hawkeyefan
Legend
So I actually agree with you here to a point. Mechanics can be tools to communicate the understanding that the characters have. The danger with this of course is that once when these mechanics are sufficiently abstracted you sort of have to think in their terms instead of in the terms of the fiction, and the game becomes more about the rules than the fiction. Like in D&D hit points are very abstract and gamey, so people often tend to mostly think about them just in tactical gameplay terms rather than what they represent. Harm in Blades being codified as specific injuries is a mechanical representation which is more robustly connected to the fiction, and thus avoids the fiction getting lost.
So you do not stop to consider the mechanics when you play? The sort of thought I described in my latest reply to @zakael19 do not enter your head? On what basis then you make decisions to whether a resits ticks on clock, use special armour etc then? Like I am not trying to be flippant, I am genuinely curious about how people think of these things.
I don't know what you mean, here. Do I stop to consider the mechanics? Stop what, exactly? I'm playing the game... the game has mechanics. I engage with the mechanics.
I mean we discuss what works and what does with our gaming group all the time. It is not that it is either or. And I certainly do appreciate tips for making the game to work better, it is just that most responses are "Well, that just doesn't happen." Good for you, I guess, but it is not super helpful.![]()
Is that all people have done?
Honestly, I've never used the shrug emoji. And with good reason. Nothing says more that either "I don't care" or "I have nothing to offer". And both of those stances are hard ones to engage with.
But to me this also a game design discussion. About player goals, decision making, and what sort of incentives different sort of mechanics create etc. But it is so hard to discuss, as it is so impossible to find common ground even about the very basic axioms.
Well, if you have any questions, I would be happy to offer any advice I have. But if you're starting from an assumption that I don't quite follow, that can make it hard to offer proper advice. I mean, most of us have already acknowledged that the book could be organized better, and that information could be presented more clearly. No book is perfect, and Blades is no exception.
But... that doesn't mean that the design has failed. I mean, people are telling you that they don't experience the same issues that you describe. Yes, a couple of others have expressed similar sentiment. But many have not. So it doesn't seem inherent to the design of the game, so much as the understanding of any given group.
So I think you'd likely find more fruitful discussion talking about your experience and accepting what others are saying about their experience, and then listening to what they have to say. I've suggested quite a bit that you can do as a group to try and address some of the issues you've found.
But instead it seems like you're more convinced that it's a design issue and insisting that everyone agrees with that, when our experiences tell us otherwise. And then you blame others for the breakdown in communication.
So... if you really want to address this stuff for your game, either the one you're in now or future games, then you have to accept what people are sharing with you as their experiences. Once you do that, then we can try and see what's causing the gap between your experience and theirs, and we can see if anything can be done about it.
I'd be happy to do that. But if you just want to criticize the design, okay, you have every right to do so... but then expect push back from those of us with different experiences.

