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Blades in the Dark Advice Please?
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<blockquote data-quote="Grendel_Khan" data-source="post: 9247370" data-attributes="member: 7028554"><p>I agree with [USER=40176]@MarkB[/USER] that it might be quicker to hack something closer to your ultimate goal, but if you really want to dig into what makes FitD unique and, for some types of games, super effective, it's worth reading Blades in the Dark. The PDF goes on sale or is part of bundles on a regular basis. It's a good game to own, even if just to look at what kicked off a bunch of others.</p><p></p><p>Also, keep in mind that not every FitD game is necessarily using FitD all that well—some are kinda just jumping on the bandwagon, and don't create pressure-cooker environments that really push the action and deal with some of the stuff you've mentioned in this thread, like not always knowing what to do with consequences. A good FitD game gives you a really strong sense of how consequences maintain pressure on the PCs, pressure that really only lets up (at least a little) once they hit downtime. Getting your brain into a non-trad-game mode where you're not thinking of consequences as failures but dramatic turns, is part of the process of figuring out how to GM FitD, but the game needs to give you meaningful buttons and levers to push and pull.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 9247370, member: 7028554"] I agree with [USER=40176]@MarkB[/USER] that it might be quicker to hack something closer to your ultimate goal, but if you really want to dig into what makes FitD unique and, for some types of games, super effective, it's worth reading Blades in the Dark. The PDF goes on sale or is part of bundles on a regular basis. It's a good game to own, even if just to look at what kicked off a bunch of others. Also, keep in mind that not every FitD game is necessarily using FitD all that well—some are kinda just jumping on the bandwagon, and don't create pressure-cooker environments that really push the action and deal with some of the stuff you've mentioned in this thread, like not always knowing what to do with consequences. A good FitD game gives you a really strong sense of how consequences maintain pressure on the PCs, pressure that really only lets up (at least a little) once they hit downtime. Getting your brain into a non-trad-game mode where you're not thinking of consequences as failures but dramatic turns, is part of the process of figuring out how to GM FitD, but the game needs to give you meaningful buttons and levers to push and pull. [/QUOTE]
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