Do it again: You can also get to the Drow Citadel by questioning prisoners from Scene 2: The Black Tree. You can get to the Black Tree by talking to (or stealing intelligence from) the Elven retaliation squads operating in the area. So here we have a path that follows a trail of demihuman misery.

Do this two or three times (or more for more complex scenarios) and you’ll get a pretty good feel for the contours of the scenario structure.

IN THE SHADOW OF THE SPIRE

Session 16C: Black Centurions

Serenity - I'm a Leaf on the Wind

And then it sublimated away into the black cloud of acid. Agnarr stumbled back. He tried to whirl to face the last remaining centurion. But the pain was too much. His legs failed him. He fell heavily to the floor and, as he lost consciousness, there was only one thought in his mind:

He had failed.

Twice during the course of Session 16 – and in relatively quick succession – the PCs ended up in very bad positions during a fight. Positions which, if things had gone a little differently, could have very easily ended up with all of them dead.

As a GM there’s going to come a moment when you’re looking at the evolving situation on the table and you’re looking at the stat blocks of the adversaries behind your screen and you’re going to think to yourself, “Oh shit. They might all die here.” Often the players themselves will realize their peril. The tension is going to ratchet up. The stakes riding on every action and every die roll are going to skyrocket. Everyone’s focus is going to tunnel in on survival. On how the day can be won.

And you, as the GM, are going to have to make a choice: Do you take the TPK gamble? Or do you pull back from the moment – fudge your dice rolls, pull your punches, nerf your damage rolls and health totals?

And speaking from years of experience, here’s what I have to say: Take the gamble.

Take the gamble every single time.

Because, in my experience, at least nineteen times out of twenty, the risk you’re seeing on the horizon won’t come to pass: The players will figure out a way to either save the day or escape their certain doom. Often you (and they) will be delighted to discover it’s something you never could have predicted! (We saw that back in Session 13 with the Tale of Itarek, right?)

And even when that twentieth time crops up and the party goes down, you’ll often discover that a total combat loss is not the same thing as a total party kill. That survival is possible without any nerfing or fudging or pulling of punches. (And we saw that in Session 7, right?)

Because the other option is to look at that incredible intensity; that focused passion; that pure adrenaline that’s pumping at the table… and choose to deflate it. To stare down the barrel of the impending TPK and lose your nerve.

Top Gun - It's Not Good. It Doesn't Look Good.

And I get it. It’s tough being under that kind of pressure. Round after round grinding away at you. You want to blink. You want to look away. You want a release.

But here’s the deal: These are the moments that make a campaign. The investment that happens in these kinds of moments – when the players are completely engage; when everyone is emotionally involved in what this very next dice roll could bring – is what makes a campaign come alive, and that investment will transition into every other aspect of the campaign. So buckle up and bring it home.

And to be clear, eminent TPKs aren’t the only way to achieve these heightened moments. But when you cheat in these moments – when you drain the tension instead of bringing it to a glorious crescendo of relief – it will have the exact opposite effect: It will poison the well. It will taint every other moment of the campaign.

“But I’ll just lie to the players and they’ll never know!”

Tell yourself whatever you need to, but what I’m telling you right now is that this is a gamble that’s even bigger than the TPK gamble. And it’s not a gamble that I’m willing to take: The payoff is nothing and the loss can be everything. Because once you lose the trust of the table – once your players no longer believe that what’s happening is really happening – it’s almost impossible to regain, and you will lose these rare and precious moments of magic forever.

But… they’ll never know… right?

Oh, it’s quite likely they’ll never say anything. But they’ll know. Anyone who’s spent a decent amount of time on the player’s side of the screen has experienced this truism. You might fool them once. You might fool them twice. But the odds get longer every time and eventually you’re going to lose your gamble. And unlike the TPK gamble, it’s one you only get to lose once.

A FEW PROVISOS, A COUPLE OF QUID PRO QUOS

Sometimes, of course, you take the TPK gamble and… the TPK happens. I’m not trying to pretend otherwise. I’ve had campaigns end that way, and it’s a real punch to the gut. But some of the best stories from my tables are the TPKs. There can be both a grace and a greatness in failure.

With that being said, games where death is irreversible have a much lower threshold of tolerance for this. You can lose five out of six D&D characters and the party will be back up and running 15 minutes later. Heck, you can actually have a TPK in Eclipse Phase and have the whole group back in play 5 minutes later. Take out a Trail of Cthulhu character, on the other hand, and that’s all she wrote.

So, that’s the first proviso: Know where your system’s danger zone is. The risk of irreversible consequences in D&D is different from Eclipse Phase is different from Trail of Cthulhu.

(It should be noted that this is why I prefer systems with a nice meaty barrier between “out of combat” and “totally dead”.)

Here’s the second proviso: If you’ve legitimately screwed up as the GM – you mucked up the rules; you used the wrong stat block; whatever – that’s a whole different kettle of fish. My recommendation here is to just come clean.

“Look, folks, I made a major mistake here and the consequences are looking irreversible. We need to fix it before it gets that far.”

You’re still going to lose that moment; the tension will artificially deflate and that’s going to be an anti-climactic disappointment. But (a) you won’t be taking big gambles at a rigged table and (b) you will keep the trust of the table. And that’s priceless. That trust is what everything else is built on.

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 16C: THE BLACK CENTURIONS

January 19th, 2008
The 6th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Congratulations rained down on Dominic. Agnarr pounded him on the back with his blood-slicked hand. (Prompting Dominic to give him something of an uncertain look.)

With jubilance still in the air, Tee went back to work on the door. She quickly had it unlocked and Agnarr stepped forward to swing it open.

Beyond the door there was, as they had suspected, a short hallway that emptied out into the room with the pool. (The glowgems from that large chamber were casting their eery silvery light down the length of the hall.) But there were also four other hallways heading off in perpendicular directions.

They proceeded cautiously: Heading to the first intersection, Tee looked both left and right. She discovered two antechambers similar to those in which they had found the black cords and broken machinery… only these were occupied.

In each of the small rooms, a humanoid construct of pitch black metal was suspended from an elaborate half-cocoon of complicated machinery that hung from the wall. Each construct was utterly featureless – their faces flat black planes. And, Tee realized, the constructs were actually hovering inside their cocoons – the only connection a slack black cord that plugged into the back of their necks.

Ranthir had never seen anything like them. In fact, even the metal from which they were crafted defied his ken. He moved into the room on the left to take a closer look. Tee and Agnarr positioned themselves in the room across the hall, keeping a nervous eye on the construct there. Elestra and Tor stayed back in the torture chamber, but Dominic came down and stood in the hall between the two rooms – looking towards each in turn.

Unfortunately, no one went to check on the next set of hallways. There had been a cursory discussion, but the decision was made that they should make sure that these first two chambers were secure before attempting to advance. But the next hallway was only ten feet away, and so there was little or no warning when one of the black centurions suddenly raced around the corner with seemingly preternatural and silent speed.

Dominic caught the flash of movement from the corner of his eye and whirled in time to see the centurion’s arm transforming – literally melding itself into a long, pointed spear. He stumbled back and opened his mouth to cry out, but then the creature was upon him. The spear flashed out towards his abdomen, and Dominic only barely managed to turn aside so that the blow ripped into his flesh instead of disemboweling him completely.

Dominic retreated. The centurion pursued, its arm transforming again – this time into a sword that hacked down mercilessly towards Dominic’s head. Dominic cringed before the blow— (more…)

Blades in the Dark - System Cheat Sheet

(click here for PDF)

Blades in the Dark is a really cool little game with three major claims to fame:

  • A detailed system for running and developing a criminal crew.
  • An innovative system for running heist scenarios using a combination of flashbacks and an “engagement roll”.
  • A very unique approach to framing action resolution through a combination of setting position and level of effect.

As with my other cheat sheets, this cheat sheet is designed to summarize all of the rules for running the game — from Action Roll resolutions to Downtime activities. It is not, however, designed to be a quick start packet: If you want to learn how to play Blades in the Dark, you’ll want to read through the core rulebook. These cheat sheets are a long-term resource for both GMs and players, and can serve as a great tool for experienced players teaching newcomers, but it’s a cheat sheet, not a textbook.

These cheat sheets also do not include what I refer to as “character option chunks” (for reasons discussed here). You won’t find the rules for character creation, the character playbooks, or the crew sheets here. (Although you can find many of those resources at bladesinthedark.com.)

VERSION 3

My normal procedure for creating these cheat sheets is to (a) write them up, (b) use them in actual play for several sessions, (c) iteratively revise them as necessary, and only then (d) share them here on the Alexandrian. For Blades in the Dark, however, I posted a picture to Twitter of my table set-up for the game:

Blades in the Dark - Ready or Play

The sexy map (printed by ABC Sign & Graphic) drew a lot of attention, and the prominent positioning of the cheat sheets unexpectedly created a lot of demand for them. This sort of short-circuited my normal process and, after using them in only a single session, I rushed them up onto the site.

Since that time, however, I’ve used the sheets in almost a dozen more sessions and it became clear that there were not only a number of errors, but also some significant shortcomings with them. These new versions of the sheets, therefore, have reorganized the existing material to configure it more usefully, but also added several significant new chunks of information:

  • Duskvol District Modifiers: Getting these in front of the players has a really tangible effect on how they organize their affairs and run their scores.
  • Glossary of Strange Forces: I found that our group was getting a little too “fantasy generic” in my handling of the setting, so I wanted to refocus myself on the very specific “demonic steampunk ghost apocalypse” vibe of the game.
  • Action Ratings – Expanded Reference: I’d originally decided not to include this material and went with my normal “list of attributes/skills” method for cheat sheets. But the clear definition of what each action rating is for and, even more importantly, where those action ratings weakly overlap is actually really crucial to running Blades in the Dark correctly. During play we were constantly reaching for the rulebook to look this stuff up, which is exactly the material you want in the cheat sheet.

If you still want the original versions of these cheat sheets, they can still be found here.

HOW I USE THEM

I usually keep a copy of my system cheat sheets behind my GM screen for quick reference and I also place a half dozen copies in the center of the table for the players to grab as needed. The information included is meant to be as comprehensive as possible; although rulebooks are also available, my goal is to minimize the amount of time people spend referencing the rulebook: Finding something in the 8 pages of the cheat sheet is a much faster process than paging through the full rulebook. And, once you’ve found it, processing the streamlined information on the cheat sheet will (hopefully) also be quicker.

The organization of information onto each page of the cheat sheet should, hopefully, be fairly intuitive.

Page 1-2: Core Resolution. This includes all of the core rules for action resolution, including action rolls, resistance rolls, fortune rolls, consequences, harms, stress, and progress clocks (plus additional resources related to those topics).

Page 3-4: Scores & Crews & Factions. Re-sequencing this material made the cheat sheet more intuitive to navigate. I’ve also dropped Incarceration rules onto page 4.

Page 5-6: Downtime. And once your score is done, everything you need for downtime activities (including vices).

Page 7: Miscellanea. Collecting together rules for Coins, Rituals, and Crafting.

Page 8: Deep Reference. The new references for Duskvol District Modifiers, Glossary of Strange Forces, and the Expanded Reference for Action Ratings. (Obviously you’d want to swap out the Duskvol modifiers if you’re running with a different setting, such as U’Duasha from the special edition of the game.)

Page 9: Principles. This page includes the game’s “core loop”, the standards for who controls which types of decisions (Judgment Calls), and the best practices/goals for players and GMs alike.

MAKING A GM SCREEN

These cheat sheets can also be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).

I usually use a four-panel screen and use reverse-duplex printing in order to create sheets that I can tape together and “flip up” to reveal additional information behind them. After some experimentation, this is the set-up I’m currently using for Blades in the Dark:

  • Panel 1: Action / Effect (with Deep References behind it)
  • Panel 2: Consequences / Progress Clocks / Magnitude
  • Panel 3: Scores (with Crews and Principles behind it)
  • Panel 4: Downtime (with Downtime Activities and Miscellanea behind it)

This allows you to reference roll results, consequences, and the magnitude table with a single glance to your left. You can intuitively flip up the Action Rating page to find the expanded Action Rating material behind it. To your right you’ll be able to flip through the material for Scores  & Downtime on the final two panels (with miscellaneous details tucked behind each).

Something else I experimented with was leaving a panel open and sliding in the one-page reference for the current District. But as the action in my campaign seems to frequently shift betweeen districts, this ended up being more finicky than valuable.

It’s likely that these sheets will continue to evolve through play. Recently, for example, I’ve realized that I really want a reference for the different hours of the day (Blades in the Dark, p. 240) so that I can set the time of night more accurately. (This is perhaps particularly notable because the setting’s eternal night disrupts my normal time descriptors.) You might jot those down on the currently blank sheet on Panel 1. Maybe it would be useful to pair that with a map of Doskvol you could flip up to reference quickly?

FURTHER READING
Advanced Starting Situations
Alternative Starting Situations
Progress Clocks
The Vultures

 

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