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Blades in the Dark Actual Play
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<blockquote data-quote="Campbell" data-source="post: 7064493" data-attributes="member: 16586"><p>Before I go into more depth about the session, game, and how everything came together I wanted to offer a list of the highlights of play.</p><ul> <li data-xf-list-type="ul">The central question of Blades is - How much are you willing to risk to get what you want? It does so in a number of ways. Heat, Countdown Clocks, Position vs. Effect, Stress. All of these mechanics really coalesce in play in a way that adds minimal overhead, but keeps things extremely tense.</li> <li data-xf-list-type="ul">The structure of play is extremely loose, but adds focus. I always felt like I was working towards something important.</li> <li data-xf-list-type="ul">I love Devil's Bargains. Having the choice to improve your chances at significant fictional costs feels really great in play. I love that any player is allowed to suggest a Devil's Bargain at any moment. The entire first session hinged on a Devil's Bargain I suggested.</li> <li data-xf-list-type="ul">You can really push for the things you want as a player, but there are significant costs. I almost stressed out and gained my first of four traumas during the first session.</li> <li data-xf-list-type="ul">It is extremely smooth in play. We never lost sight of the fiction for a moment.</li> <li data-xf-list-type="ul">Downtime is extremely important. It adds a nice denouemont to the proceedings.</li> <li data-xf-list-type="ul">I love the way experience works. It helps you really reflect on what the session means for your character.</li> <li data-xf-list-type="ul">I absolutely love the way having advancement and a character sheet for your crew keeps the game focused on the group as its own thing, not just a collection of PCs.</li> <li data-xf-list-type="ul">We got our first wanted level. That should really ratchet up the tension going forward. We need to either frame someone or accept that one of us might be spending some time in Iron Hook in the near future.</li> <li data-xf-list-type="ul">The game does an excellent job of helping bring characters in and making them feel like a part of the setting.</li> <li data-xf-list-type="ul"> Playing the game has only made me want to run it even more.</li> </ul></blockquote><p></p>
[QUOTE="Campbell, post: 7064493, member: 16586"] Before I go into more depth about the session, game, and how everything came together I wanted to offer a list of the highlights of play. [LIST] [*]The central question of Blades is - How much are you willing to risk to get what you want? It does so in a number of ways. Heat, Countdown Clocks, Position vs. Effect, Stress. All of these mechanics really coalesce in play in a way that adds minimal overhead, but keeps things extremely tense. [*]The structure of play is extremely loose, but adds focus. I always felt like I was working towards something important. [*]I love Devil's Bargains. Having the choice to improve your chances at significant fictional costs feels really great in play. I love that any player is allowed to suggest a Devil's Bargain at any moment. The entire first session hinged on a Devil's Bargain I suggested. [*]You can really push for the things you want as a player, but there are significant costs. I almost stressed out and gained my first of four traumas during the first session. [*]It is extremely smooth in play. We never lost sight of the fiction for a moment. [*]Downtime is extremely important. It adds a nice denouemont to the proceedings. [*]I love the way experience works. It helps you really reflect on what the session means for your character. [*]I absolutely love the way having advancement and a character sheet for your crew keeps the game focused on the group as its own thing, not just a collection of PCs. [*]We got our first wanted level. That should really ratchet up the tension going forward. We need to either frame someone or accept that one of us might be spending some time in Iron Hook in the near future. [*]The game does an excellent job of helping bring characters in and making them feel like a part of the setting. [*] Playing the game has only made me want to run it even more. [/LIST] [/QUOTE]
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