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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="hawkeyefan" data-source="post: 7598639" data-attributes="member: 6785785"><p>Sorry, that was poor wording on my part. What I meant was that you may have a difficult decision about gear without there being some RP related reason to make a supoptimal choice. Like the fastidious elf who wants to have a grooming kit....the game is not as concerned with such RP only related decisions. </p><p></p><p></p><p></p><p>Well, every serial is made up of episodes. What Blades does is try to make those episodes one session each. There could be any number of linked Scores where one leads to the next and then the next and so on.....but the game as designed expects each session to contain a Score. That's not always the case, though. </p><p></p><p>The game doesn't push back too heavily against extending a Score, though. The main area is that XP is intended to be awarded at the end of each session. So idealy, you'd complete a session and a Score, and then get XP. If a Score takes more than one session, do you grant XP per session or per Score? That would be the big question. </p><p></p><p>Having said that, the setting is different than most D&D style settings in that you generally aren't going on long expedition/excavation style missions. The setting is an urban location, and the characters are a gang or similar criminal group within that city. So usually, you're performing a heist or an attack on a rival or springing someone from jail or some other activity that won't be like a prolonged dungeon crawl. </p><p></p><p></p><p></p><p>Fair enough. But then if things don't go well, do they have to retrieve their belongings? If they flee, is all their gear lost? </p><p></p><p>To be clear, I'm not criticizing the system....it's fine. But I just think it's not really very realistic when you scrutinize it at all. </p><p></p><p></p><p></p><p>I don't think the inventory slots versus item weight is more metagame. I could see that argument about the other aspect of being able to choose during play rather than ahead of play, even if I disagree with it. But inventory slots and item weight are trying to replicate the same thing....."a person can only carry so much". </p><p></p><p></p><p></p><p>Okay, cool. I know many games where there isn't even a home base of any kind! </p><p></p><p></p><p></p><p></p><p>Yeah, that's been my experience as well. </p><p></p><p></p><p></p><p>Sure it does....if you encounter something that early in the Score, you have to decide if you want to devote an inventory slot or two to the challenge at hand, and risk not having something later on. </p><p></p><p>Maybe they decide to kill the dog. Maybe one of the other characters has a potion that could knock the dog out. In those cases, maybe they can get away without having to have someone devote an inventory slot to the meat. </p><p></p><p></p><p></p><p>I don't think there's any way (or desire) for the GM to guarantee failure. Most obstacles can be overcome in more than one way, and there are multiple crew members, so a variety of challenges is desired, really.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7598639, member: 6785785"] Sorry, that was poor wording on my part. What I meant was that you may have a difficult decision about gear without there being some RP related reason to make a supoptimal choice. Like the fastidious elf who wants to have a grooming kit....the game is not as concerned with such RP only related decisions. Well, every serial is made up of episodes. What Blades does is try to make those episodes one session each. There could be any number of linked Scores where one leads to the next and then the next and so on.....but the game as designed expects each session to contain a Score. That's not always the case, though. The game doesn't push back too heavily against extending a Score, though. The main area is that XP is intended to be awarded at the end of each session. So idealy, you'd complete a session and a Score, and then get XP. If a Score takes more than one session, do you grant XP per session or per Score? That would be the big question. Having said that, the setting is different than most D&D style settings in that you generally aren't going on long expedition/excavation style missions. The setting is an urban location, and the characters are a gang or similar criminal group within that city. So usually, you're performing a heist or an attack on a rival or springing someone from jail or some other activity that won't be like a prolonged dungeon crawl. Fair enough. But then if things don't go well, do they have to retrieve their belongings? If they flee, is all their gear lost? To be clear, I'm not criticizing the system....it's fine. But I just think it's not really very realistic when you scrutinize it at all. I don't think the inventory slots versus item weight is more metagame. I could see that argument about the other aspect of being able to choose during play rather than ahead of play, even if I disagree with it. But inventory slots and item weight are trying to replicate the same thing....."a person can only carry so much". Okay, cool. I know many games where there isn't even a home base of any kind! Yeah, that's been my experience as well. Sure it does....if you encounter something that early in the Score, you have to decide if you want to devote an inventory slot or two to the challenge at hand, and risk not having something later on. Maybe they decide to kill the dog. Maybe one of the other characters has a potion that could knock the dog out. In those cases, maybe they can get away without having to have someone devote an inventory slot to the meat. I don't think there's any way (or desire) for the GM to guarantee failure. Most obstacles can be overcome in more than one way, and there are multiple crew members, so a variety of challenges is desired, really. [/QUOTE]
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