RenleyRenfield
Adventurer
I would very much say so, yes. Apocalypse World and many PBTA games are entirely different play styles nd Gm styles than D&D/RuneQuest/Pathfinder/GURPSI think that the Apocalypse Word is so obviously structured completely differently than say, D&D and other more trad games, so it makes it clearer that it should be approached differently. But I don't know, I am just theorising.
(not a good or bad thing, just agreeing that there is a marked difference in both playstyle and fundamentals of each)
I have also struggled with the 'compelling story' in how codified play is in Blades/Forged in the Dark is. But FitD is also different than Apocalypse World in how its run and played... So that is interesting too.Because the cost are boring mechanical stuff that are recovered with more boring mechanical stuff. Got stress, use downtime action to recover later, got heat, use reduce heat, got damage, use downtime to heal. And it can create tension, but it in itself does not create interesting fiction! It does not create a compelling story! (The topic of the thread!) That requires, events, plot twists etc, so consequences that create those are better for the story!
This is a great point! one that I think FitD more so, and PBTA less so = really show how they are different than D&D. In Blades in the Dark it is almost as if the rules and character sheets are for the players, merely to track pressures and 'todo' stuff. Where as the fiction, the story and narrative in the moment of the scene = is the main truth and drama our "movie" is focusing on.Like you do not just roll prowl to sneak past a guard, trying to pick a lock silently, survey area for Bluecoats etc? How the system works if you roll to resist making noise when you try to silently sneak past someone you can be taken out of scene because you were so traumatised by it, and that is just ludicrous. Like my character go his trauma from from a scene where a person accidentally revealed that they were the one who had killed my character's parents years ago, and my character killed them in cold blood on the spot. That I think was more appropriate, and timing it so certainly was not an accident. The system does not differentiate between sneaking past a cook and fighting a person who murdered your parents, both can result a trauma just the same.
- Seeing a character get 'stressed out of a scene' in Inception film over trying to create a dream-element = valid reason to stress out
- Seeing a character get 'stressed out of a scene' in seeing their dead wife come back to taunt them = valid reason to stress out
At least, that is how I run it

