Wow, this is a thing? I haven’t seen this in any of my groups or mentioned much around the discord, but I acknowledge the community is pretty big at this point. How strange. I definitely prefer how Deep Cuts handles both harm and trauma XP triggers.
I've seen it mentioned online in places. It's not something I've encountered a lot in actual play. Most players seem to want to avoid them since each one brings the character closer to death or retirement. My group just started a game a few weeks ago, and we played last night, and we had our first instance of a character gaining a trauma. This was our third score, and we have four players.
I even actually suggested it to him based on a discussion we had about his character. He's playing a Hound, and is a former Bluecoat. Because he was somehow framed or set up and lost his job, his goal is to play him as a bit paranoid. I advised him he could take a Trauma if he wanted and then he'd get XP for playing the character that way. He hadn't really thought of it that way.
So last night, he wound up spending enough Stress to take a trauma. I don't think our conversation was the sole reason for that... circumstances were such that his character was in a position to make a key move and he wound up having to resist a consequence, and it put him over the max Stress... but I'm sure it played a part in making him comfortable to do so.
My question is: what does this actually look like in play? Suppose I’m standing over the group running a Blades in the Dark campaign, what does “deliberately get their first trauma” look like at the table?
Each character in BitD has a reserve of willpower or grit or reserves of energy that the game calls Stress. This is a player used resource... the GM can never dictate the spending of Stress... it's always up to the player. It can be used to Push for an extra die when making an action roll, or to Push for Effect, which improves the Effect (impact, level of success, etc.) of an action. It is also used to fuel some special abilities, and finally, it's used to Resist Consequences. Once you've spent 9 Stress, your character is out of the action temporarily... which often means for the remainder of the Score, but not always... and then they take a Trauma.
A Trauma is a negative status descriptor that becomes a permanent part of your character going forward. They are: Cold, Haunted, Obsessed, Paranoid, Reckless, Soft, Unstable, and Vicious. Once a character has taken four Traumas, they are no longer capable of criminal life... they either die or retire, as appropriate.
Until that point, however, the Trauma serves as another possible avenue of gaining XP. One of the XP questions at the end of a cycle of play is "You struggled with issues from your vice or traumas during the session." So if they use their Trauma to complicate things in play, they can earn an additional XP, or two XP if they do it more than once.
So some players like to try and get a Trauma early in play because it gives them an additional way to play their character, and another possible source of XP. Such players are going to try and spend all their Stress so they take a Trauma early on in play.
As I said above, this is something I've seen more online than in actual play... but obviously, it happens. In the game I mentioned above, our Hound character (a scout or ranged attack specialist) was in an overwatch position on a Score that consisted of a Negotiation between two warring factions, and our crew auctioning off an arcane artifact to one of the two. Another faction crashed the meeting and summoned some hostile spirits to attack everyone. Spirits are so dangerous that they require a Resistance roll by the player for the character to even be able to act against them. So that used up a good deal of the Hound's Stress. Finally, he found the culprit who had summoned the ghosts... a young girl dressed all in black (they dubbed her 'Wednesday')... as the rest of the crew fled the scene to avoid the ghosts, he decided to shoot the girl, to try and sever her control over the ghosts. He pushed to do this, and then when he received a success with a consequence, he made final Resistance roll to avoid it... that roll put him over 9 Stress, and he took a Trauma.
But the Score was over, and the crew was successful, though they had to flee from the harmful spirits. How this looked is much like any other RPG, with the players declaring actions and talking about what's happening. The major difference would likely be to an open discussion about Stress and its use... my guess is that your games generally lack such player facing resources, so they'd not often be discussed in play.