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<blockquote data-quote="Campbell" data-source="post: 7806912" data-attributes="member: 16586"><p>Sure. Blades in the Dark is a game that broadly combines elements of old school Dungeons and Dragons and Apocalypse World. You play a crew of scoundrels trying to work their way up the underworld of the fictional city of Duskwall. The city is populated by a variety of different factions with their own individual aims and different relationships to each other. Basically the scenario the game comes with is designed like an old school dungeon with a well devised ecosystem. The city is the dungeon and the game sets the players loose on it to try to achieve their goals.</p><p></p><p>The game is divided into three phases: down time, scores, and free play. These are meant to be relatively free flowing. Down time is deeply strategic. Players work to acquire assets, reduce the heat bearing down on them, relieve stress through their vices, cast rituals, and work on long term projects which can include things like securing a new alliance or reducing hostilities with an enemy faction. Scores are where you are actually doing stuff like heists or assassinations or bloody street fights. Free play is just stuff that happens in between scores that isn't downtime like gathering information to plan the next score, deciding what to do, or dealing with the fallout of a score.</p><p></p><p>In terms of GMing principles during scores it is much like Apocalypse World with the GM ramping up tension, telegraphing danger before it strikes, and delivering it based on the results of the dice. Action resolution is pretty free form. When a player says what their character does the GM says how risky it is and what the likely impact is if successful. Players can revise the declaration if they want. When the dice hit the table it uses a pool of d6s. Only highest die matters. On 6 they get what they want with no consequences. On 4 or 5 they get what they want with a consequence depending on how risky their move was. On a 3 or less they just deal with the consequences. It's pretty close to Apocalypse World, but more subtleties. Consequences can be more long term like acquiring heat or moving a countdown clock that represents ties with a given faction eroding.</p><p></p><p>During down time and free play the GM takes a more exploratory take on things, letting things kind of cool down. The GM presents the crew with various opportunities to do different kind of jobs that they can choose to take or not. Sometimes players will take things from a side angle and turn the tables or decide they want a particular relic for themselves. Everything they do impacts the relationships they hold with a variety of factions.</p><p></p><p>There's more to it, but in my experience while it has some similarities to Moldvay and Apocalypse World it is definitely its own thing.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7806912, member: 16586"] Sure. Blades in the Dark is a game that broadly combines elements of old school Dungeons and Dragons and Apocalypse World. You play a crew of scoundrels trying to work their way up the underworld of the fictional city of Duskwall. The city is populated by a variety of different factions with their own individual aims and different relationships to each other. Basically the scenario the game comes with is designed like an old school dungeon with a well devised ecosystem. The city is the dungeon and the game sets the players loose on it to try to achieve their goals. The game is divided into three phases: down time, scores, and free play. These are meant to be relatively free flowing. Down time is deeply strategic. Players work to acquire assets, reduce the heat bearing down on them, relieve stress through their vices, cast rituals, and work on long term projects which can include things like securing a new alliance or reducing hostilities with an enemy faction. Scores are where you are actually doing stuff like heists or assassinations or bloody street fights. Free play is just stuff that happens in between scores that isn't downtime like gathering information to plan the next score, deciding what to do, or dealing with the fallout of a score. In terms of GMing principles during scores it is much like Apocalypse World with the GM ramping up tension, telegraphing danger before it strikes, and delivering it based on the results of the dice. Action resolution is pretty free form. When a player says what their character does the GM says how risky it is and what the likely impact is if successful. Players can revise the declaration if they want. When the dice hit the table it uses a pool of d6s. Only highest die matters. On 6 they get what they want with no consequences. On 4 or 5 they get what they want with a consequence depending on how risky their move was. On a 3 or less they just deal with the consequences. It's pretty close to Apocalypse World, but more subtleties. Consequences can be more long term like acquiring heat or moving a countdown clock that represents ties with a given faction eroding. During down time and free play the GM takes a more exploratory take on things, letting things kind of cool down. The GM presents the crew with various opportunities to do different kind of jobs that they can choose to take or not. Sometimes players will take things from a side angle and turn the tables or decide they want a particular relic for themselves. Everything they do impacts the relationships they hold with a variety of factions. There's more to it, but in my experience while it has some similarities to Moldvay and Apocalypse World it is definitely its own thing. [/QUOTE]
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