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Week Three Round Up!

GeneralJason L Blair24 December 2011

The third full week of Streets of Bedlam comes to a close in fine style.

Here’s what’s been going on the past week:

Kickstarter
The Kickstarter hit 200% funded this week! We’re less than $1.7k away from the $8k milestone! Hitting that unlocks a fifth standalone adventure “Eli Mendoza is a Dead Man” for the first supplement. This will change Four-Story Drop into Five-Story Drop!

Reveals
This week on the site, we looked at the REGENT archetype as well as the Kickstarter-exclusive TROUBLE. Next week, I’ll post two new Character Types/Archetypes including the Kickstarter-exclusive Archetype SAWBONES which you unlocked for all $10+ backers when the pledges hit the $5k milestone.

I also talked a bit about the game’s Interrogation rules. Next week, I’ll dive into my main cinematic contribution to the Savage Worlds system: Roles.

Interview/Press
Jodi Black from Beautiful Brains Books & Games gave me the honor of being a guest host on this past Thursday’s online chat. I talked about Streets of Bedlam, Little Fears, Kickstarter, and much more. It was great to sit down with everybody and I’d love to do it again. If you missed it, you can read the transcript when it goes live (I’ll post a link!).

The guys at the Out of Character podcast over at PulpGamer.com shined a light on the Streets of Bedlam Kickstarter. Thanks, guys!

Tyson from Apathy Games had some very nice things to say about the Streets of Bedlam Kickstarter. Thanks, Tyson!

The thread over at Pinnacle’s official SW Licensees forum is going strong. The Savage World community is a great group of folks. I encourage you to stop by and join the discussion.

Be sure to follow the official @StreetsOfBedlam Twitter account for early previews of what’s to come.

Thanks, everybody, for another great week!

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New Rules: Interrogation

PreviewJason L Blair23 December 2011

Sometimes, in Bedlam, the only people who talk are the ones you wish would just shut up. And the people you want to talk are locked up tight with no signs of budging. That’s when you have to bust out the tools and get to work. Time to interrogate.

You have two options when it comes to persuasive extraction: break the subject’s spirit or break his body. With the former, it’s about getting into his head, weakening him emotionally, and finding out what strings you need to snip to get him to sing. With the latter, it’s about pain. Deep-down and to the bone. The kind of pain that scars your soul. A good interrogator knows which is a subject’s weakness and goes right for it. Others have to dig around a while or try them both.

While Streets of Bedlam introduces some new systems to Savage Worlds, I didn’t want to reinvent the wheel if I didn’t have to. I knew I wanted to spotlight investigation and interrogation in the rules so I looked for systems already in Savage Worlds that might handle those. In a film, when some guy is strapped to a chair, duct tape over his eyes, sweating under a bare-bulb lamp while some heavy hovers over a car battery with a sadistic grin on his face, that’s a pretty dramatic moment. So to replicate those types of moments in Streets of Bedlam, I decided to use a system Savage Worlds already had: Dramatic Tasks. But I wanted to tailor it a bit, so instead of needing five successes in five rounds, the interrogator needs a number of successes equal to or greater than the subject’s Spirit (if the interrogator is playing mind games) or his Vigor (if the interrogator is going the physical route). If successful, information comes out. If he’s very successful, it may even be the right information.

Thing is, the subject is dealt in as well so while the interrogator is looking for weaknesses, the subject’s probably planning something of his own. What matters here is not who succeeds best but who succeeds first.

(Please note that the rules above are currently in playtest and subject to change. Full, final rules will appear in the Streets of Bedlam corebook, due out April 2012.)

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Archetype: TROUBLE (Kickstarter Exclusive*)

Archetypes, PreviewJason L Blair21 December 2011

Trouble. You’re either in it or causing it. It’s not that you necessarily mean to. Half the time, it finds you. At least, that’s your take on it. Trouble comes in ages young and old, sizes big and small, male and female alike. How it shakes down is folks are attracted to you, your looks, your style, that hint of innocence on your face. Some people just aren’t alive unless they’re saving somebody. You’re not a pretty princess, some damsel-in-distress, but you’ll play the role. For a moment, you give their life purpose, you fill some hole in their sad existence. Sometimes you’re the center of their universe and sometimes you’re their dirty little secret. Sometimes you’re both. All that is fine by you.

You focus on yourself because you’re the only one who really cares about you. The adoration others heap on you is nice but it’s fleeting. Either you’ll get bored or they’ll get distracted. Sure, you’re in the prime spot now, but every time you wake, you’re one day older. You know you’ll have to use what you have while you can to get what you need. You’re not into tying yourself down though you’ll take the benefits while they’re offered. Every relationship is an affair, every friendship is fleeting, and every connection you make will ultimately end in heartbreak. You’re just making sure it’s you who delivers the bad news. Nobody’s breaking your heart, that’s for sure.

* The TROUBLE character option is one of the two Kickstarter-exclusive Archetypes given to backers who pledge $60 or more as a special thank-you for their support!

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Chat with Me this Thursday!

GeneralJason L Blair20 December 2011

I’ll be sitting down this Thursday, December 22nd, with the folks from Beautiful Brains Books & Games to discuss Savage Worlds, Streets of Bedlam, and the game’s Kickstarter. The chat will be text-based, online, and run from 9p to 10p EST. Swing by, listen to me ramble, ask questions, and I’m sure Beautiful Brains and I can cook up something to make it worth your while.

See you then!

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Archetype: REGENT

Archetypes, PreviewJason L Blair19 December 2011

People want to be controlled. They need it. Left to their own devices, people will seek someone to tell them what to do. Sure, they’ll run around like headless chicks for a while, grinding and sweating and giving themselves over to their base impulses, but once the fun of freedom fades, they will look around at their meaningless existence and cry out, “What should I do?” That is, after all, how gods were invented.

In Bedlam, that’s what regents are: gods. Gods of commerce, gods of industry, gods of the people. Those who give and those who take away. Regents made Bedford just like regents broke Lamrose. Those who excel within the boundaries you draw are rewarded. Those who reach beyond their pens must be put into place. The question for regents isn’t “How should I use my power?” It’s “Who will stop me from doing what I want?” As someone who wields the power, you have to decide the devil you serve. You can fall in line with those who cannot see beyond the ivory towers or change the beast from within. When you’re a regent, very few can or will call you out for your decisions. But beware, oh beware, those who do.

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Week Two Round Up!

GeneralJason L Blair17 December 2011

The second full week of Streets of Bedlam has been great. I’m running out of ways to say thank you to everybody!

Here’s what’s been going on the past week:

Kickstarter
We blew past the $5k milestone! Hitting this unlocks the Sawbones and Ingenue character types/archetypes to all backers who pledge $10 or more!

The next milestone is $8k. If we reach that, I’ll add the standalone adventure “Eli Mendoza is a Dead Man” to the first supplement, turning Four-Story Drop into Five-Story Drop!

Reveals
This week, we took a look at the SAMARITAN and the PUSHER. Next week, I’ll pull back the curtain on two new Character Types/Archetypes including a Kickstarter-exclusive Archetype for anyone who pledges $60 or more.

I also talked a bit about the game’s Investigation rules. Next week, I’ll talk about how to get what you need to know from, shall we say, stubborn individuals.

Interview/Press
RPGGeek Newscaster Josh Bazin interviewed me and posted the results over at the RPGGeek Message Boards!

The good folks at Smiling Jack’s Bar & Grill said some very nice things about Streets of Bedlam over on their podcast.

I’ve started a thread over at Pinnacle’s official SW Licensees forum. Stop on by and ask some questions!

Be sure to follow the official @StreetsOfBedlam Twitter account for early previews of what’s to come.

Thanks, everybody, for a wonderful week!

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New Rules: Investigation

PreviewJason L Blair16 December 2011

Crime is an everyday part of Streets of Bedlam. The city is filled with folks who commit it, those who are victims of it, and bystanders who look the other way. Of course, there are also people who have to stick their heads right into the lion’s mouth—which is probably what you’ll end up doing when you play it. Some of these people are professionals, Badges for instance, but anybody can get dragged into an investigation, especially when something personal is involved somehow.

Instead of making investigations a simple roll in Streets of Bedlam, I wanted to give important crime scenes and criminal trails some heft, to make the process of figuring out a crime as engaging, and with as much dramatic back and forth, as combat. In books and movies, a well-done investigation adds emotional heft to the story. Through it, we learn about the criminal, the victim, the investigator, and how they all fit together.

Using the Savage Worlds system as the core, I wanted to give players new options so they can adjust the granularity of the game for their group, to tweak the focus to better fit the types of stories you might tell with Streets of Bedlam. While an investigation could be resolved by a single die roll, some investigations are more important, and have more to say, than a simple “I know who did it.” That’s where Streets of Bedlam‘s Investigation rules come into play.

When it comes to a crime scene, especially the scene of a murder, two sides come into conflict: the criminal and the investigator. Those two are the forces butting heads and this is where the good drama comes from.

As with combat encounters, crime scenes in Streets of Bedlam are set up beforehand by the game master*. The GM determines the criminals Intent, constructs a list of important clues, a list of secondary clues, and then rolls to see how successful the criminal was at fulfilling his Intent. Success and failure on this roll modifies the difficulty for whoever later comes along to investigate. These details are recorded on a brief Crime Sheet.

A criminal’s Intent is either to leave Zero Evidence or Set a Stage. When the criminal is attempting to leave Zero Evidence, he is trying to remove anything that could implicate him. When a criminal tries to Set a Stage, he is delivering a message which may be trying to point the finger at someone else (a frame job) or tell a story (as is often the case with serial killers). So the GM notes the criminal’s Intent and marks the level of success on the Crime Sheet.

(If the GM desires an even more granular level of investigation, she can roll for Intent for every major clue or “stage setting” as well.)

Throughout the examination of the crime scene, the investigator’s actions will be helped or hindered by the success of the criminal. Clues will be revealed through this back-and-forth where the player characters will have to butt heads with actions that took place minutes, hours, days, possible years beforehand. Time, area, and weather are among the other modifiers that could come into play—either against the investigator or against the perpetrator. A rainy day could wash away key evidence but it could also provide a nice wet patch to capture the criminal’s bootprint.

Failing to find the clues doesn’t dead end the investigation though. Instead, it may end up leading you somewhere else, along the wrong trail, but, hey, sometimes it’s not important that the person responsible is taken down—just that someone is.

This system will be detailed completely** in the Streets of Bedlam corebook but I wanted to give you all a look into the thought process behind the game. I hope this preview piqued your interest for what’s in store. Come back next week for a look at the game’s take on information extraction with a breakdown of the new Interrogation rules.

*Also as with combat encounters, the corebook will include sample crime scenes for impromptu investigations.

**As it’s still in playtest, some details may also change prior to release.

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Archetype: PUSHER

Archetypes, PreviewJason L Blair14 December 2011

Vice is gonna flow in Bedlam and nobody can stop it. Someone may as well as make some money off it. Maybe you can flip that cash into something good, y’know? Help the homeless, feed the hungry, right? Turn the bad into good, maybe? It’s not that you’re into exploiting misfortune. Hey, look at it this way: If it’s not you governing the stream then someone else will, and then your customers are at the mercy of some unscrupulous backdoor chemist putting who knows what into the mix. Sure, you may cut powder with the occasional baby laxative—gotta stretch out resources when supply is tight—but you’re not stirring industrial cleaner into the spike.

Folks ask what your career plan is. Where do you go from here? Your plan is simple: buy, sell, retire. At least get enough cash to get the hell out of this town. What, go into politics? Yeah, that’s much more honest work. The church? The cops? Please. What kind of world is it where a supposed criminal like you has stronger moral fiber than the folks who swear to protect people? You may be “part of the problem” but at least you have standards.

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Archetype: SAMARITAN

Archetypes, PreviewJason L Blair12 December 2011

Evil lives in Bedlam, infecting the spirits of the citizenry and darkening the skies in its wake. The people of Bedlam are not lost—not permanently—though they are horribly misguided. Redemption is possible even if the means to such get a little extreme now and then. You have taken up the challenge of saving those who seek salvation and sometimes those who actively resist it. You often put yourself directly between evil and its victims, beating back abusers, pushers, and other villains in order to protect a lamb from slaughter.

You shepherd back to the fold those who wander, whether into the arms of the Lord or simply away from the perils of vice. Catholicism rules Bedlam, there’s no debating that, but not all Samaritans are members of the Big Church. Many are of other faiths, a lot are non-denominational. Samaritans can be social workers, youth center volunteers, or anyone trying to staunch the flow of crime. No matter how their methods, they all have the calling to do Good and help their fellow men and women however they can.

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$5k Milestone Hit, Exclusive Archetypes Unlocked!

GeneralJason L Blair11 December 2011

The response to Streets of Bedlam continues to amaze me. Thanks to you all, the Kickstarter has surpassed $5,000 in l2 days. This not only makes me incredibly happy but it unlocks two Kickstarter-exclusive archetypes, SAWBONES and INGENUE.

Every backer who pledges $10 or more will receive a free PDF including a full breakdown of the two archetypes with their own abilities, edges, and hindrances. Patch up the dead and dying underlings of powerful crime lords, perform backstreet operations, and use your medical training to extract the truth from reluctant “patients” as the SAWBONES. Step off the bus with stars in your eyes but fall into a seedy world of betrayal and exploitation as the naive-but-hopeful INGENUE.

The PDF will ship to $10+ backers with their copy of the Streets of Bedlam PDF due out in April 2012.

If we hit the $8k milestone, a fifth scenario titled “Eli Mendoza is a Dead Man” gets added to the first supplement!

The cast members are dragged into a missing person case when a gambler carrying a load of bad debts pulls a vanishing act. That act is common enough in this town; what makes this special is the fact the man in question was supposedly put in the earth three years ago.

Over a month remains on the clock so if you haven’t backed the Kickstarter yet, you still have time! Get exclusive content, credit in the game, even immortalize yourself as a character in the world!

Thanks again to everyone who has pledged and helped spread the word.

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