hawkeyefan
Legend
I have not read the BitD rulebook. I know that the system was, in a general sense, inspired by Apocalypse World. And John Harper has posted many blogs about AW - I linked to one just upthread in which he discusses consequences.
So I'm going to guess that the "telegraphing" in BitD works very much as it does in AW. And AW at least has pages of discussion of principle and illustration of them being used in play to address this point.
The most basic of those principles is that hard moves build on soft moves.
Yes, it's largely the same in Blades, although there aren't soft and hard moves, per se. But you should first establish a threat, and then follow through. So if a PC attempts to skirmish with an enemy, and the player's roll indicates a consequence, then perhaps another foe exits from a nearby room, gun drawn and ready to shoot. Then you say "what do you do?" and the player has to decide how the character is to proceed, knowing that he's at risk of being shot.
Hastily drawn, but I think you get it. The big thing is to follow the fiction. They always say "fiction first" in the actual plays that I watched with Harper teaching the game to the players.
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