Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Grade the Forged in the Dark System
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 9312044" data-attributes="member: 42582"><p>I thought I would check out the BitD SRD: <a href="https://bladesinthedark.com/core-system" target="_blank">The Core System | Blades in the Dark RPG</a></p><p></p><p>This is what I found under Game Structure:</p><p></p><p style="margin-left: 20px"><strong>The Game Structure</strong></p> <p style="margin-left: 20px"><em>Blades in the Dark</em> has a structure to play, with four parts. By default, the game is in <strong>free play</strong> - characters talk to each other, they go places, they do things, they make rolls as needed.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When the group is ready, they choose a <em>target</em> for their next operation, then choose a type of <em>plan</em> to employ. This triggers the <em>engagement roll</em> (which establishes the situation as the operation starts) and then the game shifts into the <strong>score</strong> phase.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">During the score, the PCs engage the target—they make rolls, overcome obstacles, call for flashbacks, and complete the operation (successfully or not). When the score is finished, the game shifts into the <strong>downtime</strong> phase.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">During the downtime phase, the GM engages the systems for <em>payoff</em>, <em>heat</em>, and <em>entanglements</em>, to determine all the fallout from the score. Then the PCs each get their <em>downtime activities</em>, such as indulging their vice to remove stress or working on a long-term project. When all the downtime activities are complete, the game returns to <strong>free play</strong> and the cycle starts over again.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The phases are a conceptual model to help you organize the game. They’re not meant to be rigid structures that restrict your options (this is why they’re presented as amorphous blobs of ink without hard edges). Think of the phases as a menu of options to fit whatever it is you’re trying to accomplish in play. Each phase suits a different goal.</p><p></p><p>This seems fairly straightforward.</p><p></p><p>I also had a look at the bit on Gather Information:</p><p></p><p style="margin-left: 20px">When you want to know something specific about the fictional world, your character can <strong>gather information</strong>. The GM will ask you <strong>how</strong> your character gathers the info (or how they learned it in the past).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If it’s common knowledge, the GM will simply answer your questions. If there’s an obstacle to the discovery of the answer, an action roll is called for. If it’s not common knowledge but there’s no obstacle, a simple fortune roll determines the quality of the information you gather.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Each attempt to gather information takes time. If the situation allows, you can try again if you don’t initially get all the info that you want. But often, the opportunity is fleeting, and you’ll only get one chance to roll for that particular question. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Investigation</strong></p> <p style="margin-left: 20px">Some questions are too complex to answer immediately with a single gather information roll. For instance, you might want to discover the network of contraband smuggling routes in the city. In these cases, the GM will tell you to start a <strong>long-term project</strong> that you work on during <strong>downtime</strong>.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You track the investigation project using a progress clock. Once the clock is filled, you have the evidence you need to ask several questions about the subject of your investigation as if you had great effect.</p><p></p><p>Given that Scores can also include the following:</p><p></p><p style="margin-left: 20px"><strong>Stealth -</strong> Trespass unseen. <em>Detail: The point of infiltration.</em></p><p></p><p>I would expect that some information-gathering - like, learning where and how your rivals protect their most potent and valuable artefact - might itself require a score to obtain.</p><p></p><p>Given the remarks about the GM's authority over gathering information, I would expect that it is the GM who decides whether an attempt to gather information is a single action in free play, or a downtime surveying project (like the smuggling routes) or a score (like my example).</p></blockquote><p></p>
[QUOTE="pemerton, post: 9312044, member: 42582"] I thought I would check out the BitD SRD: [URL="https://bladesinthedark.com/core-system"]The Core System | Blades in the Dark RPG[/URL] This is what I found under Game Structure: [INDENT][B]The Game Structure[/B] [I]Blades in the Dark[/I] has a structure to play, with four parts. By default, the game is in [B]free play[/B] - characters talk to each other, they go places, they do things, they make rolls as needed. When the group is ready, they choose a [I]target[/I] for their next operation, then choose a type of [I]plan[/I] to employ. This triggers the [I]engagement roll[/I] (which establishes the situation as the operation starts) and then the game shifts into the [B]score[/B] phase. During the score, the PCs engage the target—they make rolls, overcome obstacles, call for flashbacks, and complete the operation (successfully or not). When the score is finished, the game shifts into the [B]downtime[/B] phase. During the downtime phase, the GM engages the systems for [I]payoff[/I], [I]heat[/I], and [I]entanglements[/I], to determine all the fallout from the score. Then the PCs each get their [I]downtime activities[/I], such as indulging their vice to remove stress or working on a long-term project. When all the downtime activities are complete, the game returns to [B]free play[/B] and the cycle starts over again. The phases are a conceptual model to help you organize the game. They’re not meant to be rigid structures that restrict your options (this is why they’re presented as amorphous blobs of ink without hard edges). Think of the phases as a menu of options to fit whatever it is you’re trying to accomplish in play. Each phase suits a different goal.[/indent] This seems fairly straightforward. I also had a look at the bit on Gather Information: [INDENT]When you want to know something specific about the fictional world, your character can [B]gather information[/B]. The GM will ask you [B]how[/B] your character gathers the info (or how they learned it in the past).[/INDENT] [INDENT][/INDENT] [INDENT]If it’s common knowledge, the GM will simply answer your questions. If there’s an obstacle to the discovery of the answer, an action roll is called for. If it’s not common knowledge but there’s no obstacle, a simple fortune roll determines the quality of the information you gather.[/INDENT] [INDENT][/INDENT] [INDENT]Each attempt to gather information takes time. If the situation allows, you can try again if you don’t initially get all the info that you want. But often, the opportunity is fleeting, and you’ll only get one chance to roll for that particular question. . . .[/INDENT] [INDENT][/INDENT] [INDENT][B]Investigation[/B][/INDENT] [INDENT]Some questions are too complex to answer immediately with a single gather information roll. For instance, you might want to discover the network of contraband smuggling routes in the city. In these cases, the GM will tell you to start a [B]long-term project[/B] that you work on during [B]downtime[/B].[/INDENT] [INDENT][/INDENT] [INDENT]You track the investigation project using a progress clock. Once the clock is filled, you have the evidence you need to ask several questions about the subject of your investigation as if you had great effect.[/INDENT] Given that Scores can also include the following: [indent][B]Stealth -[/B] Trespass unseen. [I]Detail: The point of infiltration.[/I][/INDENT] I would expect that some information-gathering - like, learning where and how your rivals protect their most potent and valuable artefact - might itself require a score to obtain. Given the remarks about the GM's authority over gathering information, I would expect that it is the GM who decides whether an attempt to gather information is a single action in free play, or a downtime surveying project (like the smuggling routes) or a score (like my example). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Grade the Forged in the Dark System
Top