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Grade the Forged in the Dark System
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<blockquote data-quote="Breaking Star Games" data-source="post: 9308506" data-attributes="member: 7042067"><p>I haven't found the Playbooks to be very closed or prescriptive. Blades in the Dark was actually originally designed without Playbooks. So Harper actually allows you to take as many Special Abilities outside of your Playbook as you like when he runs it and its an easy bit of Homebrew to take. They were actually only split to help organize a big list of Special Abilities.</p><p></p><p>The two big impacts are just the Starting Items and the Playbook-specific XP Trigger. The set of Starting Items - these are most impactful early on but you can acquire more things as the game progresses. The XP trigger that rewards following your Modus Operandi (Use Violence or Coercion). And Scum & Villainy has another of that Playbook unique special ability you get when you start.</p><p></p><p>So unlike Masks or several Powered by the Apocalypse games where the Playbook sets up a narrative arc, the BitD playbooks are mostly just that modus operandi. Which most games already incentivize just by having your PC good at certain skills - of course I want to roll the skill that I get a +3 instead of the one with a -1 to solve my issues! I found the player is pretty open to how they interact and struggle with vice and trauma.</p></blockquote><p></p>
[QUOTE="Breaking Star Games, post: 9308506, member: 7042067"] I haven't found the Playbooks to be very closed or prescriptive. Blades in the Dark was actually originally designed without Playbooks. So Harper actually allows you to take as many Special Abilities outside of your Playbook as you like when he runs it and its an easy bit of Homebrew to take. They were actually only split to help organize a big list of Special Abilities. The two big impacts are just the Starting Items and the Playbook-specific XP Trigger. The set of Starting Items - these are most impactful early on but you can acquire more things as the game progresses. The XP trigger that rewards following your Modus Operandi (Use Violence or Coercion). And Scum & Villainy has another of that Playbook unique special ability you get when you start. So unlike Masks or several Powered by the Apocalypse games where the Playbook sets up a narrative arc, the BitD playbooks are mostly just that modus operandi. Which most games already incentivize just by having your PC good at certain skills - of course I want to roll the skill that I get a +3 instead of the one with a -1 to solve my issues! I found the player is pretty open to how they interact and struggle with vice and trauma. [/QUOTE]
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