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Grade the Forged in the Dark System

How do you feel about the Forged in the Dark System?

  • I love it.

    Votes: 26 27.1%
  • It's pretty good.

    Votes: 16 16.7%
  • It's alright I guess.

    Votes: 15 15.6%
  • It's pretty bad.

    Votes: 5 5.2%
  • I hate it.

    Votes: 2 2.1%
  • I've never played it.

    Votes: 27 28.1%
  • I've never even heard of it.

    Votes: 5 5.2%

That’s interesting. Seems fairly clearly against the intent of BitD but it would probably have worked better for my group.

One other part of players wanting to pre-plan is that it made transitioning from downtime to the mission feel a little railroady because I knew they wanted more preplanning.
I don't think it's against the spirit at all. That is maybe people are describing things a bit differently and it's not clear. In our play we would inventory all the various situations (clocks, war, relationships, turf, heat, etc) mixed with other plot type considerations, PC goals, general lore, etc. That would generally suggest a few possibilities for scores. Then we would decide, based on cost/benefit or maybe just shits and grins what to do. A fortune roll or two might be salient here.

Then we make a plan and gather info, resources, etc. All during this process things could change too. Plans can go south, a crisis can arise, whatever. Finally the score phase starts at a point where things are getting interesting, usually pretty early in the score.

Scores are not scripted in any sense, but there's a goal, some level of plan to achieve that goal and enough fiction has been established so it is all at least moderately coherent. Certainly a bunch of little detail bits will be handled with flashbacks or just using the load out rules, but the structure is there. Now, sometimes things turn out unexpectedly and it's obvious we're off the national path but the game doesn't mind that.
 

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FrogReaver

As long as i get to be the frog
I don't think it's against the spirit at all. That is maybe people are describing things a bit differently and it's not clear. In our play we would inventory all the various situations (clocks, war, relationships, turf, heat, etc) mixed with other plot type considerations, PC goals, general lore, etc. That would generally suggest a few possibilities for scores. Then we would decide, based on cost/benefit or maybe just shits and grins what to do. A fortune roll or two might be salient here.

Then we make a plan and gather info, resources, etc. All during this process things could change too. Plans can go south, a crisis can arise, whatever. Finally the score phase starts at a point where things are getting interesting, usually pretty early in the score.

Scores are not scripted in any sense, but there's a goal, some level of plan to achieve that goal and enough fiction has been established so it is all at least moderately coherent. Certainly a bunch of little detail bits will be handled with flashbacks or just using the load out rules, but the structure is there. Now, sometimes things turn out unexpectedly and it's obvious we're off the national path but the game doesn't mind that.
yea. I don’t think you are talking about the same kind of preplanning as me.
 

I know, but when we played it, not only is it what the rulebook seems to strongly suggest, at that time (not that long after release - a couple of months at most) - all the online guidance the DM (not me, I was a player) could find very strongly suggested exactly that, to the point of basically saying "you're a bad BitD DM if you don't start them in media res in the middle of a heist! Don't even let them start planning!".
I'm suspicious whether you read the book or not. The very first thing it talks about practically is that you start in downtime and then you do info gathering, and THEN the score. So, whomever said you start in the middle of the action, they're just plain wrong!

Once you get to the score then the GM will advance the narrative to the earliest point of the score proper where there's something at stake, and one of the players will make a position check, then the GM will describe the situation with that in mind.
Later advice was much more inline with what you're saying (though actually more pro-planning) and honestly - the abilities the characters have and so on actually do support the "pre-plan and prepare a bit" approach. So you could say the rules imply it (though that is open to interpretation). We just took them too much at their word, I think as a result of having played PtbA games where if you didn't take them at their word for the most part, the game didn't work (that said, as a DM I'd already rejected the use of Fronts in Dungeon World because they were just... not a good tool for the stated job - I later found out this was extremely common - but also I wasn't DMing BitD).
No, people simply didn't read the rules!

And if you don't understand the vital purpose of fronts in DW, I find it difficult to see how you can really play that game as intended either. Without fronts it is just a lifeless set with nothing but static situations. I mean, the GM can describe obstacles as moves, but that's it, and there's very little way to introduce and use prep.
Yeah mine was that it's alright. I can't say it's a bad system, because it meets its own stated goals, something many systems fail to do! (Including some PtbA games). I do feel like it's been promoted as things it isn't (see the heist vs crime difference pointed out by @Grendel_Khan), but that's not entirely on the people who created it, but rather people who've promoted the system. Also it's not even a top offender there.
Yeah, perhaps. I think most RPGs that are not D&D and don't work in a very trad fashion generally suffer from this. Trad games tend to assume a lot, and people have learned to just read nothing but the most basic task mechanics and then just basically assume everything else is D&D. But PbtA etc. that is just a horrible assumption.
 

yea. I don’t think you are talking about the same kind of preplanning as me.
I guess I would need an example. I agree, you certainly don't plan everything out in detail, it's assumed that the PCs do that to some degree, but there's definitely a sort of framework of what the score is.

Like in one score Beaker made a bomb and then Takeo ambushed the wagon containing the targets while the explosion distracted the guards and the Bluecoats. So we had scouted the area, gotten Intel on target strength and movement, etc. and hired a couple of thugs to beef up our strike power.

From there things did go a bit wonky, though the score was pretty successful.
 

I'm suspicious whether you read the book or not.
That's a crummy and pretty funny thing to say given the rest of the discussion from people who've played the game. I wasn't the DM, as noted, but the DM definitely did, and sought advice out online for clarification, so going above and beyond, thus you crapping on them from a height is ummm, deeply unhelpful? Not very nice? Pointless rudeness even by my standards? Quite representative of the unfortunate side of the FitD/PtbA community though - lot of people eager to crap on anyone who "got something wrong" rather than be to be helpful in any way. Kind of ironic/perverse given the nature of many of the games, but things are often that way - Steven Universe is a show basically about being kind and had one of the nastiest fanbases in fanbase history.
No, people simply didn't read the rules!
Yeah, that's not the issue, as we can see from the rest of the discussion. People absolutely did.
Without fronts it is just a lifeless set with nothing but static situations. I mean, the GM can describe obstacles as moves, but that's it, and there's very little way to introduce and use prep.
This is just funny, given the guys who created Dungeon World also said they'd stopped using Fronts, not even that long after it came out.

EDIT - I guess my non-rhetorical question is, what do you think the point of saying stuff like this is? Like what do you think you're doing here? "Outing" me as a "fake fan" or "heretic" or something?

If so this is something I've seen before in PtbA/FitD fanbases as I've said - instead of people explain or helping re: understanding rules, people rush to condemn people who either don't understand or don't follow the rules as basically heretic and unbelievers, enemies of the holy church, and it's so odd in the context of where those games are coming from. Like D&D players can be snippy and mean about rules, but they're desperate to explain the rules and how they work, generally speaking, rather than to condemn the people who don't get them or who they feel aren't using them appropriately or the like.
 
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That's a crummy and pretty funny thing to say given the rest of the discussion from people who've played the game. I wasn't the DM, as noted, but the DM definitely did, and sought advice out online for clarification, so going above and beyond, thus you crapping on them from a height is ummm, deeply unhelpful? Not very nice? Pointless rudeness even by my standards?
Hang on. I agree with you, it REALLY should be made clearly an 'editorial you', but if they're misinterpreting basic stuff that is explained on page 4, and again on page 8, then WTF? The diagram on p9 is pretty clear (as is the accompanying text on page 8) You start in FREE PLAY, which includes Gather Information, Choose a Target, and Choose a Plan (but this is FREE PLAY, there isn't a specific order or structure to this, it is simply scenes organized around characters, actions, and consequences). THEN there's an engagement roll. This is not obtuse, it doesn't require careful reading of the book or picking carefully through text, it is on a par with the stuff at the start of the PHB in 5e.
Quite representative of the unfortunate side of the FitD/PtbA community though - lot of people eager to crap on anyone who "got something wrong" rather than be to be helpful in any way. Kind of ironic/perverse given the nature of many of the games, but things are often that way - Steven Universe is a show basically about being kind and had one of the nastiest fanbases in fanbase history.
I'm simply asking the question because, frankly, it gets old talking to people who first state they have read, played, and thus have a claimed familiarity with a game, and then IMMEDIATELY they say things that contradict the introductory text of said game and form its most basic rules!

So I will say it a different way, read the first 10 pages of the BitD rule book PDF (I assume the paging and such is the same in printed versions, if such a thing even exists). What else is one to say? If the only way to be a 'good community' is to tell people that didn't read the book that you're sorry you recommended such an obviously crappy game and how could we have done that, well, you will be disappointed. People are not required to like the game, but if they make factual statements about it that are incorrect, they will be incorrect, and probably corrected. Such is life!
Yeah, that's not the issue, as we can see from the rest of the discussion. People absolutely did.
OK, then maybe they have bad reading comprehension??!! I don't know how else to respond, except the assertion was trivially dispelled by my reading the FIRST FOUR PAGES OF THE RULE BOOK. OK?
This is just funny, given the guys who created Dungeon World also said they'd stopped using Fronts, not even that long after it came out.
I don't actually know them, and I don't really spend a huge amount of my time dwelling on lots of game forums. So, you could be correct that they don't play the way we do, but IME fronts are an important tool! They work! Now, maybe the authors have developed some other techniques, great. Fronts work, they work really well, and IME a game without them is flat and suffers from a rather static and uninteresting setting. Fronts are a point of attachment for GM prep, and a fairly structured way to control its introduction (IE by using Dooms and associated grim portents).

I know that AW 2e doesn't talk about fronts, it talks about threat maps and clocks. That's fine, but IME AW is a much more 'in-your-face' game where stuff is whizzing in at you from various angles. There's not really some sort of overarching 'thing' going on, and stuff doesn't hang out there, gradually materializing for long. DW is a little more strategic and it is more amenable to stuff unfolding over time. So IMHO DW is more suited to fronts (they also work pretty well as a way to populate adventure locations, another thing that isn't prevalent in AW).
EDIT - I guess my non-rhetorical question is, what do you think the point of saying stuff like this is? Like what do you think you're doing here? "Outing" me as a "fake fan" or "heretic" or something?
No, I am just genuinely puzzled and slightly nonplussed when people describe so many instances of 'facts' that seem to contradict what I can plainly read. On the topic of fronts specifically, I don't know, maybe you have techniques of which I am ignorant. I don't know, but I would strongly counsel people wanting to run DW to build some fronts (after session 1).
If so this is something I've seen before in PtbA/FitD fanbases as I've said - instead of people explain or helping re: understanding rules, people rush to condemn people who either don't understand or don't follow the rules as basically heretic and unbelievers, enemies of the holy church, and it's so odd in the context of where those games are coming from. Like D&D players can be snippy and mean about rules, but they're desperate to explain the rules and how they work, generally speaking, rather than to condemn the people who don't get them or who they feel aren't using them appropriately or the like.
I'm not 'condemning' people, but I am asking in a somewhat pointed way why they think they know what they think they know, when again considerably parts of it evaporate when you read page 4 through 8 of BitD. We can discuss opinions about fronts, but I can tell you they are alive and well and being used successfully in many places by people running DW... If you don't use them, you DO need to do something equivalent, IME. Finally, it is obviously fine to alter a game, but do understand it! Again, 95% of the things I see posted by people are crazy, it gets very tiresome.
 

FrogReaver

As long as i get to be the frog
I guess I would need an example. I agree, you certainly don't plan everything out in detail, it's assumed that the PCs do that to some degree, but there's definitely a sort of framework of what the score is.
Let's start with this one. Player Tinkers during downtime and builds 2 mailbombs. During free play he wants to send 1 to the police station to try and kill a jerk bluecoat that's giving them a hard time and 1 to a gang the players have no real beef with (to try to draw focus away from them).

Other players realize they can do awesome stuff outside scores and start doing stuff too. One decides to go all serial killer and kill random peeps so that when he kills other gang members it doesn't appear affiliated to any gang.

Then they start wanting to gather information not to use in scores but to use to enhance their free play mayham and chaos that they then seek to use to their advantage in more free play. If you are lucky you maybe sometimes you can coax them into a score.

Or let's say they decide to do free play stuff to try and help in a score. So bomb player places bomb in free play near the location and times it to go off to coincide with their next score there. That should ideally be handled as a flashback - but how do you stop this?

So tell me, how do i get them out of their free play planning and carrying out their free play plans and on to a score? Or am I missing something that should be preventing this? Or should I just not care if they rarely ever do a score? Or if doing the free play stuff they can actually preplan things for scores instead of using flashbacks/etc?
 
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hawkeyefan

Legend
Let's start with this one. Player Tinkers during downtime and builds 2 mailbombs. During free play he wants to send 1 to the police station to try and kill a jerk bluecoat that's giving them a hard time and 1 to a gang the players have no real beef with (to try to draw focus away from them).

Other players realize they can do awesome stuff outside scores and start doing stuff too. One decides to go all serial killer and kill random peeps so that when he kills other gang members it doesn't appear affiliated to any gang.

Then they start wanting to gather information not to use in scores but to use to enhance their free play mayham and chaos that they then seek to use to their advantage in more free play. If you are lucky you maybe sometimes you can coax them into a score.

Or let's say they decide to do free play stuff to try and help in a score. So bomb player places bomb in free play near the location and times it to go off to coincide with their next score there. That should ideally be handled as a flashback - but how do you stop this?

So tell me, how do i get them out of their free play planning and carrying out their free play plans and on to a score? Or am I missing something that should be preventing this? Or should I just not care if they rarely ever do a score? Or if doing the free play stuff they can actually preplan things for scores instead of using flashbacks/etc?

I’d try and make Scores out of some of those. Like when a player proposes something, just say “that sounds like a Score” and then try and shift the game that way. Or jot it down as a possible Score. See if anyone else has any similar ideas and then jot those down. Then see which one they’d like to do first.

It may also be possible to handle some of these as Long Term Projects during Downtime. The serial killing to sow confusion, for example, seems suited to handle in that way.

Freeplay is great, but you need to try and move to the other game modes or else a lot of the different systems aren’t going to interact with each other, and the game won’t really play as intended. You need the Score and Downtime phases.

Just remind the players of the game’s structure and push toward the Score. Get used to it yourself and let the players get used to it. Handling the phases and pacing things takes some work to get a handle on… but with a little time and practice, you’ll get there.
 

kenada

Legend
Supporter
I voted for “It’s alright”. My experience is with two FitD games: Blades in the Dark and Scum and Villainy. I liked Blades in the Dark a lot, but the game’s mechanics have a sweet spot. If the PCs get too many dots, they start succeeding too often. At higher tiers, the game starts getting silly. We finished at tier V, which meant the military was the only realistic threat to us. There needs to be some more structure around when to retire and start a new season. From what I understand, newer games have much lower caps on the number of dots you can get in an action rating. I thought Scum and Villainy was okay, but it seemed less tightly designed compared to Blades. I’m also pretty sure that group was playing it wrong in places, which stripped the game of a lot of its difficulty.
 

kenada

Legend
Supporter
In my experience most longer running characters in Blades will end up taking substantial part of their move sets from other playbooks. My first long running character was a Hound (Imperial sniper) that sort of become more of a Slide (from brokering a lot of deals) as the game went on. My other long running character was a Lurk (a fairly prototypical assassin) who became more of a spider (long term planning and reliance on connections to the setting).

There's also coverage in the book for changing your experience triggers to more fitting ones. In the game ran by @Manbearcat that I played with @kenada , @niklinna and @AbdulAlhazred my character changed his triggers to the Spider ones after the fact.
I tried really hard to stick with the leech playbook, but I eventually had to start looking at other ones and take advances from there because the remaining leach advances didn’t really make sense for what I was doing.
 

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