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A Question Of Agency?
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<blockquote data-quote="hawkeyefan" data-source="post: 8172868" data-attributes="member: 6785785"><p>So the Bluecoats playtest for the Blades in the Dark system does some very interesting things along these lines. The Action Ratings....essentially Character Stats....for Bluecoats and Investigators are different than those of Scoundrels from the core game. So instead of Prowl and Skirmish and Consort, they have Actions like Patrol and Analyze and Subdue. It's an interesting distinction that helps shift the focus of play in a subtle way that supports the different approach.</p><p></p><p>The game functions in the same way, and has the same components like Stress and Pushing and so on, but the focus is different. So the Playbook Abilities are similarly altered. Rather than helping with being sneaky or cunning and other things that a scoundrel may need to be, the Playbook Abilities for the Bluecoats are based on diffusing a violent situation, or resisting the effects of skullduggery, or cutting through red tape. </p><p></p><p>The game is very investigation based, but I don't think that the expectation would be for a straight up whodunnit such as a Holmes story may offer. But I think there's likely some overlap, where elements from this game would work well in a game more specifically aimed at solving mysteries.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8172868, member: 6785785"] So the Bluecoats playtest for the Blades in the Dark system does some very interesting things along these lines. The Action Ratings....essentially Character Stats....for Bluecoats and Investigators are different than those of Scoundrels from the core game. So instead of Prowl and Skirmish and Consort, they have Actions like Patrol and Analyze and Subdue. It's an interesting distinction that helps shift the focus of play in a subtle way that supports the different approach. The game functions in the same way, and has the same components like Stress and Pushing and so on, but the focus is different. So the Playbook Abilities are similarly altered. Rather than helping with being sneaky or cunning and other things that a scoundrel may need to be, the Playbook Abilities for the Bluecoats are based on diffusing a violent situation, or resisting the effects of skullduggery, or cutting through red tape. The game is very investigation based, but I don't think that the expectation would be for a straight up whodunnit such as a Holmes story may offer. But I think there's likely some overlap, where elements from this game would work well in a game more specifically aimed at solving mysteries. [/QUOTE]
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