HTP BLADES IN THE DARK 3 ACTUAL PLAY - The Sewer Cult Learns About Police Corruption

HTP BLADES IN THE DARK 3 ACTUAL PLAY - The Sewer Cult Learns About Police Corruption

Blades in the Dark is a game about daring criminals pulling off impossible heists. Our crew immediately used fire to escape the box we voluntarily hid in, assaulted two undercover cops, locked them inside our escape crate, stole accounting records, accidentally got high during evidence collection, and somehow convinced ourselves this was still a stealth mission.

Honestly, I think the cult is thriving.

Show Notes

Part 3 finally dropped us into our first real score and the sewer cult wasted absolutely no time proving they were both competent and deeply concerning. Tasked with infiltrating an illegal leviathan blood refinery hidden beneath an apothecary, we chose the most sensible plan imaginable: smuggle ourselves inside in a supply crate. Naturally this immediately turned into an emergency fire escape situation because Talon solved confinement with alchemy and arson.

Once inside, things somehow became more chaotic. We discovered the "guards" were actually Bluecoats running security for the operation, meaning our weird little cult had accidentally punched local law enforcement in the face before the score even properly started. Rather than murder them and summon ghost problems, we tied them up, stuffed them back into the crate, and continued the mission like this was all part of the plan. It absolutely was not.

The score also gave us a chance to see Blades in the Dark really shine mechanically. Flashbacks let us retroactively prepare, clocks tracked rising danger, and the system constantly pushed us forward instead of letting us stall in planning mode. Every success created new problems and every problem somehow made the story better.

Meanwhile Talon uncovered suspicious ledgers pointing to illicit operations while Roper discovered the drugs in the least scientific way possible by accidentally inhaling them and immediately becoming evidence. It was a perfect demonstration of why this game works so well. The mechanics encourage momentum, but the players create the disasters.

By the end we had stolen evidence, infiltrated the operation, mildly traumatized two cops, and learned an important lesson. Never let the ghost guy do quality control on contraband.

Key Takeaways
  • The crew's first score involved infiltrating an illegal leviathan blood refinery hidden beneath an apothecary
  • Smuggling themselves inside in supply crates immediately escalated into improvised arson
  • Talon used alchemy and fire to escape confinement and start the mission
  • The refinery operation appeared connected to illicit drug production
  • The guards turned out to be Bluecoats acting as security for the site
  • Killing enemies in Doskvol creates major problems because ghosts are very real
  • Flashbacks allowed retroactive preparation without lengthy planning sessions
  • Clocks helped track danger, progress, and rising alert levels
  • Talon recovered ledgers that may contain coded evidence of illegal activity
  • Roper accidentally sampled the contraband and became mildly intoxicated during evidence collection
  • The score highlighted how Blades in the Dark rewards momentum over perfect planning
  • The cult continues to be alarmingly effective despite having absolutely no business succeeding

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