Do they? Sway is when you’re trying to convince someone to agree with you, or otherwise change their mind. Consort is when you are engaging in the manner of a friend. Both might be able to be used to achieve the same goal, but I think they’ve got a pretty distinct purpose, even if there might be some overlap.
I am building rapport with them in attempt to get them see things in my way, consort or sway?
Is the PC engaged with other enemies? Is anyone nearby who may threaten him as he takes aim? Or is he relatively isolated or free from threat?
Again… the situation needs to be looked at. NPCs take action largely in response to player rolls… so all that matters.
Yes, but this also is not a game that uses battlemaps (or at least we don't) so things like positioning are somewhat vague. And of course the person who wants to shoot, will say that they move at the back of the space when trouble arises. But are you saying that shooting at relatively short distance, when melee is about to happen or is already happening, but when the shooter is not himself in melee is hunt, not skirmish? Sounds reasonable enough to me, but I also do not think this is information that is in the rules and I think equally reasonable case could be made for skirmish.
Yes, and I’m not saying the text is perfect in this regard. There are some organizational issues and sometimes lack of clarity.
Right. Was that so hard to admit? And I think the delineation of the skills is an example of that.
But if you’re finding that this kind of thing is happening more often than not… like I said, I think a discussion is in order between the GM and players. That’s what I would do, anyway.
Not sure it happens more often than not. But it happens way more often than
in any other game I've played. And to me it is obviously because the skills are intentionally designed with overlap. And to this day no one has managed to explain to me
why they're designed like this, especially if it is like you claim that this is not supposed to me an avenue of skilled play.
So then why not just do that?
Because that's not what the rules say.
Why is this a choice? What’s happening in the fiction? Why is Wreck a better choice than Skirmish? Why does Command make more sense than Consort? Just giving the players totally free rein to choose without any regard for the situation in play sohnds like it’s the issue… especially with players who can’t break the “mitigate all risks before acting” mindset of a more D&D style approach to play.
Because super often it is not clear what skill you "should" use. So why would you not choose the better one?
A case could be made for Finesse, sure. I don’t think that an unexpected angle would warrant a Prowl… that’s a real stretch.
Like your literal example of showing how what skill to use being clear, is open for debating that another skill is actually more appropriate. You say this doesn't happen, and your own example has it happening! And yeah prowl might be a bit of a stretch, but it also says you can waylay an enemy in the midst of battle with it, even if skirmish might be better, so should be doable, at least at worsened position (which, if you have several more points of prowl than skirmish, is what you should do.)
Then the GM is not putting enough pressure on the Crew. Those things should not be such simple choices. Occasionally so, sure… but your depiction here makes it sound like this is the norm.
In the beginning of our campaign our heat got out of hand, we had no money and downtime actions were scarce. But we've understood how the mechanics work since then and have become much better at managing stuff. Claims that make money, playbook abilities that grant downtime activities, gang traits that mitigate heat, and simply just getting better at working the system. And of course in any game that goes on for while the characters will accumulate some stash, so a situation where you simply cannot do a downtime activity just is not something that can happen.
It means use the Action that makes the most sense based on the fictional situation. Like, as a player in Blades, when you’re about to choose an Action, imagine which one you’d call for as GM in a more traditional game… then go with that, no matter how many dots you have in it. Fiction first.
But I am also the player making the action declaration, so by the flavour of my action declaration I can influence the fiction, thus what skill the best applies.
Embrace danger is about not trying to mitigate every risk. The way Blades works is such that you don’t need to try and remove all danger before you act. The player has resources to help them… so do it. The saying “play your PC like you’d drive a stolen car”. Don’t be precious about your PC. Hold on loosely.
No one is mitigating every risk. But intelligent players will see the mechanics, and understand which tactics will increase the chances of success and which mitigate (some) risks. Am I supposed to take such things into account? Yes or no?