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*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="Ovinomancer" data-source="post: 8153838" data-attributes="member: 16814"><p>Heh, usually this isn't the kind of thing that happens in Blades, but I did have almost this exact thing happen. The Crew was in a heist where things has moved from stealthy entry to smash and grab. The other Hound (not the one in the Haunted House, but the one now in jail) declared an action to shoot the lantern that a guard coming up a hallway had in hand. His intent was to start a fire and take out the guard -- the fire was to be a diversion, and to slow any more guards from coming down the hallway. He failed. So, one of the things in Blades is to never narrate failures that make the PCs look incompetent -- things should occur that accepts that the PCs are, in general, competent. So, I was put in a place where I had to narrate a consequence against this PC's core competence -- shooting things. This pushed me away from a miss, so I looked at the intent of the action and peverted it. The shot hit, as intended, and the lamp shattered, as intended, but the result wasn't a small fire, but an explosion that killed the guard but started a major conflagration! Now the fire wasn't a useful distraction, but a problem for the PCs, as it started racing down the hallway and they still hadn't gotten the safe open in the study at the end. I started a "fire" clock, 6 ticks, with 2 wedges filled in. This also gave me a nice way to add a consequence to a partial or failed action -- if it looked like it would spend time, I'd advance the "fire" clock. If it filled up, the PCs would have to deal with the fire directly!</p><p></p><p>So, I guess you could characterize this as not kill the monster with enough panache and now the building is on fire.</p><p></p><p>Consequences are absolutely in the GM's control, with constraints. This is one of the primary areas of GM agency in Blades.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8153838, member: 16814"] Heh, usually this isn't the kind of thing that happens in Blades, but I did have almost this exact thing happen. The Crew was in a heist where things has moved from stealthy entry to smash and grab. The other Hound (not the one in the Haunted House, but the one now in jail) declared an action to shoot the lantern that a guard coming up a hallway had in hand. His intent was to start a fire and take out the guard -- the fire was to be a diversion, and to slow any more guards from coming down the hallway. He failed. So, one of the things in Blades is to never narrate failures that make the PCs look incompetent -- things should occur that accepts that the PCs are, in general, competent. So, I was put in a place where I had to narrate a consequence against this PC's core competence -- shooting things. This pushed me away from a miss, so I looked at the intent of the action and peverted it. The shot hit, as intended, and the lamp shattered, as intended, but the result wasn't a small fire, but an explosion that killed the guard but started a major conflagration! Now the fire wasn't a useful distraction, but a problem for the PCs, as it started racing down the hallway and they still hadn't gotten the safe open in the study at the end. I started a "fire" clock, 6 ticks, with 2 wedges filled in. This also gave me a nice way to add a consequence to a partial or failed action -- if it looked like it would spend time, I'd advance the "fire" clock. If it filled up, the PCs would have to deal with the fire directly! So, I guess you could characterize this as not kill the monster with enough panache and now the building is on fire. Consequences are absolutely in the GM's control, with constraints. This is one of the primary areas of GM agency in Blades. [/QUOTE]
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