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What is a "Narrative Mechanic"?

I guess I'll report this in this thread.

I just came back from my first session of playing Blades in the Dark. It was fun. However, the narrative mechanics were unimmersive exactly the way I assumed they would. A lot of discussions were very meta like "if we had this or that item we could try this thing" or "what if we did this as a flashback?" It was quite engaging, but it was more about problem solving via collaborative storytelling than inhabiting a character.
 

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Micah Sweet

Level Up & OSR Enthusiast
I guess I'll report this in this thread.

I just came back from my first session of playing Blades in the Dark. It was fun. However, the narrative mechanics were unimmersive exactly the way I assumed they would. A lot of discussions were very meta like "if we had this or that item we could try this thing" or "what if we did this as a flashback?" It was quite engaging, but it was more about problem solving via collaborative storytelling than inhabiting a character.
Every narrative game I have ever played went the exact same way.
 

I guess I'll report this in this thread.

I just came back from my first session of playing Blades in the Dark. It was fun. However, the narrative mechanics were unimmersive exactly the way I assumed they would. A lot of discussions were very meta like "if we had this or that item we could try this thing" or "what if we did this as a flashback?" It was quite engaging, but it was more about problem solving via collaborative storytelling than inhabiting a character.
Interesting. Because Blades has specific mechanics to avoid the equipment discussions starting with what has been termed "Quantum Equipment" unless the discussions are the sort that should be had in character ("We need to get X equipment"). And I'm used to people declaring flashbacks rather than discussing them.
 

Old Fezziwig

Well, that was a real trip for biscuits.
I guess I'll report this in this thread.

I just came back from my first session of playing Blades in the Dark. It was fun. However, the narrative mechanics were unimmersive exactly the way I assumed they would. A lot of discussions were very meta like "if we had this or that item we could try this thing" or "what if we did this as a flashback?" It was quite engaging, but it was more about problem solving via collaborative storytelling than inhabiting a character.
It could just be my old group, but do people's D&D games not have the sort of conversation that I've bolded? We constantly had that conversation and variants of it, in both D&D and Savage Worlds. It seems utterly normal to me. Of course that group also had to institute a dinner rotation to avoid extended rounds of nice-guy chicken, so it could very well be us.
 

Interesting. Because Blades has specific mechanics to avoid the equipment discussions starting with what has been termed "Quantum Equipment" unless the discussions are the sort that should be had in character ("We need to get X equipment"). And I'm used to people declaring flashbacks rather than discussing them.
What's the quantum equipment meta discussion avoidance mechanic? We just started, so might not be super familiar with all the rules.
 

It could just be my old group, but do people's D&D games not have the sort of conversation that I've bolded? We constantly had that conversation and variants of it, in both D&D and Savage Worlds. It seems utterly normal to me.
Yes, but those games the characters either have the item or not, and can discuss in character whether they should acquire one. In Blades the player can meta declare that they had the item all along, hence meta conversation about what equipment they should "create" this way. It is not something the characters could actually discuss among themselves. Though in our game the discussions were weird half in character, but not really because we must refer to the quantum gear...
 

What's the quantum equipment meta discussion avoidance mechanic? We just started, so might not be super familiar with all the rules.
The quantum equipment is the discussion avoidance. If you need it just pull it out when you need it rather than faffing about. You're meant to pretty much start in media res.

Or failing that have the planning conversations in character.
 

hawkeyefan

Legend
Yes, but those games the characters either have the item or not, and can discuss in character whether they should acquire one. In Blades the player can meta declare that they had the item all along, hence meta conversation about what equipment they should "create" this way. It is not something the characters could actually discuss among themselves. Though in our game the discussions were weird half in character, but not really because we must refer to the quantum gear...

My guess is that it just seems more pronounced because it's a new way of doing things. I don't know why everyone has to discuss it... though I don't see why they can't. Typically, when I've played, and we run into a situation where a dangerous climb comes into play, I either declare that I've brought climbing gear or not, and then we move on.

Do you mean that it was something like the below?

Player1: Okay, so there's this massive wall we need to climb. I only have two inventory slots left, so I don't know if I can spare it on climbing gear. What about you guys?

Player2: I'm planning on needing armor once we get inside, so I've been saving my inventory for that.

Player3: I have four slots left, and nothing else urgent I think I'll need, so I can bring the climbing gear.

Is that the type of discussion you mean?
 

The quantum equipment is the discussion avoidance. If you need it just pull it out when you need it rather than faffing about. You're meant to pretty much start in media res.
We did. And when we were infiltrating we had to decide how to get rid of the guards. There were several options, which required different equipment. We needed to discuss our options.

Or failing that have the planning conversations in character.
You really can't have a conversation about whether you should have decided earlier to bring item X or not in character.
 

Fenris-77

Small God of the Dozens
Supporter
I guess I'll report this in this thread.

I just came back from my first session of playing Blades in the Dark. It was fun. However, the narrative mechanics were unimmersive exactly the way I assumed they would. A lot of discussions were very meta like "if we had this or that item we could try this thing" or "what if we did this as a flashback?" It was quite engaging, but it was more about problem solving via collaborative storytelling than inhabiting a character.
This is pretty common. One of two things is likely to be true. It's possible that Blades simply won't click for you and your table. It's also possible that this is simply an artifact of a new system. Your account squares with my recollections of my first couple of Blades sessions so it's quite possible. I found that as I played and especially within a stable group that we learned to trust the system and just dive in recklessly as is the general intent. That took a couple of sessions but most of the planning talk went away and people played those quantum options in a much more diegetic and naturalistic way. I'm sure this isn't everyone's experience, but it was mine and it's a fairly common thing in my experience.
 

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