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The Blades Know What You Did In The Dark
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<blockquote data-quote="Stunning Serendipity" data-source="post: 7728257" data-attributes="member: 6810710"><p>This sounds like a review by someone who has not actually played the game, and if the characters have an easy time, the GM is not following their agenda & principles.</p><p></p><p>Either way, the paragraph concerning clocks is factually wrong ("<span style="color: #3E3E3E">many of the game's mechanics only activate if there is a clock running" - which ones?), and more importantly, clocks are one of the most useful GMing tools Blades offers and are one of the things I would easily export to other games, just because they're so awesome. They're not a logistical nightmare, they are a simplified way of tracking progress and danger.</span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">And if you think rolling a 4/5 on most challenges is an easy win, you must not have seen the consequence table. A 4/5 on a Desperate roll means that you succeed, but you take one to several consequences of the form severe harm (maybe deadly harm), a serious complication, and limited effect. Sure, you can resist these consequences to make them slightly less bad (- but not eliminate them altogether!), but that costs stress, which you only have so much of.</span></p><p><span style="color: #3E3E3E">This game is about succeeding at a serious cost (usually), and the scoundrels should not come out of situations all shiny, happy, and unscathed.</span></p></blockquote><p></p>
[QUOTE="Stunning Serendipity, post: 7728257, member: 6810710"] This sounds like a review by someone who has not actually played the game, and if the characters have an easy time, the GM is not following their agenda & principles. Either way, the paragraph concerning clocks is factually wrong ("[COLOR=#3E3E3E]many of the game's mechanics only activate if there is a clock running" - which ones?), and more importantly, clocks are one of the most useful GMing tools Blades offers and are one of the things I would easily export to other games, just because they're so awesome. They're not a logistical nightmare, they are a simplified way of tracking progress and danger. And if you think rolling a 4/5 on most challenges is an easy win, you must not have seen the consequence table. A 4/5 on a Desperate roll means that you succeed, but you take one to several consequences of the form severe harm (maybe deadly harm), a serious complication, and limited effect. Sure, you can resist these consequences to make them slightly less bad (- but not eliminate them altogether!), but that costs stress, which you only have so much of. This game is about succeeding at a serious cost (usually), and the scoundrels should not come out of situations all shiny, happy, and unscathed.[/COLOR] [/QUOTE]
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