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Blades in the Dark Actual Play
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<blockquote data-quote="chaochou" data-source="post: 7178897" data-attributes="member: 99817"><p>All good <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> It's easier after working through a few examples! I'm finding it takes a few look-ups at the moment as I get used to the systems, but that's fine.</p><p></p><p>Here's something, though. Blades appears unusual in this style of game in that it has an established setting, Duskwall. I'm not saying it's a bad setting.</p><p></p><p>But, settings - by their nature - tend to get 'owned' by the person with the book. Traditionally, that is the person running the game. And setting ownership runs contrary to the spirit of Blades in which the MC and the players are creative equals. It's just a tiny step from setting ownership to plot ownership - and then you may as well cut your losses and play one of the thousands of systems which presupposes GM authority.</p><p></p><p>The first session advice in Blades looks a bit weak to me. How did you set up the first session to make it clear that the setting was up for invention, not just exploration, by the players. Did you do this?</p><p></p><p>Similarly, what method did you use to establish the tensions, the mistrust, the beefs and the knowledge which led to the initial score?</p><p></p><p>I think a discussion - not on the mechanics of character or crew generation - but on the establishment of context and player comfort with the environment would be worthwhile.</p><p></p><p>Cheers.</p></blockquote><p></p>
[QUOTE="chaochou, post: 7178897, member: 99817"] All good :) It's easier after working through a few examples! I'm finding it takes a few look-ups at the moment as I get used to the systems, but that's fine. Here's something, though. Blades appears unusual in this style of game in that it has an established setting, Duskwall. I'm not saying it's a bad setting. But, settings - by their nature - tend to get 'owned' by the person with the book. Traditionally, that is the person running the game. And setting ownership runs contrary to the spirit of Blades in which the MC and the players are creative equals. It's just a tiny step from setting ownership to plot ownership - and then you may as well cut your losses and play one of the thousands of systems which presupposes GM authority. The first session advice in Blades looks a bit weak to me. How did you set up the first session to make it clear that the setting was up for invention, not just exploration, by the players. Did you do this? Similarly, what method did you use to establish the tensions, the mistrust, the beefs and the knowledge which led to the initial score? I think a discussion - not on the mechanics of character or crew generation - but on the establishment of context and player comfort with the environment would be worthwhile. Cheers. [/QUOTE]
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