I'd say that what might be more worthwhile is posting again after the revisions that you and @Ovinomancer have canvassed are tried. Given some of the strange replies this thread has already generated, I honestly don't think it's worth trying to spell out the session details to try and respond to them or other potential misunderstandings.If it would help people understand further what was done here and how it facilitated play, I could excerpt the session in deeper detail than has done thus far. My guess is you (pemerton) could pretty easily extrapolate the inputs and outputs of the affair, but given the confusion that we've already seen, it may be the case that anyone looking at this still has no idea how this actually facilitated play (and what kind).
My question - non-rhetorical - would be what does it add to play to have some of these Bangs/obstacles spelled out in advance of play?
One answer was this:
Besides the feeling of immersion (for lack of a better word) resulting from this process, were there other effects on play. Eg did it make it easier for the players, or did it change the method of approach, that they already knew in advance the sorts of obstacles they were likely to confront, and having the possibility of "managing" them via choice of route on the map?The Obstacles/Problem generation was fun, and kept at a pretty high level. Taking turns, we'd establish a location on the map, then a kind of problem with maybe a few details, if needed. Like, I established that the park below the precinct house was a location for Gang Trouble, and we established that this gang was going to be the Grey Cloak -- ex-cops drummed out for being too brutal (which is saying something in Blades) and who have banded together to form a nasty gang of toughs. I like the juxtaposition of them being so close to their former compatriots.
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What I loved most about this was the ability to choose a route -- while some of the obstacles were things that couldn't be predicted, most of them were, and it felt like it really centered our characters' knowledge of the city. This neighborhood really felt alive and familiar (which was cool because our hunting grounds are there).
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