Well, it is not super interesting. But what makes it interesting is not the RNG, it is the tactical decisions which matter as there is objective reality against which they can be made.
You mean the tactical decisions that don't do anything unless the dice are engaged? And, you're seriously claiming that rolling a clutch 20 is not interesting?
The mistake you're making here is thinking that Blades just works on an RNG. There's an element of chance to checks, absolutely -- and this is part of every RPG out there, to a greater or lesser degree. Blades appears to have more checks than, say, a D&D game, but there's some very big structural issues to this. For one, Blades doesn't bother with low-interest things. If a check is made, it's because it matters. Secondly, the game is structured so that the majority of play is within the Score portion, where action is frenetic, so lots of risky actions are taken and checks are generated. There aren't session long RP sessions with no rolls in Blades because that's not the fiction the game is designed to create. So, the appearance of more reliance on rolls is a bit false, because the game either skims over parts where checks aren't needed or just says yes to them. It's not that Blades has more dependence on checks, but rather that it focuses play on areas where checks happen.
D&D has a huge number of checks in any combat heavy session -- far more than Blades does in a given session usually happen in a single combat, much less a few. Four Party members vs four monsters for 3 rounds is usually going to be around 20 individual die rolls, if we're ignoring area of effect... effects. I'm pretty sure there about that many rolls in my haunted house session -- which was a long and complex score -- and we got a lot more done with those.
So, yeah, trying to pin RNG on Blades is absolutely ignoring how RNG is used even more in D&D. When you have rolls that are, "I swing, I hit AC 19, I do 14 damage," then you get in a lot more because these take less time but aren't terribly interesting. In Blades, a roll directly engages everyone at the table because when the dice stop, the situation will absolutely be changed, and not in a 14 fewer hitpoints way.
The player effectively decides what the item is. They had a backstory motivations yea, they needed a certain sort of item for the university. That was their goal. And they got to decide that the first item they saw would be that item, they could make it so that it was. Sure, there was RNG involved but that's besides the point. They decided their quest (bring item to university) and the solution (this item is that item). That is a clear Czege principle violation. It's like if my quest was to search the Holy Grail and the mechanics allowed me to just grab the firs cup that I came across and RNG it into the Grail.
Okay, look, here's where you've gone wrong -- the point of the interaction was NOT to find out if the painting was magical. That's just a bit of flavor in this context. Instead, it was to find out if the painting was
useful to the PC's goals. It being magical was just the fictional positioning to be useful. What actually happened in the game was that the painting was NOT useful to the PC's goals. This cannot be a Czege Principle violation because 1) the player didn't narrate both ends of the deal -- proposed problem and the solution; and 2) the player didn't get the solution they wanted. You've locked onto being able to say the painting is important because that's one of the big differences between Blades and D&D -- in D&D only the GM has this authority. But, just because the player was able to say that this thing is important does NOT mean that they got what they wanted from it. Here, the player absolutely did not get what they wanted -- in fact, they didn't come out of the manor with anything that would help this goal because the resolution to the intent -- can I find something useful to my goal with the University -- was tested and failed and was binding. The player could just shrug and turn to the next painting down the hall and start this over -- the issue was resovled.
To me it seems that you're unable to properly analyse what is actually happening in your own play examples. Who decides what at which point, and which decision lead to what. You're letting the fluff and RNG obfuscate where the decision points actually lie.
No -- I'll absolutely talk about where Blades has issues. It's a very narrow genre emulator, so if you don't like the themes, you're out of luck. It's so tightly integrated across all levels of play that it's challenging to successfully modify. It puts a lot more pressure and weight on the players to drive play -- it is not at all passive for players. You can get into some failure spirals, which can be pretty brutal -- failure leads to desperate situations where failure has real teeth and can render long term problems (serious wounds take
time to heal, for example). It's not everyone's cup of tea -- just ask
@prabe.
But those aren't the ones you're bringing up -- you're mired in your very narrow take on how games run and you're trying to fit Blades into the shape you're familiar with. I quoted myself from three years ago making the same arguments you're making now! The difference now is that I have actual experience with the games in question, and have that experience with the idea that I'm trying to learn how they work rather than look for ways to support my pre-existing biases. The other difference is that you seem to be perfectly fine with the double standard, which is something I tend to very much dislike in general, and probably why I started listening -- the only way I could continue to argue after a bit of knowledge would have been to employ the special reasoning.