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Help me "get" Forged in the Dark.
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<blockquote data-quote="Grendel_Khan" data-source="post: 8680768" data-attributes="member: 7028554"><p>That's exactly right. And I think having a very strong common sense of the fiction is crucial. Like in something like Star Wars, where everyone who's consumed at least a few of the movies</p><p></p><p>-Knows basically what a lightsaber can do.</p><p></p><p>-Is familiar with the general tech level.</p><p></p><p>-Understands the tone and pace.</p><p></p><p>-Has tropes they can fall back on. </p><p></p><p>-Hopefully realizes that part of the setting is to make up and add crazy, unexpected things to the setting, but in moderation.</p><p></p><p>So, to me, FitD is pretty perfect for Star Wars, and vice versa, because when it's time for players to come up with actions from a theoretically infinite array of options, they kind of get what makes sense and what doesn't. Likewise, a GM having to improvise has some handholds. And when it comes to both players and the GM agreeing about the consequences of a given action, that's easier than in a setting that's harder to wrap your head around, or when where there's no established tone, just whatever happens in the game happens.</p><p></p><p>I honestly think that one of the reasons some people bounce off Blades in the Dark is because its setting, while truly awesome, isn't intuitive. It's very unique, but for some (like me) a little too unique at first. Until you fully absorb the setting and tone, how do you know what's a viable action to take, and what sort of consequences the GM might give you (the GM will tell you, of course, but reducing that uncertainty and back-and-forth is really key to making it all flow naturally, I think). Band of Blades' setting is more intuitive, I think, and so is Scum and Villainy's, even though, for all the reasons stated above, I prefer using it for Star Wars. As a newbie to PbtA and FitD I needed to figure out that idea of "improvise, but it has to make sense in the fiction" in the context of fiction I really understood deep in my bones (and that I personally think has always been done dirty by trad games) before any of it made sense. Reading Apocalypse World didn't do it for me, and neither did Blades. I needed Star Wars via Scum and Villainy. But I'm dumb that way.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8680768, member: 7028554"] That's exactly right. And I think having a very strong common sense of the fiction is crucial. Like in something like Star Wars, where everyone who's consumed at least a few of the movies -Knows basically what a lightsaber can do. -Is familiar with the general tech level. -Understands the tone and pace. -Has tropes they can fall back on. -Hopefully realizes that part of the setting is to make up and add crazy, unexpected things to the setting, but in moderation. So, to me, FitD is pretty perfect for Star Wars, and vice versa, because when it's time for players to come up with actions from a theoretically infinite array of options, they kind of get what makes sense and what doesn't. Likewise, a GM having to improvise has some handholds. And when it comes to both players and the GM agreeing about the consequences of a given action, that's easier than in a setting that's harder to wrap your head around, or when where there's no established tone, just whatever happens in the game happens. I honestly think that one of the reasons some people bounce off Blades in the Dark is because its setting, while truly awesome, isn't intuitive. It's very unique, but for some (like me) a little too unique at first. Until you fully absorb the setting and tone, how do you know what's a viable action to take, and what sort of consequences the GM might give you (the GM will tell you, of course, but reducing that uncertainty and back-and-forth is really key to making it all flow naturally, I think). Band of Blades' setting is more intuitive, I think, and so is Scum and Villainy's, even though, for all the reasons stated above, I prefer using it for Star Wars. As a newbie to PbtA and FitD I needed to figure out that idea of "improvise, but it has to make sense in the fiction" in the context of fiction I really understood deep in my bones (and that I personally think has always been done dirty by trad games) before any of it made sense. Reading Apocalypse World didn't do it for me, and neither did Blades. I needed Star Wars via Scum and Villainy. But I'm dumb that way. [/QUOTE]
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