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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Manbearcat" data-source="post: 8298126" data-attributes="member: 6696971"><p>The game isn't balanced in the same way that 4e is balanced (eg math by level, tightly tuned encounter budgeting), but its tuned in such a way that both the GM and the players can easily infer when they're in over their heads (and therefore need to muster all of the resources at their disposal to achieve a Score) and when they can reasonably expect to manage a Score without going "all in." If you take on a complex Score against a Tier+2 opponent, you know you're in for trouble and better make consistently good moves. If you take on a less volatile Score against a Tier +1 opponent, the danger is inferably decreased (every playbook's particular shtick has them functioning as a +1 Operative due to Fine gear...but they'll be at Tier for things outside of it).</p><p></p><p>However, there is so much dynamism inherent to the action resolution process that things can go pear-shaped no matter what. Its tightly tuned but capable of dynamic swings that can snowball if you're not on top of the game of "Spinning Plates" that the game engenders. That may sound odd, but its true. </p><p></p><p>Further, there are feedback loops on different scales (of difficulty and breadth of impact) and timescales that have to be monitored and managed. For instance:</p><p></p><p>1) You have to stay on top of multiple rolling resources (you need Stress to manage your capability on each Score, you need to keep your Heat down so post-Score Entanglements don't overwhelm you, you have to keep your Harm in check or you'll die, you have to stay on top of your Trauma so you don't accrue 4 and are taken out entirely, you need to manage your Coin budget to (a) increase level + (b) amplify Downtime Moves + (c) exchange Coin for Assets/better position and to mitigate fallout + (d) create your Stash + (e) spend for extra Downtime Activities + (f) not simply lose it because you can only have so much on hand and in the Crew's Vault + other things) or things will spiral on you.</p><p></p><p>2) You have to manage your Downtime Activities (another resource not mentioned above) so you have enough to interact with Faction/Setting Clocks that are particularly punishing to your Crew via Longterm Projects.</p><p></p><p></p><p></p><p>There are many vectors for Skilled Play in Blades in the Dark (and this game I'm working on). If you don't continuously play skillfully and continuously manage all of this, those "Spinning Plates" will come crashing to the ground and your Crew will enter a death spiral (but again, this is as intended...its tuned extremely well, even with that dynamic swinginess).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8298126, member: 6696971"] The game isn't balanced in the same way that 4e is balanced (eg math by level, tightly tuned encounter budgeting), but its tuned in such a way that both the GM and the players can easily infer when they're in over their heads (and therefore need to muster all of the resources at their disposal to achieve a Score) and when they can reasonably expect to manage a Score without going "all in." If you take on a complex Score against a Tier+2 opponent, you know you're in for trouble and better make consistently good moves. If you take on a less volatile Score against a Tier +1 opponent, the danger is inferably decreased (every playbook's particular shtick has them functioning as a +1 Operative due to Fine gear...but they'll be at Tier for things outside of it). However, there is so much dynamism inherent to the action resolution process that things can go pear-shaped no matter what. Its tightly tuned but capable of dynamic swings that can snowball if you're not on top of the game of "Spinning Plates" that the game engenders. That may sound odd, but its true. Further, there are feedback loops on different scales (of difficulty and breadth of impact) and timescales that have to be monitored and managed. For instance: 1) You have to stay on top of multiple rolling resources (you need Stress to manage your capability on each Score, you need to keep your Heat down so post-Score Entanglements don't overwhelm you, you have to keep your Harm in check or you'll die, you have to stay on top of your Trauma so you don't accrue 4 and are taken out entirely, you need to manage your Coin budget to (a) increase level + (b) amplify Downtime Moves + (c) exchange Coin for Assets/better position and to mitigate fallout + (d) create your Stash + (e) spend for extra Downtime Activities + (f) not simply lose it because you can only have so much on hand and in the Crew's Vault + other things) or things will spiral on you. 2) You have to manage your Downtime Activities (another resource not mentioned above) so you have enough to interact with Faction/Setting Clocks that are particularly punishing to your Crew via Longterm Projects. There are many vectors for Skilled Play in Blades in the Dark (and this game I'm working on). If you don't continuously play skillfully and continuously manage all of this, those "Spinning Plates" will come crashing to the ground and your Crew will enter a death spiral (but again, this is as intended...its tuned extremely well, even with that dynamic swinginess). [/QUOTE]
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