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Help me "get" Forged in the Dark.
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<blockquote data-quote="hawkeyefan" data-source="post: 8680818" data-attributes="member: 6785785"><p>Well, you said the below:</p><p></p><p></p><p></p><p>I think this is a little confusing because the GM is indeed preparing missions. The Commander does not lay out the mission they want. The GM presents two to three missions, such as Assault, Supply, etc. and the Commander selects from those. </p><p></p><p>So in that sense, I can see why your comment may seem confusing to someone who has only read the book and not played any FitD games previously. </p><p></p><p></p><p></p><p>But this I absolutely agree with and I think it’s the important part of it. “Preparing” here is to maybe make the rolls ahead of time so that you’re not doing it all at the table, and so you have some collection of elements to give some thought to before play. You can think of the kinds of obstacles that may be relevant for a mission, or the kinds of consequences that may suit.</p><p></p><p>But you’re absolutely not “preparing a module” as we tend to think of prepared material for many games. </p><p></p><p></p><p></p><p>I don’t disagree with what [USER=16814]@Ovinomancer[/USER] has been saying throughout the thread, except for the clarifying bit above. </p><p></p><p>I will say that although FitD does provide a very specific process for play, and that’s what you should strive for because that’s whatthe games are designed for, I will say that until a GM and players are used to these differences from more mainstream games like D&D, it’s okay to ease into them rather than to try to get them all right the very first time. </p><p></p><p>In my first two or three sessions of Blades in the Dark I absolutely presented Scores to the players. It let them get their feet under them with the mechanics and general approach, and then we incorporated the more player driven elements like choosing scores and going after claims and so on. </p><p></p><p></p><p></p><p>It’s got some more traditional elements, but it’s still very player driven. Yes, there are constraints, but a lot of them are on the GM. </p><p></p><p></p><p></p><p></p><p>You’d establish the stakes before the roll, typically. Something like “This guy seems jumpy, like his adrenaline’s already hit, and he’s ready for a fight. His hand’s on his sword. You can try and Sway him, but it’ll be tough. Position’s Desperate, with Standard Effect. The risk here is he draws his weapon.”</p><p></p><p>Something like that. Depending on the roll, you then follow through. How the players deal with things from there depends on the consequence you inflict, and if it’s resisted and so on. </p><p></p><p></p><p></p><p>Yes. Fiction first just means that whatever you do mechanically has to make sense in the fiction. So things must progress logically from what’s already been established.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8680818, member: 6785785"] Well, you said the below: I think this is a little confusing because the GM is indeed preparing missions. The Commander does not lay out the mission they want. The GM presents two to three missions, such as Assault, Supply, etc. and the Commander selects from those. So in that sense, I can see why your comment may seem confusing to someone who has only read the book and not played any FitD games previously. But this I absolutely agree with and I think it’s the important part of it. “Preparing” here is to maybe make the rolls ahead of time so that you’re not doing it all at the table, and so you have some collection of elements to give some thought to before play. You can think of the kinds of obstacles that may be relevant for a mission, or the kinds of consequences that may suit. But you’re absolutely not “preparing a module” as we tend to think of prepared material for many games. I don’t disagree with what [USER=16814]@Ovinomancer[/USER] has been saying throughout the thread, except for the clarifying bit above. I will say that although FitD does provide a very specific process for play, and that’s what you should strive for because that’s whatthe games are designed for, I will say that until a GM and players are used to these differences from more mainstream games like D&D, it’s okay to ease into them rather than to try to get them all right the very first time. In my first two or three sessions of Blades in the Dark I absolutely presented Scores to the players. It let them get their feet under them with the mechanics and general approach, and then we incorporated the more player driven elements like choosing scores and going after claims and so on. It’s got some more traditional elements, but it’s still very player driven. Yes, there are constraints, but a lot of them are on the GM. You’d establish the stakes before the roll, typically. Something like “This guy seems jumpy, like his adrenaline’s already hit, and he’s ready for a fight. His hand’s on his sword. You can try and Sway him, but it’ll be tough. Position’s Desperate, with Standard Effect. The risk here is he draws his weapon.” Something like that. Depending on the roll, you then follow through. How the players deal with things from there depends on the consequence you inflict, and if it’s resisted and so on. Yes. Fiction first just means that whatever you do mechanically has to make sense in the fiction. So things must progress logically from what’s already been established. [/QUOTE]
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