Distinct Game Modes: Combat vs Social vs Exploration etc...

I think Blades in the Dark is a game that is well designed with different modes of play intentionally baked into the design, to the point of breaking up actual play sessions into specific phases. I think that is a feature of the FitD system, rather than the PbtA antecedent, but I could be wrong (only knowing a few PbtA games).
It's more a FitD thing I think, that's where get things like the specific downtime phase and the scouting and approach stuff before a score.
 

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Don't we already have another thread that's been completely taken over by BitD discussion, though?

Is FitD the new PbtA? AKA the system that is required to be front and center for any game design discussion?

:p
 

Don't we already have another thread that's been completely taken over by BitD discussion, though?

Is FitD the new PbtA? AKA the system that is required to be front and center for any game design discussion?

:p
I think FitD already had its moment. I have no seen a new one in a while.
 

Don't we already have another thread that's been completely taken over by BitD discussion, though?

Is FitD the new PbtA? AKA the system that is required to be front and center for any game design discussion?

:p

I do think it is the current "hotness", the thing all the "cool kids" and all the designers admire the most at the moment. It is hard to have a conversation about game design where it doesn't come up some.

I'm not even sure I like the game but I do admire the design and the innovations and how everything fits together.
 


Examples of unified systems;
Efficient: Traveller This system is all about skills. The flatter progression allows you to dive in and the complications are few across all modes.
Inefficient: 5E The unified mechanic doesnt flow well between modes. Unlike Traveller, D&D definitely feels different between combat/exploration/social and not in good ways. Despite having a 20 level progression system, skill systems feels same across all levels.
Agreed with this, and as a point of comparison it is interesting to look at the new Cosmere RPG which blatently steals 5Es core resolution mechanic and math, but makes it apply to everything similar to Traveller. So there is a difference between different kinds of "Scenes" (Combat, Social or "Endeavors" which are more open end Ed but are for long term situations like exploration or, say, building something) that are about pacing, but the mechanics are the same (action declation > GM fiat d20 test usually against 15, 20, or 25 with Ability and Skill adjustments as appropriate plus Advantage/Disadvantage of applicable).
 


This is the received wisdom of modern gaming that I've been listening to now for like 25 years. And all the attempts to actually act on those two statements have completely failed.
...
The other problem is that combat is almost unique in how much it rewards cooperation and teamwork. Social pillars just can't be forced to have the same structure in the general case.

Looks at Fate.
Looks at Celebrim.
Shakes head, sadly.
 



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