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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Ovinomancer" data-source="post: 8256024" data-attributes="member: 16814"><p>Okay, I'm thinking on this, and I don't get it. I mean, I get it, it's pretty clearly cribbed straight from DW, but what I don't get is when it suddens says that the score will be like a Blades score. That's where I'm lost -- this is a pretty hard transition. We have a Perilous Journey, where things seem like they'll be at risk, and this happens before the score, but how do you map in the engagement roll for the score? This seems like it doesn't really click together, or I'm not seeing how it clicks together. I think we need to back up a tad and start with "what will the PCs be doing in this game?" If they will be plundering dungeons, the play loop needs to focus on this. If it's more, then we need to establish those broad boundaries of what, in general will be done. Then we can look to these kinds of mechanics to see if they fit what we're doing. As it is, I see a mechanic to handle travelling the wilds to a distant destination where some adventure will take place. That's dandy, but what's the adventure like? </p><p></p><p>I also think some thought needs to be put into how the perilous journey maps to the Actions set up above, and how Blades lets players decide which skill they use to approach a problem. The journey mechanic seems locked into a different set of checks from the Actions, and that's a tad jarring. If that's how it works, cool, but then I think it needs some other integration into the play loop, like having the Journey BE the engagement roll mechanic, to see how well the adventure is going when we join it, and establish that it's because of bad things on the trail. I'm not quite sure how that looks, but I'm also pretty sure it doesn't look quite like what you've laid out above.</p><p></p><p>I think some higher level consideration of what the focus of this game will be is needed to map the play loops onto that, rather than starting with the nifty ideas for mechanics and then figuring out how it maps. I'm starting to see a game where the players are dealing with a BBEG in each game, and adventure to seek the needed equipment, locations, intelligence, and skills to defeat it. But, then, I don't see how a faction setup like Blades works with this, but rather see things like Fronts being the primary way that PCs discover the big evil and also define it. I'm rather taken with the idea that removing the equivalent of Wanted means advancing the big bad in a concrete way, but this isn't my game.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8256024, member: 16814"] Okay, I'm thinking on this, and I don't get it. I mean, I get it, it's pretty clearly cribbed straight from DW, but what I don't get is when it suddens says that the score will be like a Blades score. That's where I'm lost -- this is a pretty hard transition. We have a Perilous Journey, where things seem like they'll be at risk, and this happens before the score, but how do you map in the engagement roll for the score? This seems like it doesn't really click together, or I'm not seeing how it clicks together. I think we need to back up a tad and start with "what will the PCs be doing in this game?" If they will be plundering dungeons, the play loop needs to focus on this. If it's more, then we need to establish those broad boundaries of what, in general will be done. Then we can look to these kinds of mechanics to see if they fit what we're doing. As it is, I see a mechanic to handle travelling the wilds to a distant destination where some adventure will take place. That's dandy, but what's the adventure like? I also think some thought needs to be put into how the perilous journey maps to the Actions set up above, and how Blades lets players decide which skill they use to approach a problem. The journey mechanic seems locked into a different set of checks from the Actions, and that's a tad jarring. If that's how it works, cool, but then I think it needs some other integration into the play loop, like having the Journey BE the engagement roll mechanic, to see how well the adventure is going when we join it, and establish that it's because of bad things on the trail. I'm not quite sure how that looks, but I'm also pretty sure it doesn't look quite like what you've laid out above. I think some higher level consideration of what the focus of this game will be is needed to map the play loops onto that, rather than starting with the nifty ideas for mechanics and then figuring out how it maps. I'm starting to see a game where the players are dealing with a BBEG in each game, and adventure to seek the needed equipment, locations, intelligence, and skills to defeat it. But, then, I don't see how a faction setup like Blades works with this, but rather see things like Fronts being the primary way that PCs discover the big evil and also define it. I'm rather taken with the idea that removing the equivalent of Wanted means advancing the big bad in a concrete way, but this isn't my game. [/QUOTE]
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