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(+3)

If you're running Blades in the Dark: Deep Cuts and bringing in new players, you've probably hit the same frustration I did - all the quickstart guides teach vanilla mechanics, forcing you to constantly say "learn this, but actually that's changed in Deep Cuts..."

So... I created a focused 5-page quickstart guide that teaches ONLY Deep Cuts mechanics from the start.

https://roezmv.itch.io/quickstart-for-blades-in-the-dark-deep-cuts-edition

Nice work! I have some questions:

1. Did you mention how assigning results with multiple threats works?

2. At multiple occasions you do mention how help from another crew member boils down to them spending 1 stress as requirement - isn't that the old way?

3. You talk about spending 2 stress to improve your roll - isn't that the old push mechanic? 

4. Shouldn't struggling because of your ambitions be mentioned as XP trigger?

(1 edit) (+1)

Thank you kindly for the feedback!

"1. Did you mention how assigning results with multiple threats works?"

Yup! Page 2 :).

"2. At multiple occasions you do mention how help from another crew member boils down to them spending 1 stress as requirement - isn't that the old way?"

Check out p 104, "When you’re in position to help a teammate, tell the GM what benefit you're hoping for and say what you do to help. The GM has final say on which benefit you get, then they tell you what's required to do it."

3. You talk about spending 2 stress to improve your roll - isn't that the old push mechanic?  However, you can pay a COST of 2 Stress as  devil's bargain.

You're right. I misread that!

4. Shouldn't struggling because of your ambitions be mentioned as XP trigger?

I left out XP triggers from the quickstart, felt like you could learn that later.

(+1)

#4 - I forgot what I wrote! You are totally right. Fixing that in the next version.

(+1)

Quick update on my Deep Cuts quickstart guide based on your feedback:

✅ Safety Tools section - Session Zero, X-Card, Lines & Veils (most requested addition!) 

✅ Visual progress clock examples - Actual diagrams instead of just text descriptions 

✅ Clearer Deep Cuts mechanics - Fixed confusing parts about Teammate Help and Devil's Bargains

Still only 5 pages, still teaches Deep Cuts directly to new players. Pairs perfectly with my Lite VTT for complete new-player onboarding.

Download v3 of the Quickstart Guide: https://roezmv.itch.io/quickstart-for-blades-in-the-dark-deep-cuts-edition

Download my free VTT:  https://roezmv.itch.io/blades-in-the-dark-deep-cuts-lite-vtt-by-roezmv

The Hull's 3rd XP trigger doesn't seem to have been updated to match new Trauma rule.

(+1)

The Evil Hat campaign says

The Deep Cuts version 1.1 contains the full text and rules of the game. Additional text changes, editing, and sensitivity reading will be done over the next few months and you'll receive the final version when the rewards are fulfilled.

Will this version get the same updates?

(+1)

Yep!

(+1)

These changes are so good. A massive improvement to the game as a whole and I had a blast playing with them.


It'd be really nice to have a quick reference printout for the new mechanics, though, because I was thumbing through the pdf a lot during play! Particularly: all of the tables throughout the book, the new post-score flow, and a summary of the downtime actions, 

(+1)

Smuggler not having Elite Skulk feels weird. Intentional?

(+3)

Engagement Roll results with the new Threat Roll needs to be spelled out, it seems, several GMs I see are unsure what to do with a 6 and just skip ahead until there's a Threat.

(+1)

I LOVE all the DC changes (purchased on drivethru) but am wondering if the aquire asset mechanic is meant to replace the old crafting activity since the leech now gets abilities that effect quality directly. The way it’s worded makes me think it would improve quality ala the aquire activity but didn’t know if the intent was to just use the old crafting system.

I don't want to ask to much, but wasn't there something about the DC moduls being adapted for S&V and BoB? Just saying ... would be really great. Like ... really really great ^^

I haven't heard anything about that. But if Stras and John want to, I'm all for it.

I was referring to NineRhys' question 'Will the rules changes be usable in FitD games?' Just found the post, my brain mixed what I did remember with my hopes and wishes ^^' I just misinterpreted your answer 'Yep! There's text to that effect in the next update of the PDF (coming soon).'

(+1)

Going through the alternative crew advancement mechanics,one of the examples mentioned a player crew named "The Remnant." Is that a reference to the Haunted City campaign with Jared Logan?

(+2)

Yep!

(+2)

v1.1
with Patron revert, Assassins claims contain only three Turfs total(counting Hagfish Farm). Intentional?

Compartment does not mitigate heavy items penalty. Intentional?

Ghost vice changes in sheet is not applied to p.114.

Is the changed wording for Harm rules supposed to mean a third level 2 Harm becomes a level 4 if level 3 Harm is also full, but level 1 becoming a level 2 does not cascade further?

(+1)

Will there ever be a chance of a physical release of Deep Cuts? Blades is probably my favorite TTRPG bar none and id love to have the updated content on my shelf next to the core book.

(+1)

looks like you're in luck! https://www.backerkit.com/call_to_action/00a6542d-2265-492b-843a-a013b2287012/la...

Re-reading 1.1, I was wondering how the Threat Roll outcomes are supposed to interact with Effect / level of threat. Eg: I’ve been assuming that Standard means that you “adjust” the fronted threat by two notches on a 6 (so L2 harm would be avoided; but L4 harm would be reduced to L2/injury). Is this contrary to intent? Should the scoundrel be able to get significant outcomes on a 6 even if you’ve dialed the Threat up, or is this where we bring the standard Effect boosting rules into play in the conversation?

(+2)

The Threat Roll resolves the consequences of the threat, not the Scoundrel's own effect. The Scoundrel has whatever effect that's been established, regardless of the Threat Roll outcome (unless you include the threat of failure).

So, On a 6, you avoid the threat. That means it has no effect on you.
On a 4/5, the consequence is reduced. So in your example, level 4 Harm would be reduced to level 3.

(1 edit)

Ok. So if the threat is that “the billhooks are Unreasonable (narrative T4) in their demands - not only is it an absurd quantity of coin but more” and the player faces that with say Sway they’ve talked their way around it on a 6. So if you wanted to structure a more demanding challenge to something like the players wanting the Billhooks to run interference for a smuggling operation or something;  you might go “ok, with your going in position they won’t back your play - at best they’ll just let you way as you move through their territory (effect) and they’ll be Unreasonable about the bribe they require for even that (threat).”

Yep, that's right.

Thanks very much!

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