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Crimson Lions and Chosen Wolves
June 20th, 2021

More Band of Blades campaign Mission Sheets from one of our groups, written and designed for the fourth phase of the campaign, set again in Plainsworth. Plus some additional notes and thoughts about each, meta-game events and influences on play and GM rulings. There are only two missions this time, as the third mission (Chosen Light) was a carry-over from the prior phase.

General information and a full archive of previously posted sheets can be found on this page.

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Azure Ghosts and Emerald Vipers
June 14th, 2021

The second in the series of posts providing overviews of the Band of Blades campaign missions from one of our groups. Below are the three Mission Sheets written and designed for this, the third phase of the campaign, and some additional notes and thoughts about each, particularly in terms of meta-game events and influences on play and GM rulings.

General information and a full archive of previously posted sheets can be found on this page.

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Grasping at the Peak
June 10th, 2021

This is the first in a new series of regular(?) posts that will be going up over the course of the next few weeks, dealing with the Band of Blades campaign one of our groups recently concluded. These posts will provide the Mission Sheets written and designed for that campaign, and any additional notes or thoughts about each.

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Respecting Time
June 8th, 2021

GMs, particularly for long-term campaigns, usually put a lot of time and effort into prep-work for their games. Players, particularly players who have never tried to run a long-term campaign, often lack this perspective, treating the weekly game as a casual, drop-in event, able to be canceled at the last minute without it being rude. “Just a game.” Right?

This is a problematic perception. It disrespects the GM’s time and effort, and it disrespects the time set-aside by the other players at the table.

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Myth of Blades
October 24th, 2020

One of the inspirations oddly missing from Band of Blades is acclaimed 1990’s computer game Myth: the Fallen Lords, a real-time strategy game by Bungie. The game tells the story of a continent over-run by armies of the undead, led by powerful (bickering) sorcerer-generals, who are themselves enslaved and corrupted by an ancient sorcerer-king; against them is arrayed the Legion, an army of men and their allies led by nine powerful sorcerers, who are desperately fighting to hold the line and protect the last bastions of humanity from being overwhelmed.

Sound familiar? Yes, that’s pretty much Band of Blades. Almost certainly because, just like Band of Blades, Myth: The Fallen Lords is also an homage to Glen Cook’s Black Company series of novels, and therefore borrows a number of similar elements. Now I enjoyed the Black Company, a lot, but I love Myth: TFL. Myth is my single favorite game ever of any genre or type of video game. It has been almost thirty years, and I still fire it up on occasion to throw exploding bottles at the shuffling hordes of thrall and hack down myrmidons.

After playing (and re-playing) the video game, I’ve always wanted more, and to be able to experience it at the tabletop. Since Band is so closely intertwined with Myth on a conceptual level, this is my chance to make it happen as a role-playing game using a system supportive of the nature of the fiction.[1]

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