So, I said it earlier, that I assume that a lot of people to whom Blades works smoothly have imported quite a bit practices and assumptions that are not in the text. Like Apocalypse World is an older game with more rigidly defined moves and consequences, and I'd image coming from that to Blades would help one run it more effectively than coming from, say, D&D.
Blades was the first game like this that I ran and I ran it before I played it. We went from 5e D&D to Blades.
I think coming from that mindset has more impact on how quickly my group and I took to the game.
I have since branched out and played many such games, and doing so has helped my GMing of Blades. So exposure to these kinds of games helps, I think, but the issue out of the gate tends to be approaching play from a more D&D mindset.
In other words, I think you have a point… but I think it’s more going in the other direction.
Yeah, this makes sense to me (and I like that "lose contact" clock, good idea.) I feel the issue to me is that this game has been described to me as some sort of consequence rollercoaster where the consequences feed the fiction, keeping it fluid and dynamic, and a tick to some gauge that might matter later, or not, just is not that at all.
Yeah, and in my experience, that’s how play tends to go. The fact that you’re describing it so much as “eh so what” when it comes to consequences says to me that the GM isn’t making consequences matter as much. You should feel those consequences beyond “I’ll Reduce Heat this time, guys”.
And I mean this both at the Score level of play and the Faction level of play.
I'm not sure they use more clocks than intended, but they certainly use them as a consequence far more often than I would prefer, and I've told them this. But I am not sure they're using them "wrong" per se, as I don't believe the rules are particularly specific in this regard.
I’m less interested in labeling something wrong than in understanding what’s happening in play and how to adjust to make play more enjoyable (assuming that’s a goal… I know you’ve said the game is pretty enjoyable, but it sounds like there’s room for improvement).
I think the GM should try and inflict more situational consequences. Use those to evolve the situation. Put the characters in bad spots where it’s not easy for them to get out unscathed. Pressure them in areas where their Action ratings aren’t the best. Hit them HARD and OFTEN so that they feel the need to Resist and use up their Stress.
If the Crew collectively has enough DTAs to address all their issues, or to easily spend some Coin to buy more without worry… then the pressure is not on them enough.
I mean it’s hard to make specific suggestions without a complete picture… but that’s the gist of it.