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Community
General Tabletop Discussion
*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="zakael19" data-source="post: 9843932" data-attributes="member: 7044099"><p>When we play Blades in the Dark, through each moment of conversation about the world we are telling the story ("playing to find out") of "will these scoundrels rise above the grasping hands ready to pull them down and achieve success, or will their vices and struggles grind them down and out." There's rarely intentional "act" structure, but most Scores are going to play out in a manner that quite often resembles episodes of media. When you hit an obvious conclusion that generally starts to become apparent through the course of play ("ok, we keep messing with the Red Sashes, and we're getting awfully close to war - we're going to have to Do Something About that or they'll knife us"), often an "arc" of play has a natural culminating point. You see if you answer the question of the premise of play there, and if there's more for those characters to say.</p><p></p><p>The game's premise + mechanics (vice, trauma, harm, heat, faction status, etc) + playbooks (PC and crew) all come together to fairly naturally create a story along certain themes the game invites you to invest in.</p><p></p><p>It's intentional design that gets a consistent result.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9843932, member: 7044099"] When we play Blades in the Dark, through each moment of conversation about the world we are telling the story ("playing to find out") of "will these scoundrels rise above the grasping hands ready to pull them down and achieve success, or will their vices and struggles grind them down and out." There's rarely intentional "act" structure, but most Scores are going to play out in a manner that quite often resembles episodes of media. When you hit an obvious conclusion that generally starts to become apparent through the course of play ("ok, we keep messing with the Red Sashes, and we're getting awfully close to war - we're going to have to Do Something About that or they'll knife us"), often an "arc" of play has a natural culminating point. You see if you answer the question of the premise of play there, and if there's more for those characters to say. The game's premise + mechanics (vice, trauma, harm, heat, faction status, etc) + playbooks (PC and crew) all come together to fairly naturally create a story along certain themes the game invites you to invest in. It's intentional design that gets a consistent result. [/QUOTE]
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Community
General Tabletop Discussion
*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
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