Help me "get" Forged in the Dark.

The lorekeeper is actually way more important than is mechanically suggested, because the "back at camp" scenes are the place where you can really have the interesting drama and build and break relationships that will affect the missions, where it's less reasonable for people to be weird and interpersonal.

Great post!

I just wanted to quote this part because it reminds of the same juxtaposition that is present in both Torchbearer (Town phase vs Adventure phase - though Belief and Creed are instrumental in the latter) and Stonetop (where intra-Steading Threats with Notable Personages and Followers and customs/infrastructure and Stonetop Neighbors is different than in Expeditions).
 

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Like a lot of fiction-forward games, it helps a LOT to have players who are both assertive and have a good knowledge of the subject matter- since these games require everyone to be able to make things up on the spot. Same for the GM, but that goes without saying.

Just curious, in this case do you mean the players having a good knowledge of the Band of Blades setting and premise, or just the overall subgenre of military fantasy?
 


Panzeh

Explorer
Just curious, in this case do you mean the players having a good knowledge of the Band of Blades setting and premise, or just the overall subgenre of military fantasy?
Military fantasy in general- the setting of Band of Blades is quite malleable, beyond a few basic assumptions. It helps the mood, but having a background in military fantasy and military fiction in general is really useful in being able to narrate in the mission segments.
 

Reynard

Legend
I was reading through the GMing section, including Best Practices and Don'ts and it struck me that while there are probably moments of immersion in play, the game seems more structured like being in a writer's room talking through how the "episode" is going to go.
 

Panzeh

Explorer
I was reading through the GMing section, including Best Practices and Don'ts and it struck me that while there are probably moments of immersion in play, the game seems more structured like being in a writer's room talking through how the "episode" is going to go.
Yeah, it's pretty inevitable when you're rolling with different characters every scene that you look at it in a 'meta' way. I've heard that description of fiction-forward games in general- you don't play the character, you generally play the character's favorite producer. While i think that might be a bit strong a statement, Band of Blades definitely isn't a game where you embody one person, even though you do have a character in whatever staff position you get.
 

hawkeyefan

Legend
Yeah, it’s more about troupe style play. You may have your favorite specialist that you made, but they’re not going to go on every mission. You'll often be playing another specialist or a soldier.

I kind of think of it along the lines of games like Darkest Dungeon where you have a roster of characters and need to rotate them out by mission.

When we played, generally each player had a primary character that went on two of the three missions. The other mission they played a soldier or rookie. I wouldn’t say that it lessened the amount of roleplay, really, but it did change it a bit.

I think everyone’s favorite character over our few sessions was a Rookie that was played by two different players. Something about having more than one character to play makes players willing to be risky and to inhabit different types of characters, and it was interesting to see.
 

I was reading through the GMing section, including Best Practices and Don'ts and it struck me that while there are probably moments of immersion in play, the game seems more structured like being in a writer's room talking through how the "episode" is going to go.

I'm still slightly uncomfortable with the full writers room approach that some indie games have, to the extent that I try to steer things away from that, mostly through pacing and avoiding prompts or questions to the whole table, when the action is really heavy. I don't love the idea of someone's potentially climactic moment being the source of an extended metagame debate. But I'm starting to let go of that trad instinct, for one simple reason:

When the session is over, things become immersive retroactively.

Or they do in my experience, and for my players.

In other words, what might seem gamey or non-immersive in the moment tends to get stitched together after-the-fact, and the memories we have of what happened in the game smooth over and cover the seams. I've seen this happen in Brindlewood Bay, where players not only do a true writers room thing, where they collectively decide what the solution to a murder mystery is, but also how the game has you pose questions to the players that set the scene, such as "What about his bedroom tells you that Pierre is a man who lives in the past?" Players invent those details on the spot, which might seem like the opposite of immersion, and in the moment it sort of is. But then a minute later it's just part of the narrative, and in my experience it deepens the players' investment in the game and in the NPCs they're creating details about.

In FitD there are arguably more opportunities to writers-room it up, and I don't love the idea of debating and negotiating everything. But in practice, with the right group (especially one on the smaller side) I think it works well. And as a player it can be a lot of fun. I was in a session of Scum and Villainy where I needed to fly away from a clearly much better enemy pilot in a much faster ship. And my character wasn't a good pilot at all, stat-wise. We were both taking off, and I said I was going to fly straight toward the other craft, buzzing and possibly even clipping it as I went past, to throw the pilot off her game and ruin her positioning. And to get a bonus on my roll, I proposed to the GM a Devil's Bargain that the ace pilot would consider my character her nemesis.

It was fun to throw in that bit of narrative, and felt super appropriate for the setting and campaign. And now the GM had another story hook and more fodder for future consequences.

Now if that Devil's Bargain had been the result of an entire round-the-table discussion, I wouldn't have liked it as much. But I can imagine situations where even that could be satisfying, particularly in the long run, after our brains had stitched the result into the larger narrative quilt.
 

In other words, what might seem gamey or non-immersive in the moment tends to get stitched together after-the-fact, and the memories we have of what happened in the game smooth over and cover the seams.

"What about his bedroom tells you that Pierre is a man who lives in the past?" Players invent those details on the spot, which might seem like the opposite of immersion, and in the moment it sort of is. But then a minute later it's just part of the narrative, and in my experience it deepens the players' investment in the game and in the NPCs they're creating details about.

Really good post in a series of good posts. I just wanted to respond to this bit about 'immersive' because my experience is that it's a learned behaviour. When I started running Apocalypse World and asking provocative questions, my group struggled to start with.

But when they learned that the answers were going to be central to play - and that therefore they were creating the situation for their characters and it was empowering, fun and an important part of the play structure - then they relaxed and were much more free in their inhabitation of character while answering.

In my experience it doesn't take long. So questions like: "Okay who in your gang is the person who'd put it all on the line for you, no question, rock solid?" and "Okay, and who don't you trust at all, like they act like they want you out of the way so it can be their gang?" weren't causing anyone to blink after a few sessions.
 


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