Let's talk about "plot", "story", and "play to find out."

Idk man, playing like that is ignoring the Best Practices that are supposed to help the players bind their instrumental play to a degree. If your group is unable to do so, Blades isn’t a good match.
Please be more, specific, what best practices? I don't think it weaseling for a prowly chracter trying to engage things in preowly way for example.

(Also Skulking doesn’t work in a swirling skirmish? But if somehow the running fight has elements where you can hide and have a fellow player set you up by slowly maneuvering them to where you’re hiding then cool! You’ve done it)

I mean this is again just mostly how players describe things.

Prowl says:
You might attack someone from hiding with a backstab or blackjack. You could try to waylay a victim in the midst of battle (but Skirmishing might be better).

So I can just flat out use this in combat, but skirmishing might be better. It might. When it might? What level of distraction there needs to be when it no longer might not? Like the players are creative people, they can most of the time describe things so that uses of different skills sounds plausible, especially when working together.

Again, are you saying we should not do this? I should not see that I have three dots in prowl and no dots in skirmish* and not try to describe my actions so that use of prowl to attack sounds plausible? And if I am not supposed to do this, why create this obvious incentive? Just say which skill is used for melee attacks, period, so this waffling does not occur.

(* My character actually has thee dots in both (and finesse,) as I got tired of the haggling, but that is suboptimal in this game. You should not invest in skills that overlap, beyond the first point for resistance.)
 

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My claim is backed up by common sense.
Oh, well, that's not good. If there's one thing I know about common sense is that it's not very common. If fact, as far as I can tell, it's so uncommon, it should be a superpower.

I also think that D&D 5e is the most played game, and most GMs do lots of prep. Watching 5e AP videos, most of which are very inconsistent to the point of being almost nonsensical, is what lead me to conclude that there is no discernible difference in consistency between prepped games and improvised ones. I know from previous discussions with you that you are absolutely desperate to be able to point to heavy prep producing a "better" experience on some level, but I just haven't ever witnessed anything to that effect. In fact, watching AP videos by the boatload lately has also made me abandon my own previously held belief that improv games somehow produced better games because they allowed for more player agency by being tailored to the particular players. There doesn't seem to be any discernible difference as far as I can tell, save if you pay very close attention to the GM. In prepped games the GM reads their notes a lot. In improv games the GM takes a lot of notes. Some prepper GMs produce games with lots of consistency and good pacing, most don't. Heck, I'm even torn on my earlier statement about prepped games being more railroad-y, and improv games being more meandering, simply because I have yet to witness any consistency of any aspect of the game. The only consistent thing is that there isn't any consistency!
 

Again, are you saying we should not do this? I should not see that I have three dots in prowl and no dots in skirmish* and not try to describe my actions so that use of prowl to attack sounds plausible? And if I am not supposed to do this, why create this obvious incentive? Just say which skill is used for melee attacks, period, so this waffling does not occur.

Yes. I'm saying there's a bunch of Player Principles about not going "I MUST USE MY BEST ABILITY OR FAIL." They're in the book.

I dont think I'm going to comment on this line any more.
 

@hawkeyefan @zakael19 the situations on the game are not limited to the handful of examples in the book, and due the intentional overlap of the skills, it often is not obvious what is the "correct" skill to use. And of course what is happening in the fiction is influenced by the players, so if I have great prowl I will obviously describe my attacks as moving stealthily behind the enemy when they're distracted by the other character or something else and backstabbing them etc.

Yes, there’s a difference between a player actively seeking to position things to his character’s strengths than “just describing it that way”. I mean… things can be positioned such that a guard cannot reasonably be sneaked up upon. If that’s the case, Prowl is off the table.

And yes, this could affect the position or effect* and probably should more than in our game it does. But the fact of the matter is that this ambiguity is intentionally built in the system, so it seems to me it is intentional that these unclear situations happen constantly and the player can describe their action so that they can use the better skill.

That the actions intentionally have some overlap is different than “unclear situations happen constantly”.

Like look at the more social-based stats: Command, Consort, and Sway. Most social interactions allow for any of them to be deployed, right? One is being forceful, one is being friendly, and the other is being persuasive. But won’t the circumstances of the interaction matter to which may be the most effective? Or the most to provoke a strong reaction? Commanding an underling makes a lot more sense than trying to Command a Bluecoat, for example. I would expect most tables to grasp this idea pretty well right away.

I’m not sure what makes combat so different. Like, you have a good Hun? Okay… trying to position your character in a place to take advantage of that makes sense… but it requires action of some kind. Maybe there’s a burned out building nearby that overlooks the area where the Score is taking place. Okay… how does the scoundrel get up there? Don’t they have to climb? Do they need to make a roll of some sort to do so? Or deploy gear? Or are they free to simply say “I climb up the ruin and then shoot using Hunt”?

Are there any details provided ahead of time that would constrain player action declaration in this way? Or does player action declaration then prompt the GM to present a decision point for the player? If neither of these things is true, then why not?

(*And then we of course are in cost benefit analysis of whether it is better to roll with more dice with desperate or something. Which seems like legit gameplay but also slows things down.)

Like if the intent is not for this happen, then don't make the skills ambiguous and let the GM just declare what needs to be rolled!

Well, the GM can offer input, no? When I get the impression someone’s really stretching a justification to use a given Action because it’s higher I just say “Really? Does this feel a bit weasely to you?” or something similar.

And why can we trust a GM to pick a reasonable action, but not a player?

Like a lot of people here seem to think that people should just play this game blind, not seeing the obvious incentives built in the rules. Same with stress and heat. There are obvious strategies for managing them and mechanics whose sole purpose is to let you do so effectively. So if we are not supposed to do this and just roll the dice and not try to avoid bad stuff happening to our characters, why are such mechanics in the game? Besides, I just do not think that most people can be so dispassionate about their characters and not take obvious avenues to prevent them from being maimed, killed or imprisoned.

No, trying to manage all the different elements is part of the game. But so is knowing that you won’t manage them all. At some point, there’ll be a hard decision to make between clearing Heat or Recovering from Harm… and the player will have to pick which one is more important. That’s just part of the game.

Embrace danger… embrace the scoundrel’s life. Follow the fiction. Don’t be a weasel.

Prowl says:
You might attack someone from hiding with a backstab or blackjack. You could try to waylay a victim in the midst of battle (but Skirmishing might be better).

So I can just flat out use this in combat, but skirmishing might be better. It might. When it might?

In open combat. Facing off with an enemy. Prowl is when you sneak in some way. If a PC and an opponent are looking at each other… think Obi-Wan and Vader… neither should be using Prowl. They’re clearly about to Skirmish.

That multiple Actions can be used for combat purposes does not mean that they’re just interchangeable and the player is just free to choose which one. The situation in play matters.

What level of distraction there needs to be when it no longer might not? Like the players are creative people, they can most of the time describe things so that uses of different skills sounds plausible, especially when working together.

Sure… this is what Set Up Actions and Group Actions are for.

So if one PC is trying to distract a target to help the other PC sneak up on them, that sounds like a Set Up Action to me. I’d have the first player make a roll for the distraction (I’m imagining Sway or maybe Consort for that) and the result would then determine a shift in Position/Effect for the sneaking character.

Players coordinating like that is great… but it’s up to the GM to properly take the situation and then use the mechanics to resolve it in a satisfying way.
 

Yes, there’s a difference between a player actively seeking to position things to his character’s strengths than “just describing it that way”. I mean… things can be positioned such that a guard cannot reasonably be sneaked up upon. If that’s the case, Prowl is off the table.

Sure. I don't mean there never are situations where it is not pretty clear cut which skill to use. It is just a that due the intentional overlap, the situations where it is not clear cut are very common, and then it is is more about flavour and how you describe things will affect it. And this is either intentional or if it is not, bad rules writing.

That the actions intentionally have some overlap is different than “unclear situations happen constantly”.

They happen way more often than any other game I've encountered. Because whilst some edge cases always exist, most games are written in attempt to avoid such from occurring, whilst Blades seem to for some reason to be written to intentionally create them.

Like look at the more social-based stats: Command, Consort, and Sway. Most social interactions allow for any of them to be deployed, right? One is being forceful, one is being friendly, and the other is being persuasive. But won’t the circumstances of the interaction matter to which may be the most effective? Or the most to provoke a strong reaction? Commanding an underling makes a lot more sense than trying to Command a Bluecoat, for example. I would expect most tables to grasp this idea pretty well right away.

I think style of command is more distinct. Consort and sway overlap a lot though, and it often is far from clear which is the one that obviously used.

I’m not sure what makes combat so different. Like, you have a good Hun? Okay… trying to position your character in a place to take advantage of that makes sense… but it requires action of some kind. Maybe there’s a burned out building nearby that overlooks the area where the Score is taking place. Okay… how does the scoundrel get up there? Don’t they have to climb? Do they need to make a roll of some sort to do so? Or deploy gear? Or are they free to simply say “I climb up the ruin and then shoot using Hunt”?

Are there any details provided ahead of time that would constrain player action declaration in this way? Or does player action declaration then prompt the GM to present a decision point for the player? If neither of these things is true, then why not?

You are again thinking about situation where it is clear which skill to use, like sniping someone from a roof. Of course that is hunt. But if we are in combat, and the enemy is not next to me, I have some distance, like they're across the room or yard or something. Then do I use hunt or skirmish? Skirmish is for close combat, hunt is for shooting from "long distances." Unclear, and intentionally so, I'd argue. And the actual play is full of situations like this.

Well, the GM can offer input, no? When I get the impression someone’s really stretching a justification to use a given Action because it’s higher I just say “Really? Does this feel a bit weasely to you?” or something similar.

They could. But again, I am not talking about trying to stretch skills beyond credulity, merely taking advantage of the ambiguity.

And why can we trust a GM to pick a reasonable action, but not a player?

I mean, with game where the skills are intentionally ambiguous like this we probably couldn't, but then there at least would not be haggling and and discussing it all the time. GM says it is this, and that's that.

No, trying to manage all the different elements is part of the game. But so is knowing that you won’t manage them all. At some point, there’ll be a hard decision to make between clearing Heat or Recovering from Harm… and the player will have to pick which one is more important. That’s just part of the game.

But it is not a hard decision whether to roll with tree dice or one. And yeas, sometimes there indeed could be touch choices like you mention (except not really, as then you just pay for extra action, with stash if necessary and do both.) but most of the time it just is pretty basic maths and managing numbers.

Embrace danger… embrace the scoundrel’s life. Follow the fiction. Don’t be a weasel.

What does it actually mean? Does it mean to not play skilfully? Like characters are doing crimes left and right, of course they're living dangerously, but does it mean the players should not try to use rules to manage risks and increase the chance of success?

In open combat. Facing off with an enemy. Prowl is when you sneak in some way. If a PC and an opponent are looking at each other… think Obi-Wan and Vader… neither should be using Prowl. They’re clearly about to Skirmish.

Are you sure they are not about to duel, and thus use finesse? But yeah, not prowl. Until one of them is distracted by something else, and one can reposition and attack from unexpected angle, then a case for prowl could be made. In any case, even with you original example I think at least as strong case could be made for finesse.

Sure… this is what Set Up Actions and Group Actions are for.

So if one PC is trying to distract a target to help the other PC sneak up on them, that sounds like a Set Up Action to me. I’d have the first player make a roll for the distraction (I’m imagining Sway or maybe Consort for that) and the result would then determine a shift in Position/Effect for the sneaking character.

Players coordinating like that is great… but it’s up to the GM to properly take the situation and then use the mechanics to resolve it in a satisfying way.

Yeah, so sometimes it might be setup action, but often it is just the situation evolving, sometimes it could be a help action. Like if one character throws a bomb at the enemies (using wreck) then another can use the confusion, smoke etc to use prowl to get a drop on one of them. Stuff like that.
 

Oh, well, that's not good. If there's one thing I know about common sense is that it's not very common. If fact, as far as I can tell, it's so uncommon, it should be a superpower.
Interesting, I didn't know I was a superhero? ;)
I also think that D&D 5e is the most played game, and most GMs do lots of prep. Watching 5e AP videos, most of which are very inconsistent to the point of being almost nonsensical, is what lead me to conclude that there is no discernible difference in consistency between prepped games and improvised ones. I know from previous discussions with you that you are absolutely desperate to be able to point to heavy prep producing a "better" experience on some level, but I just haven't ever witnessed anything to that effect. In fact, watching AP videos by the boatload lately has also made me abandon my own previously held belief that improv games somehow produced better games because they allowed for more player agency by being tailored to the particular players. There doesn't seem to be any discernible difference as far as I can tell, save if you pay very close attention to the GM. In prepped games the GM reads their notes a lot. In improv games the GM takes a lot of notes. Some prepper GMs produce games with lots of consistency and good pacing, most don't. Heck, I'm even torn on my earlier statement about prepped games being more railroad-y, and improv games being more meandering, simply because I have yet to witness any consistency of any aspect of the game. The only consistent thing is that there isn't any consistency!
And that is why I said this:
As for prep, I have gone down this road before, and I know it really doesn't matter what I say.
The reason I say that is because half the site is debate for contrarian sakes.

If you can't believe that a teacher that knows their curriculum and planned thoroughly doesn't have greater consistency in teaching, then the point is moot. It is the same with a GM. If you can't believe that a GM that has thought a lot, written a lot, and planned a lot for a setting isn't more consistent than someone making stuff up, then the point is moot.

Anyone can disbelieve something. It happens all the time. It is why I brought up the example earlier of the telling a teacher that their lesson will take two days, not one - and they refuse to believe it. And then, behold, it takes them two days, and they can't figure out why. Some people just can't see pacing. Just like some can't see consistency.
 

So you may doubt this take if you like. I understand why you do, and years ago I’d have agreed with you. What I would say is to GM a game that’s designed to be run with little to no prep. Not one that simply can be run that way, like D&D… but one that is meant to be run that way. Do that a few times, with maybe a couple of such games. You may wind up still thinking that prep’s the better way to go for you. But I don’t expect that you will still doubt people who may think otherwise.
I have run entire campaigns on no prep. I have strolled in with just a cursory glance at notes. And I have read and examined the notes carefully. The games, as a I said before, can produce great stories. They, as I said before, great fun. It's very freeing to not have to interweave everything. The games, as I have said before, are full of whimsy: astral sailing and fighting githyanki pirates one day, marrying a hill giant the next, and competing with hobbits in a sack race the third. Super fun for me to run. Those types of campaigns are super fun as a player too.

All that said, you are blind if you think those adventures have more internal consistency than ones that have been thoroughly prepped, written, and planned.

But, like I said. YIt doesn't matter. You have your opinion, and I have mine.
 

What exactly makes your Ironsworn experience feel like an actual game to you? To me all that sounds like a few folks telling a story to each other. I don't see any "game" there.

** Sigh **

The game is free. Go play it. It's meant to be played solo as a default mode of play. Go try it out for 2-3 hours.

It's a game because it has structured rules for how specific narrative elements evolve. When you undertake a journey, you don't get to decide whether you arrive at your destination, or in what condition your character is in when you arrive.

The structure of the rules determines that. The first solo game of Ironsworn ever played, my character died in a blizzard en route to a destination. Four total failures on rolls for journeying depleted my supplies, then rolled a final total failure against my negative momentum.

The structure of the rules determines who has the initiative in combat vs. being "on your heels" and needing to play defensively. The rules determines how much harm your character takes under specific action resolution circumstances.

Honestly, your query is so ill-informed as to be insulting. Please stop making comments like this without having the faintest idea of what the game rules state.

Again, the game's core PDF of the rules is literally free. If taking 3 hours of your life isn't worth it to at least try out the core game experience, I don't know what to tell you. I've spent $80+ on board games that gave me far less enjoyment in 2.5 hours than my solo games of Ironsworn that cost me absolutely nothing.
 

I have run entire campaigns on no prep. I have strolled in with just a cursory glance at notes. And I have read and examined the notes carefully. The games, as a I said before, can produce great stories. They, as I said before, great fun. It's very freeing to not have to interweave everything. The games, as I have said before, are full of whimsy: astral sailing and fighting githyanki pirates one day, marrying a hill giant the next, and competing with hobbits in a sack race the third. Super fun for me to run. Those types of campaigns are super fun as a player too.

All that said, you are blind if you think those adventures have more internal consistency than ones that have been thoroughly prepped, written, and planned.

But, like I said. YIt doesn't matter. You have your opinion, and I have mine.
My question here is why do you consider consistency the biggest virtue rather than at the very least the Scylla to the Charybdis of utter incoherence. When I look at cultures they are inconsistent because they were made by lots of people, many striving against the limitations of their own culture and different people within that culture have had different ideas; all cultures among other things have misfits and pressure valves. Consistent cultures like Star Trek's Planet of the Hats are simply lazy world building, only really useful for one shots. And even if we look at life then to quote Jurassic Park "Life will find a way". It doesn't always find a way but the process of evolution is basically throwing everything against the wall and seeing what sticks. And even if we look at eyewitness accounts they aren't terribly reliable.
 

I have run entire campaigns on no prep. I have strolled in with just a cursory glance at notes. And I have read and examined the notes carefully. The games, as a I said before, can produce great stories. They, as I said before, great fun. It's very freeing to not have to interweave everything. The games, as I have said before, are full of whimsy: astral sailing and fighting githyanki pirates one day, marrying a hill giant the next, and competing with hobbits in a sack race the third. Super fun for me to run. Those types of campaigns are super fun as a player too.

All that said, you are blind if you think those adventures have more internal consistency than ones that have been thoroughly prepped, written, and planned.

But, like I said. YIt doesn't matter. You have your opinion, and I have mine.

No, I’m not blind. What a douchey way to disagree.

I have run both types of campaigns as well. I’m not blind to the differences. I have a different experience than you, and that’s led to a different point of view. Telling someone they’re blind because they don’t have the same exact view as you seems… myopic, at best.

Have you run any games that were designed specifically around little to no prep? D&D and similar games typically benefit from some kind of prep… a location map and key, NPCs and monsters with detailed stats, and so on.

But what about a game that doesn’t rely on those things? Do you have any experience with such games?
 

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