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Any Forged in the Dark tips and pointers for an upcoming campaign?
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<blockquote data-quote="hawkeyefan" data-source="post: 9564112" data-attributes="member: 6785785"><p>First off, glad to hear you’re getting to play a FitD game, [USER=85870]@innerdude[/USER] . Good luck with it all and keep us posted on how it goes, and let us know if any questions come up.</p><p></p><p>I’ll offer some advice on your questions, but I’ll preface it all by saying that you can and should tailor things to your group and what you all collectively want from play. </p><p></p><p></p><p></p><p>I generally have each player do a Gather Info move before we get to the score phase. As [USER=7044099]@zakael19[/USER] says, this is something [USER=6696971]@Manbearcat[/USER] does, as well. I don’t recall if I got his advice from him when I first ran Blades, but it’s very possible. I became a player in a game of his later on, and I think one Gather Info per player works well. There may be circumstances that increase this (such as Hunting Grounds in Blades and possible some Playbook or Crew abilities); when that’s the case you just let whoever makes the most sense take it.</p><p></p><p>Early in the game, Gather Info moves may be where you generate a lot of fiction. A lot of potential Scores (I forget offhand what their called in Court of Blades). I think they become less broad and more targeted as the game moves along. Once you have a good foundation of fiction in play, you’ll find the players will likely have scores in mind already. </p><p></p><p></p><p></p><p>Honestly, it’s not that hard. Despite how adamant opponents of such mechanics may be, in my experience most groups do this kind of thing all the time. Small little revisions applied retroactively. Something like “I meant to buy some rope before we left town… is it cool if I add it and deduct the cost?” </p><p></p><p>Flashbacks are just a more formalized version of that. Most players will grasp it early on, though most tend to be pretty simple at first. </p><p></p><p></p><p></p><p>I think Indulging Vice is probably the most important of the bunch. It happens frequently (often for each character at least once after every score) and it tells us something about them. It establishes a connection between the character and the world. They go to this specific place or person for this specific reason. That can be really fertile ground to mine.</p><p></p><p>Related, the Crew Contact and Friends and Rivals. Don’t hesitate to bring them into things. Don’t “save them for later”. Bring them into play and complicate the characters’ lives. Again, these are connections to the world and including them can lead to really interesting circumstances. Remember… you can always add others from the list, or introduce new ones through play. </p><p></p><p></p><p></p><p>1) One of the things I struggled with early on was relying too much on Harm as a consequence. It’s easy to do and is often an obvious choice… but try to spread things around a bit. Introduce consequences that can’t just be healed. The most interesting consequences I’ve seen in play are ones that either make things very difficult for the character immediately, or the ones that complicate their lives over the long term. </p><p></p><p>2) DO NOT SOFTBALL THEM. With the Resistance and Stress mechanic, the characters are incredibly durable. The players can mitigate a lot of blowback. So don’t hold back. If an NPC has a gun to the PCs head and they make a move and roll a 1-3, tell them “You go to make your move and then there is a bright light followed by darkness. Take Level 4 Harm, shot in the head.” Then ask them if they want to Resist. </p><p></p><p>3) Don’t be afraid to ease into all the different elements of play. There’s nothing wrong with starting simple and then expanding to include more rules elements as you go. There’s also nothing wrong with correcting things as you go. Allow yourself and your players time to learn the game and its nuances. Don’t be afraid to revise things when needed. </p><p></p><p>Good luck, Dude! Have fun! I hope at least a little of my ramblings help,</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9564112, member: 6785785"] First off, glad to hear you’re getting to play a FitD game, [USER=85870]@innerdude[/USER] . Good luck with it all and keep us posted on how it goes, and let us know if any questions come up. I’ll offer some advice on your questions, but I’ll preface it all by saying that you can and should tailor things to your group and what you all collectively want from play. I generally have each player do a Gather Info move before we get to the score phase. As [USER=7044099]@zakael19[/USER] says, this is something [USER=6696971]@Manbearcat[/USER] does, as well. I don’t recall if I got his advice from him when I first ran Blades, but it’s very possible. I became a player in a game of his later on, and I think one Gather Info per player works well. There may be circumstances that increase this (such as Hunting Grounds in Blades and possible some Playbook or Crew abilities); when that’s the case you just let whoever makes the most sense take it. Early in the game, Gather Info moves may be where you generate a lot of fiction. A lot of potential Scores (I forget offhand what their called in Court of Blades). I think they become less broad and more targeted as the game moves along. Once you have a good foundation of fiction in play, you’ll find the players will likely have scores in mind already. Honestly, it’s not that hard. Despite how adamant opponents of such mechanics may be, in my experience most groups do this kind of thing all the time. Small little revisions applied retroactively. Something like “I meant to buy some rope before we left town… is it cool if I add it and deduct the cost?” Flashbacks are just a more formalized version of that. Most players will grasp it early on, though most tend to be pretty simple at first. I think Indulging Vice is probably the most important of the bunch. It happens frequently (often for each character at least once after every score) and it tells us something about them. It establishes a connection between the character and the world. They go to this specific place or person for this specific reason. That can be really fertile ground to mine. Related, the Crew Contact and Friends and Rivals. Don’t hesitate to bring them into things. Don’t “save them for later”. Bring them into play and complicate the characters’ lives. Again, these are connections to the world and including them can lead to really interesting circumstances. Remember… you can always add others from the list, or introduce new ones through play. 1) One of the things I struggled with early on was relying too much on Harm as a consequence. It’s easy to do and is often an obvious choice… but try to spread things around a bit. Introduce consequences that can’t just be healed. The most interesting consequences I’ve seen in play are ones that either make things very difficult for the character immediately, or the ones that complicate their lives over the long term. 2) DO NOT SOFTBALL THEM. With the Resistance and Stress mechanic, the characters are incredibly durable. The players can mitigate a lot of blowback. So don’t hold back. If an NPC has a gun to the PCs head and they make a move and roll a 1-3, tell them “You go to make your move and then there is a bright light followed by darkness. Take Level 4 Harm, shot in the head.” Then ask them if they want to Resist. 3) Don’t be afraid to ease into all the different elements of play. There’s nothing wrong with starting simple and then expanding to include more rules elements as you go. There’s also nothing wrong with correcting things as you go. Allow yourself and your players time to learn the game and its nuances. Don’t be afraid to revise things when needed. Good luck, Dude! Have fun! I hope at least a little of my ramblings help, [/QUOTE]
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