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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Fenris-77" data-source="post: 8256184" data-attributes="member: 6993955"><p>I don't have any issues using the Journey rules to modify Engagement rolls. In Blades there are a list of things that can modify engagement rolls anyway, and some of those aren't going to map well onto a different genre. So rather than the list in Blades, you have the Journey. Provided there is the opportunity to both positively and negatively affect the engagement roll I think it will work just fine. Getting the granularity right will be a task, but that's a details level problem IMO, not a design level problem. Some transparency in the design phase about how X and Y modifiers are being replaced would be essential of course, as a reskin requires that those mods be mirrored appropriately in terms of ease of acquisition and whatnot. It's not that hard in Blades to get a extra die or two to engagement based strictly on planning and aproach, so that should continue to true in the reskin.</p><p></p><p>Circles and Wises, however, I have a bigger design issue with. Not that those two things don't conceptually map with Consort and Lore, because they do, but rather the stakes of a character being proficient, or not, in those areas ends up being very different. In Torchbearer those two things are related to class choice and answering a series of questions. They are not related directly to a stat. So an Elf in Torchbearer gets wises X and circles Y independent of their statline. However, by tying those things to stats in Blades you are making circles and wises essentially a stat, and something that a character can only be good at by sacrificing being good at something else (something probably more directly indexed to journeys and delves). That is a <em>very</em> different inflection point in character creation. </p><p></p><p>The game of Blades is always happening, so speak, within the confines of the faction game. The action of the game doesn't escape the orbit of faction relations at any point. That tight bit of design is part of why Blades works so well. However, in a more DW approach, with journeys and whatnot, the game will escape that orbit on a more regular basis. Town factions are relegated in many instances to impacting and being impacted by just a part of the game loop. This is different from Blades. What I've seen of the design choices so far seems to potentially shrink the impact of the faction game overall, but also increase the opportunity cost of being good at the social moves that impact that same faction game. This seems like a poor coupling to me. </p><p></p><p>I'm not sure what the answer is here. Possibly faction relationships can add dice to consort moves with that faction. So my fighter might not be generally good at consort, but within the confines of his friendly factions he's significantly more impactful. IDK. Wises could be handled the same way, as tags generated during chargen that add dice to Lore rolls in specific instances.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8256184, member: 6993955"] I don't have any issues using the Journey rules to modify Engagement rolls. In Blades there are a list of things that can modify engagement rolls anyway, and some of those aren't going to map well onto a different genre. So rather than the list in Blades, you have the Journey. Provided there is the opportunity to both positively and negatively affect the engagement roll I think it will work just fine. Getting the granularity right will be a task, but that's a details level problem IMO, not a design level problem. Some transparency in the design phase about how X and Y modifiers are being replaced would be essential of course, as a reskin requires that those mods be mirrored appropriately in terms of ease of acquisition and whatnot. It's not that hard in Blades to get a extra die or two to engagement based strictly on planning and aproach, so that should continue to true in the reskin. Circles and Wises, however, I have a bigger design issue with. Not that those two things don't conceptually map with Consort and Lore, because they do, but rather the stakes of a character being proficient, or not, in those areas ends up being very different. In Torchbearer those two things are related to class choice and answering a series of questions. They are not related directly to a stat. So an Elf in Torchbearer gets wises X and circles Y independent of their statline. However, by tying those things to stats in Blades you are making circles and wises essentially a stat, and something that a character can only be good at by sacrificing being good at something else (something probably more directly indexed to journeys and delves). That is a [I]very[/I] different inflection point in character creation. The game of Blades is always happening, so speak, within the confines of the faction game. The action of the game doesn't escape the orbit of faction relations at any point. That tight bit of design is part of why Blades works so well. However, in a more DW approach, with journeys and whatnot, the game will escape that orbit on a more regular basis. Town factions are relegated in many instances to impacting and being impacted by just a part of the game loop. This is different from Blades. What I've seen of the design choices so far seems to potentially shrink the impact of the faction game overall, but also increase the opportunity cost of being good at the social moves that impact that same faction game. This seems like a poor coupling to me. I'm not sure what the answer is here. Possibly faction relationships can add dice to consort moves with that faction. So my fighter might not be generally good at consort, but within the confines of his friendly factions he's significantly more impactful. IDK. Wises could be handled the same way, as tags generated during chargen that add dice to Lore rolls in specific instances. [/QUOTE]
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