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Help me "get" Forged in the Dark.
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<blockquote data-quote="Panzeh" data-source="post: 8681094" data-attributes="member: 82267"><p>So, i'm in a Band of Blades campaign that's nearly done and i do have a few things about it:</p><p></p><p>The troupe play nature of it, combined with being a war narrative means the GM should absolutely be willing to do grevious harm and kill people as consequences for things. While I think it should be reasonable to cut loose in something like Blades in the Dark, especially so in Band of Blades.</p><p></p><p>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.</p><p></p><p>With the missions, you don't want to draw too much about them early on because you want the players to be able to ask reasonable intel questions and get something useful for them. Rolling it out is fine.</p><p></p><p>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.</p><p></p><p>I recommend finding a random table to roll for the rookies' personalities and then come up with a blurb on the sheet- it helps a lot.</p><p></p><p>Also, don't limit a roll to one particular action- when you're using a clock to determine progress toward an objective, while it's important to have the GM parse how much a given action will help, don't force maneuver rolls just to have the characters move to the next danger, just say they get there. Maneuver is for if you're trying to deal with the challenge by moving, not just trying to get from A to B. Skill rolls are holistic.</p></blockquote><p></p>
[QUOTE="Panzeh, post: 8681094, member: 82267"] So, i'm in a Band of Blades campaign that's nearly done and i do have a few things about it: The troupe play nature of it, combined with being a war narrative means the GM should absolutely be willing to do grevious harm and kill people as consequences for things. While I think it should be reasonable to cut loose in something like Blades in the Dark, especially so in Band of Blades. 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. With the missions, you don't want to draw too much about them early on because you want the players to be able to ask reasonable intel questions and get something useful for them. Rolling it out is fine. 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. I recommend finding a random table to roll for the rookies' personalities and then come up with a blurb on the sheet- it helps a lot. Also, don't limit a roll to one particular action- when you're using a clock to determine progress toward an objective, while it's important to have the GM parse how much a given action will help, don't force maneuver rolls just to have the characters move to the next danger, just say they get there. Maneuver is for if you're trying to deal with the challenge by moving, not just trying to get from A to B. Skill rolls are holistic. [/QUOTE]
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