AbdulAlhazred
Legend
Yeah, BitD has less structure to its rules. TB2 embeds pretty much all of what you do in some sort of larger rules structure. You are in 'town phase' or 'on a leg of a journey', or 'adventuring' and there are somewhat different rules (sometimes very different) for each one. BitD has 'info gathering', 'score', and 'downtime', but a lot of what you are doing in those is pretty similar. I mean BitD downtime is more freeform than the other two, but clocks and resources, etc. are all in play in all of them pretty much the same. In TB2 the phases are much more distinct, and then even if you are in a conflict in TB2 the rules for that are considerably more constraining and abstract. So TB2 feels more 'gamist' because there is more 'game' to it, and maybe that also contributes to a 'sim' feel? I don't think either game is very sim though.Well now, that depends on if one considers retiring or becoming part of the system to be a victory! I certainly took my character Skewth into any fraught situation in our Blades campaign with his goal of coming out on top relative to his skewed perception of the world (hence his name), and I did everything I could as a player to ensure that.
As with Torchbearer, one of the things I really like about Blades in the Dark is how it makes narrative & gamist agendas work in relay or tandem, again depending on point of view. Now, I do not recall feeling during our campaign that it was particularly heavy on sim (as compared to Torchbearer, and for what should be similar reasons). I find that interesting and might want to put some time in considering why.
But in terms of Skewth wanting to come out on top, I get you, Takeo was trying to survive and achieve his goals too. It was just 'narrative sense' that lead to the whole escalating cycles for our crew. It was no whim either, the game, the situation, the characters, it DREW us into the story, it was truly emergent! I had no idea what would happen, one thing just lead naturally to another, and the game part, all the clocks and wars and turf etc. had a big hand in it. That part definitely has some gamist aspect, but fundamentally I felt it was really there just to turn the screws, to pressurize the situation sort of how threats do in AW.