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General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="Manbearcat" data-source="post: 7110040" data-attributes="member: 6696971"><p>There are three main phases of play in Blades in the Dark:</p><p></p><p>1) <strong>Gather Information</strong> - This is where the Crew gathers intelligence/discovers stuff about various locales and Faction going-ons in order to explore opportunities for Scores. This is more granular, slow-paced (but still fraught with decision-points that will lead to danger and action due to the game's engine and GMing principles) of the type you're used to.</p><p></p><p>2) <strong>The Score</strong> - Once the Crew decides what their Score is going to be, they choose a Plan (collectively, but effectively there is a "Caller" for this like B/X), and then they give the GM a specific Detail related to the Plan (for instance, if they're going to smuggle cargo or people via transport through a dangerous area, the GM would ask for the route and means of smuggling). The players choose their Item Loadout for the Score, after which they make the Engagement Roll. All of this stuff informs the GM's "cutting to the action" (this is the phase I quoted above) or framing of the scene. </p><p></p><p>3) <strong>Downtime </strong>- This is a bit of a break from the constant threat of danger of (1) and (2). However, the Entanglement phase can bring immediate action. Here you have 4 parts, resolved in order:</p><p></p><p></p><p></p><p>Just a note, if this model looks familiar, it is because it is pretty much the same model that B/X uses for its 3 phases of play. B/X isn't some "out there" indie game. </p><p></p><p>Torchbearer, being a B/X and Burning Wheel mash-up, follows the same model though is much closer to BitD due to the granularity, play agenda, and deep systemization of things in both TB and BitD.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7110040, member: 6696971"] There are three main phases of play in Blades in the Dark: 1) [B]Gather Information[/B] - This is where the Crew gathers intelligence/discovers stuff about various locales and Faction going-ons in order to explore opportunities for Scores. This is more granular, slow-paced (but still fraught with decision-points that will lead to danger and action due to the game's engine and GMing principles) of the type you're used to. 2) [B]The Score[/B] - Once the Crew decides what their Score is going to be, they choose a Plan (collectively, but effectively there is a "Caller" for this like B/X), and then they give the GM a specific Detail related to the Plan (for instance, if they're going to smuggle cargo or people via transport through a dangerous area, the GM would ask for the route and means of smuggling). The players choose their Item Loadout for the Score, after which they make the Engagement Roll. All of this stuff informs the GM's "cutting to the action" (this is the phase I quoted above) or framing of the scene. 3) [B]Downtime [/B]- This is a bit of a break from the constant threat of danger of (1) and (2). However, the Entanglement phase can bring immediate action. Here you have 4 parts, resolved in order: Just a note, if this model looks familiar, it is because it is pretty much the same model that B/X uses for its 3 phases of play. B/X isn't some "out there" indie game. Torchbearer, being a B/X and Burning Wheel mash-up, follows the same model though is much closer to BitD due to the granularity, play agenda, and deep systemization of things in both TB and BitD. [/QUOTE]
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