innerdude
Legend
My number one priority as a player is a consistent standard for what good play looks like. It does not have to be a game described in any particular book, but the consistent application of both play principles and techniques is critical to me personally. That's also something I try my damnedest to provide to the people I play with.
What I personally value most in gaming is a shared sense of purpose. It's really what I value most in life. One team. One fight. That's really what draws me to games with more clear objectives. I know what the mission is. In the absence of clear objectives built into a game I will generally try to build that consistency back in.
Challenges in Blades compared to D&D are a bit different, that is true, though there is still plenty of overlap. What's interesting for me is that I've found that my group seems to have a much stronger connection to their character and their roleplay is stronger in Blades versus D&D. Yes, there are elements that have them contributing in a more authorial way, beyond the view of their character. But instead of breaking immersion, those instances seem to actually enhance it in other ways.
I think the players feel more a part of creating the world, and as a result their characters feel more like an actual part of that world. There's a kind of sympathetic angle there.
I think this is also enhanced by the XP/reward system in Blades versus D&D. Blades ties XP rewards to more character based things, where as D&D typically offers XP for either gaining treasure or for killing monsters. So as players try to get XP, they're actively defining their characters.
Now, there's nothing to stop players in D&D from diving into their characters and really defining and portraying them....but there's very little in any iteration of D&D that actively supports that, or promotes it in play. I mean, ultimately, if we look at the reward system of any RPG, that's a really strong indicator of what the game is about.
The role of functional incentive structures cannot be underplayed (in both life broadly and in games).
Its no coincidence that 4e's recharge schedule plus Milestone mechanic (if you push forward, rather than attempt to recharge, your group gets HUGE Action Economy gains...even as your daily suite of resources erodes) propelled play forward compared to the stall-out (and/or mini-game/arms race of Team PC pushing to affect a recharge of spell loadout) of workday issues of D&D of yore (and present).
Its no coincidence that Dogs players bring in their Traits and Relationships (and even the ones that specifically complicate their lives) as conflicts progress...which in turn (a) ensures thematic focus and (b) drives the xp/erosion of PC engine.
Its no coincidence that, despite being a game being about violent scoundrels ensconced in gang warfare, Blades games feature a lot more thematic xp triggers than body count (because body count = Heat...which engages with a positive feedback loop you don't want).
All of this is tremendously applicable to Ironsworn. The main driver of play is supposed to be the characters' "Iron Vows"---the solemnly sworn, honor-bound promises made to themselves and others within the game world.
And the mechanics dramatically reinforce how important these are to the characters. Abandoning an Iron Vow carries significant narrative and mechanical impact, all of it negative. The gaining of XP and advancement is solely tied to players successfully completing Iron Vows. There is no justification, in-or-out of fiction, for players not to agree to swear Iron Vows and then do everything possible to pursue their fulfillment.
And it's positively revelatory on how it shapes the dynamic of play for our group. Like, just last session, one of my players about 2/3 of the way through the session approached the group and said, "I'm not finding ways to connect my character's Iron Vows to what the group is pursuing. Can we talk about how we can build in some of these things into our pursuits?"
I was floored by it. This was a player taking an active role---wholly within the play principles established---of building on their character motivations. And everyone of course jumped happily at the opportunity to collaborate and build on this player's primary vow ("I will discover and eradicate the sources of darkness that have infiltrated this land").
The combination of Ironsworn's vows + progress tracker + "complete a vow" mechanical move are the kind of connected advancement mechanics that I would have never imagined possible in other contexts.
Savage Worlds never, not once, naturally pushed play in this direction, because the reward/advancement feedback loop in Savage Worlds is little more than, "Now you get to keep playing the game with a more powerful character."
We're heading into our 6th session tomorrow, and I don't recall being this excited to GM a game in years.