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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="hawkeyefan" data-source="post: 9515577" data-attributes="member: 6785785"><p>Weird in what way? If the Gm narrates a sack of gold where that would be a very weird thing to find, I would think of it as... weird. </p><p></p><p>Whether or not something is significant or not depends, I suppose. I don't know if I've said otherwise. I would be open to something significant, yes... if it made sense in the fiction to do so. Hence my suggestion about how to handle the Odin situation. </p><p></p><p>Does this mean that I want or expect players to go around narrating things willy-nilly? No, of course not. </p><p></p><p></p><p></p><p>No, I accept them. I'm just pointing out the impact they have on player input. </p><p></p><p></p><p></p><p>Well, sure... anything can get exhausting in play. The level of conflict among the crew members in Blades is pretty much up to the players. Obviously, the GM can narrate consequences that may put some pressure on them, but that's still gonna need the players to run with the idea. </p><p></p><p></p><p></p><p></p><p>Oh the teamwork elements are much better designed than D&D, absolutely! The ability to aid another is significant and doesn't take up a player's "turn", group actions are simple and effective, and there are a lot of playbook abilities that promote working together. And then of course, the crew sheet and the shared abilities and resources there. </p><p></p><p>But that doesn't mean that the game relies on them to be a tactical unit, with each member having a specialty that they perform for the group. A given character may have a specialty, or may be best at something, but everyone can attempt anything. There's far less niche protection. </p><p></p><p>And then when it comes to roleplay, there are a lot more factors that will promote tension amongst the members of the crew because that's interesting to see. You can get XP for expressing conflict, you can get XP for roleplaying your trauma, you can overindulge when indulging your vice which causes difficulties for the crew. </p><p></p><p>D&D doesn't have anything like that. At most, 5e had BIFTs, which included a Flaw. But the player could easily never bring the flaw into play and nothing bad would ever happen. If they roleplayed it, they'd get inspiration on a roll, and they could only have one inspiration at a time. And let's be honest... most players tend to have strong feelings about what characters are meant to be doing in D&D based on their class. The longer they've been playing, the stronger these feelings are likely to be. </p><p></p><p>So yeah... the game does more to promote both teamwork and conflict within the team. It wants to portray a group of damaged people in a crap situation as volatile, even if they are connected by strong bonds. </p><p></p><p></p><p></p><p></p><p>Sure, of course. But that's the thing... the game tells its players to embrace this. To expect this in play. It pushes for that kind of play. </p><p></p><p>So, yeah, some people may not like that... which is fine. But either they were unaware of that (which may be the case if they didn't read the book and the GM never shared these expectations with them) or they decided to play anyway. It's not all the game is about, of course, so maybe there's enough there for them to enjoy despite not liking this. Or perhaps they can downplay those elements and their fellow players will be on board with that. To be honest, I've seen several crews in Blades and they ranged from a devoted found family who'd die for one another to a crew that was totally self destructive. Both can make for excellent games.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9515577, member: 6785785"] Weird in what way? If the Gm narrates a sack of gold where that would be a very weird thing to find, I would think of it as... weird. Whether or not something is significant or not depends, I suppose. I don't know if I've said otherwise. I would be open to something significant, yes... if it made sense in the fiction to do so. Hence my suggestion about how to handle the Odin situation. Does this mean that I want or expect players to go around narrating things willy-nilly? No, of course not. No, I accept them. I'm just pointing out the impact they have on player input. Well, sure... anything can get exhausting in play. The level of conflict among the crew members in Blades is pretty much up to the players. Obviously, the GM can narrate consequences that may put some pressure on them, but that's still gonna need the players to run with the idea. Oh the teamwork elements are much better designed than D&D, absolutely! The ability to aid another is significant and doesn't take up a player's "turn", group actions are simple and effective, and there are a lot of playbook abilities that promote working together. And then of course, the crew sheet and the shared abilities and resources there. But that doesn't mean that the game relies on them to be a tactical unit, with each member having a specialty that they perform for the group. A given character may have a specialty, or may be best at something, but everyone can attempt anything. There's far less niche protection. And then when it comes to roleplay, there are a lot more factors that will promote tension amongst the members of the crew because that's interesting to see. You can get XP for expressing conflict, you can get XP for roleplaying your trauma, you can overindulge when indulging your vice which causes difficulties for the crew. D&D doesn't have anything like that. At most, 5e had BIFTs, which included a Flaw. But the player could easily never bring the flaw into play and nothing bad would ever happen. If they roleplayed it, they'd get inspiration on a roll, and they could only have one inspiration at a time. And let's be honest... most players tend to have strong feelings about what characters are meant to be doing in D&D based on their class. The longer they've been playing, the stronger these feelings are likely to be. So yeah... the game does more to promote both teamwork and conflict within the team. It wants to portray a group of damaged people in a crap situation as volatile, even if they are connected by strong bonds. Sure, of course. But that's the thing... the game tells its players to embrace this. To expect this in play. It pushes for that kind of play. So, yeah, some people may not like that... which is fine. But either they were unaware of that (which may be the case if they didn't read the book and the GM never shared these expectations with them) or they decided to play anyway. It's not all the game is about, of course, so maybe there's enough there for them to enjoy despite not liking this. Or perhaps they can downplay those elements and their fellow players will be on board with that. To be honest, I've seen several crews in Blades and they ranged from a devoted found family who'd die for one another to a crew that was totally self destructive. Both can make for excellent games. [/QUOTE]
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