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Any Forged in the Dark tips and pointers for an upcoming campaign?
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<blockquote data-quote="innerdude" data-source="post: 9562711" data-attributes="member: 85870"><p>So Innerdude finally gets to try a Forged in the Dark game for the very first time with his group (HOORAY! AND THERE WAS MUCH REJOICING! <img class="smilie smilie--emoji" alt="🎉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f389.png" title="Party popper :tada:" data-shortname=":tada:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="🎉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f389.png" title="Party popper :tada:" data-shortname=":tada:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="🎉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f389.png" title="Party popper :tada:" data-shortname=":tada:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="🥳" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f973.png" title="Partying face :partying_face:" data-shortname=":partying_face:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="🥳" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f973.png" title="Partying face :partying_face:" data-shortname=":partying_face:" loading="lazy" width="64" height="64" /><img class="smilie smilie--emoji" alt="🥳" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f973.png" title="Partying face :partying_face:" data-shortname=":partying_face:" loading="lazy" width="64" height="64" />).</p><p></p><p>I've got a <em>Court of Blades</em> campaign starting up this Thursday and I'm incredibly excited to try it out. </p><p></p><p>But I have a few questions after absorbing the whole of the rules, and would also love to solicit any other feedback folks here might think is generally useful for approaching <em>Blades in the Dark</em> / Forged in the Dark play. </p><p></p><p>Background: I'm very familiar and comfortable with PbtA style play through <em>Ironsworn, Ironsworn: Starforged</em>, and <em>Dungeon World</em>. I have no issues with the general mindset of "Play to Find Out"; keeping background/notes "loosely held" as a GM; using "quantum" scene/setting insertions to account for obstacles/failure/setbacks to characters, etc. All good stuff that I'm very excited to use as relevant techniques for <em>Court of Blades</em>. </p><p></p><p>Some questions: </p><p></p><ul> <li data-xf-list-type="ul">How organic is character advancement? Does it generally work out as designed per the Crew and character playbooks? How much emphasis is placed on advancing characters versus advancing "The Crew" collectively? Do the rules as written generally cause it to play out as expected? Should I be aiming for a particular split between individual versus group/Crew advancement? 50/50 60/40? 40/60?</li> <li data-xf-list-type="ul">How much balance should be given between regular "pre-Score" information gathering and roleplaying versus diving straight to the Score and relying on Flashbacks? Is it all just based on intuition? Pacing? If players get too "turtle-y" in setup, just do a quick scene switch and go?<ul> <li data-xf-list-type="ul">Follow-on --- How difficult is it for players from a largely "traditional" play orientation to adapt to the Flashback mechanic generally?</li> </ul></li> <li data-xf-list-type="ul">Which downtime focuses tend to get the most play? Is healing more important than other aspects? Indulging your vice to remove stress? Or put another way, do I need to prepare my players for the fact that this style of game will expect them to regularly roleplay situations when their character is not 100%, and that's okay because it makes the narrative more interesting?</li> <li data-xf-list-type="ul">Even for someone with some PbtA / <em>Ironsworn</em> experience, what are 2 or 3 non-obvious / hidden / "I didn't know what I didn't know" aspects of GM-ing BitD / FitD that surprised you?</li> </ul></blockquote><p></p>
[QUOTE="innerdude, post: 9562711, member: 85870"] So Innerdude finally gets to try a Forged in the Dark game for the very first time with his group (HOORAY! AND THERE WAS MUCH REJOICING! 🎉🎉🎉🥳🥳🥳). I've got a [I]Court of Blades[/I] campaign starting up this Thursday and I'm incredibly excited to try it out. But I have a few questions after absorbing the whole of the rules, and would also love to solicit any other feedback folks here might think is generally useful for approaching [I]Blades in the Dark[/I] / Forged in the Dark play. Background: I'm very familiar and comfortable with PbtA style play through [I]Ironsworn, Ironsworn: Starforged[/I], and [I]Dungeon World[/I]. I have no issues with the general mindset of "Play to Find Out"; keeping background/notes "loosely held" as a GM; using "quantum" scene/setting insertions to account for obstacles/failure/setbacks to characters, etc. All good stuff that I'm very excited to use as relevant techniques for [I]Court of Blades[/I]. Some questions: [LIST] [*]How organic is character advancement? Does it generally work out as designed per the Crew and character playbooks? How much emphasis is placed on advancing characters versus advancing "The Crew" collectively? Do the rules as written generally cause it to play out as expected? Should I be aiming for a particular split between individual versus group/Crew advancement? 50/50 60/40? 40/60? [*]How much balance should be given between regular "pre-Score" information gathering and roleplaying versus diving straight to the Score and relying on Flashbacks? Is it all just based on intuition? Pacing? If players get too "turtle-y" in setup, just do a quick scene switch and go? [LIST] [*]Follow-on --- How difficult is it for players from a largely "traditional" play orientation to adapt to the Flashback mechanic generally? [/LIST] [*]Which downtime focuses tend to get the most play? Is healing more important than other aspects? Indulging your vice to remove stress? Or put another way, do I need to prepare my players for the fact that this style of game will expect them to regularly roleplay situations when their character is not 100%, and that's okay because it makes the narrative more interesting? [*]Even for someone with some PbtA / [I]Ironsworn[/I] experience, what are 2 or 3 non-obvious / hidden / "I didn't know what I didn't know" aspects of GM-ing BitD / FitD that surprised you? [/LIST] [/QUOTE]
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