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<blockquote data-quote="hawkeyefan" data-source="post: 9638565" data-attributes="member: 6785785"><p>Based on the general setup, it seemed likely, and the player seems to expect it. If I felt there wouldn’t be a trap and there seemed to be no major weight to this moment, then I’d just say “there’s no trap on the chest” and let them proceed. I don’t want to spend a lit of time on inconsequential moments of play like that. </p><p></p><p>I’m kind of assuming a more specific goal than just “break in and grab what you can”… I’m assuming there’s something specific being sought, and a reason for the target to want to prevent it from being taken. </p><p></p><p>Also, in my experience, there’s nothing more boring in play than spending a bunch of time on something… like what might be spent on a search for a trap in D&D… and to do well and only find out “there’s nothing there”. </p><p></p><p>The way I approach Blades (and which I think is in line with what the game expects and what many others will do) is to treat an obstacle as an obstacle or else it’s not. Like, play builds up to this point… let’s have it have some meaning. </p><p></p><p>One of the things that invariably comes up in these comparisons is that someone advocating for a more traditional approach to play will point out that their players are still free to go their own way… that they love when players come up with something they didn’t expect and they have to think of new things to deal with that. It’s happened in this thread multiple times. </p><p></p><p>And I think it’s true. And I think all that folks are suggesting with advocating for narrativism or a story-now approach, is that play can be like that all the time. If the most exciting bits or the most interesting times are when the players come up with something you didn’t think of beforehand… then maybe just stop thinking of things before hand!</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9638565, member: 6785785"] Based on the general setup, it seemed likely, and the player seems to expect it. If I felt there wouldn’t be a trap and there seemed to be no major weight to this moment, then I’d just say “there’s no trap on the chest” and let them proceed. I don’t want to spend a lit of time on inconsequential moments of play like that. I’m kind of assuming a more specific goal than just “break in and grab what you can”… I’m assuming there’s something specific being sought, and a reason for the target to want to prevent it from being taken. Also, in my experience, there’s nothing more boring in play than spending a bunch of time on something… like what might be spent on a search for a trap in D&D… and to do well and only find out “there’s nothing there”. The way I approach Blades (and which I think is in line with what the game expects and what many others will do) is to treat an obstacle as an obstacle or else it’s not. Like, play builds up to this point… let’s have it have some meaning. One of the things that invariably comes up in these comparisons is that someone advocating for a more traditional approach to play will point out that their players are still free to go their own way… that they love when players come up with something they didn’t expect and they have to think of new things to deal with that. It’s happened in this thread multiple times. And I think it’s true. And I think all that folks are suggesting with advocating for narrativism or a story-now approach, is that play can be like that all the time. If the most exciting bits or the most interesting times are when the players come up with something you didn’t think of beforehand… then maybe just stop thinking of things before hand! [/QUOTE]
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