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<blockquote data-quote="Grendel_Khan" data-source="post: 9309838" data-attributes="member: 7028554"><p>[USER=18]@Ruin Explorer[/USER] I agree, some of how Harper presents the "don't plan, just go" innovation (it really was kind of an innovation, especially at the time) seems to overseer, and it isn't until you see, as you said, playbook abilities as well as listed downtime actions that are clearly about <em>some</em> sort of pre-score planning that you realize the balance it's striking. I actually had some weirdly tense interactions with a friend who was running Blades as his first non-trad game, when he kept trying to stop us from gathering info (as the game presents mechanics and reasons for), or even talking about a score before doing it, even when we had specific Crew abilities that helped with acquiring assets ahead of time. But he, like a lot of folks, was skimming it, including seeing all the random tables for generating scores and assuming those were the default way to run the game. I think reading the whole thing, and especially considering how abilities and downtime actions work, can solve a lot of those problems.</p><p></p><p>Still, all of this is why I agree with people who think Scum and Villainy does a better job of presenting how you actually play and run FitD. I don't think SaV is a better game (I mean, I hate its forgettable setting, and swapped it out for Star Wars when I ran it) but in some of the writing it feels like a second, clearer draft of FitD's procedures.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 9309838, member: 7028554"] [USER=18]@Ruin Explorer[/USER] I agree, some of how Harper presents the "don't plan, just go" innovation (it really was kind of an innovation, especially at the time) seems to overseer, and it isn't until you see, as you said, playbook abilities as well as listed downtime actions that are clearly about [I]some[/I] sort of pre-score planning that you realize the balance it's striking. I actually had some weirdly tense interactions with a friend who was running Blades as his first non-trad game, when he kept trying to stop us from gathering info (as the game presents mechanics and reasons for), or even talking about a score before doing it, even when we had specific Crew abilities that helped with acquiring assets ahead of time. But he, like a lot of folks, was skimming it, including seeing all the random tables for generating scores and assuming those were the default way to run the game. I think reading the whole thing, and especially considering how abilities and downtime actions work, can solve a lot of those problems. Still, all of this is why I agree with people who think Scum and Villainy does a better job of presenting how you actually play and run FitD. I don't think SaV is a better game (I mean, I hate its forgettable setting, and swapped it out for Star Wars when I ran it) but in some of the writing it feels like a second, clearer draft of FitD's procedures. [/QUOTE]
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