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Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="Crimson Longinus" data-source="post: 9851347" data-attributes="member: 7025508"><p>Of the sort of clocks I am talking about, (So "the alarm is raised" or some such) there is usaully just one. Then most consequences would tick it, and then it usually is not filled.</p><p></p><p></p><p></p><p>Because the rules present it as a bad thing to be avoided and there is gameplay tools for managing the stress so the players assume that they're supposed to do that? Or even if you think trauma is cool (and I do) you still need to gauge manage so that you actually get trauma from something dramatic and not just randomly from something mundane. </p><p></p><p>(IIRC, they made the trauma timing a bit less bonkers in Deep Cuts.)</p><p></p><p></p><p></p><p>So, I said it earlier, that I assume that a lot of people to whom Blades works smoothly have imported quite a bit practices and assumptions that are not in the text. Like Apocalypse World is an older game with more rigidly defined moves and consequences, and I'd image coming from that to Blades would help one run it more effectively than coming from, say, D&D. </p><p></p><p></p><p></p><p>In Deep Cuts the max stress you can get from resistance rolls is 3, in normal rules it is 5, so it is significantly easier to avoid accidentally filling the stress gauge that way.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9851347, member: 7025508"] Of the sort of clocks I am talking about, (So "the alarm is raised" or some such) there is usaully just one. Then most consequences would tick it, and then it usually is not filled. Because the rules present it as a bad thing to be avoided and there is gameplay tools for managing the stress so the players assume that they're supposed to do that? Or even if you think trauma is cool (and I do) you still need to gauge manage so that you actually get trauma from something dramatic and not just randomly from something mundane. (IIRC, they made the trauma timing a bit less bonkers in Deep Cuts.) So, I said it earlier, that I assume that a lot of people to whom Blades works smoothly have imported quite a bit practices and assumptions that are not in the text. Like Apocalypse World is an older game with more rigidly defined moves and consequences, and I'd image coming from that to Blades would help one run it more effectively than coming from, say, D&D. In Deep Cuts the max stress you can get from resistance rolls is 3, in normal rules it is 5, so it is significantly easier to avoid accidentally filling the stress gauge that way. [/QUOTE]
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