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Aliens RPG Post Mortem
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<blockquote data-quote="Ovinomancer" data-source="post: 8423917" data-attributes="member: 16814"><p>I had missed that, actually. I hesitate to say this, though because you seem to be rather pleased to have imagined my intention to be purposefully irritating about it.</p><p></p><p>There are a number of threads around discussing the play approaches of Blades. The overall operation of the system is unimportant to my point, though, which was that this system definitely contains the scope of outcomes in it's framing in a way that Aliens does not. The point being that it's definitely possible to have a game that does good fictional framing of the scene and where the outcomes of the fiction flow, even when things can happen that represent very bad outcomes and total character freakouts. If you are interested in Blades, I recommend the thread about <a href="https://www.enworld.org/threads/thoughts-on-apocalypse-world.682898/" target="_blank">Apocalypse World</a> as it does a good job, from multiple posters, in explaining the core gameplay concepts that undergird both PbtA and FitD games like Blades in the Dark. If you're especially curious, <a href="https://www.ironswornrpg.com/" target="_blank">Ironsworn </a>is a similar style of game, is free online, and offers solo play so you can engage the gameplay on your own.</p><p></p><p>No, that was a comment that things can go well, and well, and then not go well, which is a feature of the panic system. It wasn't a literal statement about adventure design being nothing but airlock repair/sabotage, but rather than checks work this way in this system. I see where you're coming from, though.</p><p></p><p>If the stress system is not a problem in campaign play, then why is it included for campaign play? All parts of the system should be online for play, yes?</p><p></p><p>It doesn't say anything about it being especially dense with checks, but rather just the third act of a normally three act adventure. </p><p></p><p>Ah, I believe we may have found the correct hill just now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I would hate that as well. Perhaps, then, there's a different approach that might work here and that might be what's being attempted? I mean, if all you can imagine is a terrible game, that's not very flattering.</p><p></p><p></p><p>I doubt they will, because I'm going to assume, given this conversation, you're intending to run within the expected genre-emulation scope and probably use the cinematic version of the system. This would mean you have an adventure prepared, and decently prepped. I doubt you'll have any issues at all, as this is exactly what I believe this system is meant to do.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8423917, member: 16814"] I had missed that, actually. I hesitate to say this, though because you seem to be rather pleased to have imagined my intention to be purposefully irritating about it. There are a number of threads around discussing the play approaches of Blades. The overall operation of the system is unimportant to my point, though, which was that this system definitely contains the scope of outcomes in it's framing in a way that Aliens does not. The point being that it's definitely possible to have a game that does good fictional framing of the scene and where the outcomes of the fiction flow, even when things can happen that represent very bad outcomes and total character freakouts. If you are interested in Blades, I recommend the thread about [URL='https://www.enworld.org/threads/thoughts-on-apocalypse-world.682898/']Apocalypse World[/URL] as it does a good job, from multiple posters, in explaining the core gameplay concepts that undergird both PbtA and FitD games like Blades in the Dark. If you're especially curious, [URL='https://www.ironswornrpg.com/']Ironsworn [/URL]is a similar style of game, is free online, and offers solo play so you can engage the gameplay on your own. No, that was a comment that things can go well, and well, and then not go well, which is a feature of the panic system. It wasn't a literal statement about adventure design being nothing but airlock repair/sabotage, but rather than checks work this way in this system. I see where you're coming from, though. If the stress system is not a problem in campaign play, then why is it included for campaign play? All parts of the system should be online for play, yes? It doesn't say anything about it being especially dense with checks, but rather just the third act of a normally three act adventure. Ah, I believe we may have found the correct hill just now. ;) I would hate that as well. Perhaps, then, there's a different approach that might work here and that might be what's being attempted? I mean, if all you can imagine is a terrible game, that's not very flattering. I doubt they will, because I'm going to assume, given this conversation, you're intending to run within the expected genre-emulation scope and probably use the cinematic version of the system. This would mean you have an adventure prepared, and decently prepped. I doubt you'll have any issues at all, as this is exactly what I believe this system is meant to do. [/QUOTE]
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