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what's the new innovative RPG that's going to change everything?
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<blockquote data-quote="Campbell" data-source="post: 7037445" data-attributes="member: 16586"><p>Blades in the Dark is a killer app. It approaches design from a place that makes use of the techniques utilized in both the OSR and Powered By The Apocalypse design spaces to create a focused game about playing a group of daring scoundrels making a place for themselves in the underworld of Duskvol, an industrial city built on occult technology.</p><p></p><p>Key features include:</p><ul> <li data-xf-list-type="ul">A unique setting that combines industry, rampant criminality, swords and sorcery elements, and conflicting factions. The setting material is focused on a singular city where play is focused. The setting is presented in focused bits that are primed for play including strong districts with their own identity, and factions with direct and immediate plans that play groups can opt to oppose or speed along. Even if the PCs do nothing that status quo will not stay the same. Duskvol is a pressure cooker. In many ways Duskvol functions like a dynamic dungeon for players to pursue their ambitions in.</li> <li data-xf-list-type="ul">Blades is focused on group play. Players are not just part of a group or adventuring party, but a crew that will hopefully outlive them. They are building something. To focus play on the group and to breathe life into the crew as a character in the setting Blades provides a playbook for the crew with its own special abilities, territory to gain and lose, and advancement. Each crew type shapes play in different directions.</li> <li data-xf-list-type="ul">Character and crew creation provides players with an immediate context in the setting. Before play even begins you are making decisions that uniquely position the characters in the crew in Duskvol. You will have a heritage, a background, enemies, allies, friends, rivals, and contacts. This is all found on the character playbooks, crew playbooks, and faction sheets the game provides. It keeps the details sparse so you can develop this fiction in play, but all characters have a place in Duskvol. They belong.</li> <li data-xf-list-type="ul">Fiction First. Blades is a game that cares very deeply about fictional positioning. It provides a set of tools to communicate fictional details that provides a context for every action. Each action has a position or risk and effect level determined by what is actually happening in the game world. Harm is specific rather than quantified. Count down clocks provide a fluid way to show consequences and progress.</li> <li data-xf-list-type="ul">Blades innovates in presentation. It is a game designed by a visual artist, and it shows. Character and crew playbooks deliver all the information you need to play the game. The setting material is crisp and easy to use. There are tools to handle improvisation including score creation, NPC generation, and environmental descriptors.</li> <li data-xf-list-type="ul">Structured low prep play. The way that scores, territory, and down time work make it incredibly easy to run the game off the cuff. John Harper, the game's creator says that he regularly runs Blades with no prep at all. Once you understand the setting and principles of the game it is extremely easy to run. <br /> </li> </ul><p></p><p>I'll have more later, but it probably deserves its own thread.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7037445, member: 16586"] Blades in the Dark is a killer app. It approaches design from a place that makes use of the techniques utilized in both the OSR and Powered By The Apocalypse design spaces to create a focused game about playing a group of daring scoundrels making a place for themselves in the underworld of Duskvol, an industrial city built on occult technology. Key features include: [LIST] [*]A unique setting that combines industry, rampant criminality, swords and sorcery elements, and conflicting factions. The setting material is focused on a singular city where play is focused. The setting is presented in focused bits that are primed for play including strong districts with their own identity, and factions with direct and immediate plans that play groups can opt to oppose or speed along. Even if the PCs do nothing that status quo will not stay the same. Duskvol is a pressure cooker. In many ways Duskvol functions like a dynamic dungeon for players to pursue their ambitions in. [*]Blades is focused on group play. Players are not just part of a group or adventuring party, but a crew that will hopefully outlive them. They are building something. To focus play on the group and to breathe life into the crew as a character in the setting Blades provides a playbook for the crew with its own special abilities, territory to gain and lose, and advancement. Each crew type shapes play in different directions. [*]Character and crew creation provides players with an immediate context in the setting. Before play even begins you are making decisions that uniquely position the characters in the crew in Duskvol. You will have a heritage, a background, enemies, allies, friends, rivals, and contacts. This is all found on the character playbooks, crew playbooks, and faction sheets the game provides. It keeps the details sparse so you can develop this fiction in play, but all characters have a place in Duskvol. They belong. [*]Fiction First. Blades is a game that cares very deeply about fictional positioning. It provides a set of tools to communicate fictional details that provides a context for every action. Each action has a position or risk and effect level determined by what is actually happening in the game world. Harm is specific rather than quantified. Count down clocks provide a fluid way to show consequences and progress. [*]Blades innovates in presentation. It is a game designed by a visual artist, and it shows. Character and crew playbooks deliver all the information you need to play the game. The setting material is crisp and easy to use. There are tools to handle improvisation including score creation, NPC generation, and environmental descriptors. [*]Structured low prep play. The way that scores, territory, and down time work make it incredibly easy to run the game off the cuff. John Harper, the game's creator says that he regularly runs Blades with no prep at all. Once you understand the setting and principles of the game it is extremely easy to run. [/LIST] I'll have more later, but it probably deserves its own thread. [/QUOTE]
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