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General Tabletop Discussion
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Does the world exist for the PCs?
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<blockquote data-quote="Ovinomancer" data-source="post: 7614170" data-attributes="member: 16814"><p>For one that has a bit of both, so it might be a good entry, look at Blades in the Dark. This is a game where you play criminals doing criminal things to, mostly, other criminals. The setting is pretty thin -- a single city post magical apocalypse with a little bit of history (which may or may not be correct). And I mean a little bit. The city has some thumbnail sketches of neighborhoods, a few thumbnails of institutions, and a lot of thumbnails of various gangs and factions in the city (around 20 or so). These are pretty thin -- just a bit of color, nothing concrete. Here's one: "The Dimmer Sisters (ii): Housebound recluses with an occult reputation." That's it.</p><p></p><p>So, in character creation, the PCs each establish a friend NPC and a rival NPC -- these are important NPCs that will make appearances. The PCs describe their relationship to these NPCs, and they show up at the best and worst times. The players also establish a vice and a vice dealer for their PC. This is also an axis play with revolve on. They also establish which factions might like them and which factions do not, creating a dynamic tension right at the start of the game. Then play goes, with the players declaring scores -- and the players say what these are -- who they want to hit, why, and how. This makes some factions/NPCs mad, some happy, but the dynamic of the game will change, often radically, as play progresses and the players have to balance the way the system puts constant pressure on their PCs vs what they hope to accomplish for their PCs. The GM preps nothing -- the role of the GM is almost entirely reactionary. There's nothing to prep between sessions because the game handles itself in play. And, if you read a few play examples of Blades, you'll see it can build a very, very interesting world around the players as those thumbnails get fleshed out in play and the PCs build up interesting details about the world.</p><p></p><p>For instance, the Dimmer Sisters in my game are a big focal point. The Sisters Dimmer are very much fleshed out, and my players' characters are very, very keen to keep the Sisters happy so they'll help and not be inclined to turn their disfavor upon them. Because, despite never, ever being seen outside the house, those that the Sisters disfavor find pretty gruesome ends -- if they're lucky.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7614170, member: 16814"] For one that has a bit of both, so it might be a good entry, look at Blades in the Dark. This is a game where you play criminals doing criminal things to, mostly, other criminals. The setting is pretty thin -- a single city post magical apocalypse with a little bit of history (which may or may not be correct). And I mean a little bit. The city has some thumbnail sketches of neighborhoods, a few thumbnails of institutions, and a lot of thumbnails of various gangs and factions in the city (around 20 or so). These are pretty thin -- just a bit of color, nothing concrete. Here's one: "The Dimmer Sisters (ii): Housebound recluses with an occult reputation." That's it. So, in character creation, the PCs each establish a friend NPC and a rival NPC -- these are important NPCs that will make appearances. The PCs describe their relationship to these NPCs, and they show up at the best and worst times. The players also establish a vice and a vice dealer for their PC. This is also an axis play with revolve on. They also establish which factions might like them and which factions do not, creating a dynamic tension right at the start of the game. Then play goes, with the players declaring scores -- and the players say what these are -- who they want to hit, why, and how. This makes some factions/NPCs mad, some happy, but the dynamic of the game will change, often radically, as play progresses and the players have to balance the way the system puts constant pressure on their PCs vs what they hope to accomplish for their PCs. The GM preps nothing -- the role of the GM is almost entirely reactionary. There's nothing to prep between sessions because the game handles itself in play. And, if you read a few play examples of Blades, you'll see it can build a very, very interesting world around the players as those thumbnails get fleshed out in play and the PCs build up interesting details about the world. For instance, the Dimmer Sisters in my game are a big focal point. The Sisters Dimmer are very much fleshed out, and my players' characters are very, very keen to keep the Sisters happy so they'll help and not be inclined to turn their disfavor upon them. Because, despite never, ever being seen outside the house, those that the Sisters disfavor find pretty gruesome ends -- if they're lucky. [/QUOTE]
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