Tonight's session starts in a...

Blades in the Dark post session thoughts: Boss Fights?

Warning: I am fully using Blades in the Dark terminology for this post, so you will likely need to be familiar with the rules to get the most out of this post.

The Situation

The crew is in a shadow war with The Wraiths for control of Nightmarket. After an illuminating gathering information score, the crew felt they had enough intel to go after a lieutenant to disrupt The Wraiths’ operations. I had warned that she would be a tough customer and that it would be the equivalent to a Blades in the Dark “boss monster”. They did some canvassing during free-play with the hooks they were given and starting plotting against her.

The Score

The crew generally leans on subterfuge and avoids making direct contact as their initial plan. For this score, they tipped the Blue Coats off to her presence and planned to plant evidence of recent crimes to ensure she disappears for a while. There were some successes and set backs but in the end it came down to the lieutenant and her guards trying to escape past the Blue Coat trap. I set up the roll as the Blue Coats (Tier III) taking on a Tier II gang but with a specialty in avoiding capture so essentially Tier III for this roll. So straight roll off and the cops rolled a 6. A success with a complication would have allowed the lieutenant to escape alone but it wasn’t her lucky day.

The crew hadn’t managed to plant evidence yet so had to use the confusion and chaos to try and pin it to her. In the end, the Leech came through with a gadget from last session to literally pin it next to her with a grappling hook and bring it to the attention of the authorities. We had established earlier that the Blue Coats were looking for someone but didn’t know their identity and this would be enough to tie her to many crimes. I had planned to use a 4 clock to represent “defeating” her but I couldn’t really argue for drawing it out and making them fill it up when the plan had ultimately worked and fit with the pre-established fiction.

Aftermath and Takeaways

As for a boss fight, she didn’t put up much of a fight but that’s the dice for ya. I worked through it in my head, and she wouldn’t have resisted based on her knowledge at the time that she was likely to get off on a minor charge. She didn’t account for the scoundrels of the Midnight Hand planting evidence on her and taking her out of the equation for the foreseeable future. So while I was (very mildly) disappointed there wasn’t a more epic showdown, I can’t argue with the player’s ingenuity and their faith in the dice. One thing I have to remember to do is emphasize to the players that they got lucky and if they go after the leader of The Wraiths, they shouldn’t expect to breeze through it.

General thoughts on the game so-far

We don’t really play with harm. It’s on the table as a consequence, it just doesn’t seem to come into play often. I threaten them with knives and guns often enough but that seems to be when the players roll their 6s. I think two scoundrels have lingering level 1 harm from their first scores that we often forget. There has been no attempt to heal them with downtime activities because they impact play.

But I’m not sure we’re playing it the wrong way. I have heard the new rules expansion changes how healing works to better integrate it into the game but I think I’m realizing that isn’t the type of story we want to tell. This crew has been conniving and sneaking and generally avoid confrontation so it makes sense that minor injuries aren’t really a concern. They do burn through stress and are feeling the rising tension so that’s why I’m not sure if we’re missing out on a critical part of the game. If we play another season, I’ll look into buying the new rules but also bring up the harm rules during session 0.

For good measure, I think a new clock will appear labelled “Lieutenant Released…” , just to add a bit more pressure to the city.