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Blades In The Dark
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<blockquote data-quote="hawkeyefan" data-source="post: 7563078" data-attributes="member: 6785785"><p>So there's a subreddit and a Discord where folks chat about Blades in the Dark, but I was hoping to revive this short thread to see if there are other folks here who are playing this game. </p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=309" target="_blank">cthulhu</a></u></strong></em>42 are you still running your game? How has it been going? </p><p></p><p>Anyone else out there playing and want to share their experience?</p><p></p><p>I've only recently begun to GM a BitD game. Playing with my D&D crew while we wait for our DM to arrive. We've had about 1 to 2 hours each session, and we've played twice. </p><p></p><p>One of the things I like about it is how much you can potentially get done in a session. Because of the speed of combat and other interactions, the fiction moves along at a brisk pace. Instead of making many rolls over the course of a session, the players make a few rolls, but their importance is generally far greater. I really like how the mechanics work and after forgetting to set Position and Effect a few times in the first session, I remembered on every roll in the second. So it seems that the learning curve is there, but manageable. </p><p></p><p>The players really like the game, especially how it's kind of two games that interact with each other in interesting ways. There's the Crew/Faction game, and then the Score. The Crew/Faction game definitely adds a cool element and really drives the fiction forward. </p><p></p><p>So far, my players have been very cautious about getting into a scuffle, so already I'm seeing a change in mindset from their typical approach to RPGs. It's only a matter of time until violence is needed, and they know that, but until then, they're doing everything they can to avoid combat. Their Reputation is "Professional", so they see it as bad for business....which makes a lot of sense. I'm eager to see how a fight will play out, but willing to wait until it's absolutely necessary. </p><p></p><p>So far, the crew has wound up with a supply of a brand new drug and they're working to set up an operation to distribute. All of this came about naturally as a result of character and crew creation, incorporating their chosen contacts/friends and the associated Faction status changes. We didn't work out any of these details ahead of time, we just took their decisions when making the characters and crew, and then came up with the scenario based on that. </p><p></p><p>It's very collaborative and the players are digging how involved they can be in the fiction. It's taking them some adjusting, but as the game moves along, they're starting to see the differences more and more. Pretty soon, I expect them to start breaking out some Flashbacks. I'm interested to see how that comes up.</p><p></p><p>I hope other posters here have some comments about the game and their experiences.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7563078, member: 6785785"] So there's a subreddit and a Discord where folks chat about Blades in the Dark, but I was hoping to revive this short thread to see if there are other folks here who are playing this game. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=309"]cthulhu[/URL][/U][/B][/I]42 are you still running your game? How has it been going? Anyone else out there playing and want to share their experience? I've only recently begun to GM a BitD game. Playing with my D&D crew while we wait for our DM to arrive. We've had about 1 to 2 hours each session, and we've played twice. One of the things I like about it is how much you can potentially get done in a session. Because of the speed of combat and other interactions, the fiction moves along at a brisk pace. Instead of making many rolls over the course of a session, the players make a few rolls, but their importance is generally far greater. I really like how the mechanics work and after forgetting to set Position and Effect a few times in the first session, I remembered on every roll in the second. So it seems that the learning curve is there, but manageable. The players really like the game, especially how it's kind of two games that interact with each other in interesting ways. There's the Crew/Faction game, and then the Score. The Crew/Faction game definitely adds a cool element and really drives the fiction forward. So far, my players have been very cautious about getting into a scuffle, so already I'm seeing a change in mindset from their typical approach to RPGs. It's only a matter of time until violence is needed, and they know that, but until then, they're doing everything they can to avoid combat. Their Reputation is "Professional", so they see it as bad for business....which makes a lot of sense. I'm eager to see how a fight will play out, but willing to wait until it's absolutely necessary. So far, the crew has wound up with a supply of a brand new drug and they're working to set up an operation to distribute. All of this came about naturally as a result of character and crew creation, incorporating their chosen contacts/friends and the associated Faction status changes. We didn't work out any of these details ahead of time, we just took their decisions when making the characters and crew, and then came up with the scenario based on that. It's very collaborative and the players are digging how involved they can be in the fiction. It's taking them some adjusting, but as the game moves along, they're starting to see the differences more and more. Pretty soon, I expect them to start breaking out some Flashbacks. I'm interested to see how that comes up. I hope other posters here have some comments about the game and their experiences. [/QUOTE]
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