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Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="zakael19" data-source="post: 9851128" data-attributes="member: 7044099"><p>So that discussion is core to the mechanical design of the game and the way in which it's played. The player is always making declarations towards goals, the GM's role is to tell them the Effect (how far towards that goal they'll get based on teh fiction and what they've said). The player then has a litany of ways to affect that Effect statement built into the mechanics, many but not all with costs. It's a very transparent process which is open to table discussion, and no dice are rolled before everybody is clear and you've adjudicated all the potential ways to boost things. </p><p></p><p>Just as an example: if a player wants to sneak across a wide open yard to get inside a mansion, the GM may say "yeah cool, I'm going to say it's Limited Effect here because of how little cover there is - you might get halfway on a single roll but those guards up there are on lookout." The Player can then go "fair enough! I'm going to mark a Loadout for my Fine Shadow Cloak which boosts my Effect here yeah? Its like mobile concealment and I'll try and flit in the deepest pools by the wall...and I'm going to Push Myself to sprint when the guards look away...so that's Great Effect!"</p><p></p><p>Blades is a game that is always asking "how much will you pay to get what you want." Properly setting Effect is key to that.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9851128, member: 7044099"] So that discussion is core to the mechanical design of the game and the way in which it's played. The player is always making declarations towards goals, the GM's role is to tell them the Effect (how far towards that goal they'll get based on teh fiction and what they've said). The player then has a litany of ways to affect that Effect statement built into the mechanics, many but not all with costs. It's a very transparent process which is open to table discussion, and no dice are rolled before everybody is clear and you've adjudicated all the potential ways to boost things. Just as an example: if a player wants to sneak across a wide open yard to get inside a mansion, the GM may say "yeah cool, I'm going to say it's Limited Effect here because of how little cover there is - you might get halfway on a single roll but those guards up there are on lookout." The Player can then go "fair enough! I'm going to mark a Loadout for my Fine Shadow Cloak which boosts my Effect here yeah? Its like mobile concealment and I'll try and flit in the deepest pools by the wall...and I'm going to Push Myself to sprint when the guards look away...so that's Great Effect!" Blades is a game that is always asking "how much will you pay to get what you want." Properly setting Effect is key to that. [/QUOTE]
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