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Map & Key Escort/Smuggling Adventures or Scores and Scene Bangs
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<blockquote data-quote="Ovinomancer" data-source="post: 8303303" data-attributes="member: 16814"><p>It did not make it easier, but it did provide an idea of how close to finishing we are. Blades scores are usually not clear on how close to completion you are outside of the fiction told (advancing towards the objective). The route map, though, made this easier explicit without negotiation or discussion between participants. I liked this for the transport style scores, where the route taken is the important detail. But, knowing that we had X obstacles before us on a given path didn't really mean we'd face X obstacles. Due to the snowballing of checks, an obstacle could, quite quickly, become much more than bargained for. For example, the Conflagration obstacle caught fallout from the Veil obstacle and was increased in scale, making it more than we wanted to deal with at that point in the score, so we rerouted, hoping for better luck with the other obstacles. We got that with the Bluecoat raid, but the Detour obstacle went poorly and we had another decision point to bypass and reroute. We chose to push through because the reroute looked much worse, and we managed to pull it off with some good play and some luck.</p><p></p><p>I think this option to choose to take a different path was very nice, and added quite a lot to the score. You can always attempt to redirect a score in Blades, but this was explicit and understandable, and put the reroute much more on the table as an option. Which, I think, really goes to support the conceit of the transport score. If this was run as a normal score, it works fine, but the map and key style approach really makes the city more integral to the play and puts the play on a slightly different footing for the fiction that aligns well with the intent of the score.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8303303, member: 16814"] It did not make it easier, but it did provide an idea of how close to finishing we are. Blades scores are usually not clear on how close to completion you are outside of the fiction told (advancing towards the objective). The route map, though, made this easier explicit without negotiation or discussion between participants. I liked this for the transport style scores, where the route taken is the important detail. But, knowing that we had X obstacles before us on a given path didn't really mean we'd face X obstacles. Due to the snowballing of checks, an obstacle could, quite quickly, become much more than bargained for. For example, the Conflagration obstacle caught fallout from the Veil obstacle and was increased in scale, making it more than we wanted to deal with at that point in the score, so we rerouted, hoping for better luck with the other obstacles. We got that with the Bluecoat raid, but the Detour obstacle went poorly and we had another decision point to bypass and reroute. We chose to push through because the reroute looked much worse, and we managed to pull it off with some good play and some luck. I think this option to choose to take a different path was very nice, and added quite a lot to the score. You can always attempt to redirect a score in Blades, but this was explicit and understandable, and put the reroute much more on the table as an option. Which, I think, really goes to support the conceit of the transport score. If this was run as a normal score, it works fine, but the map and key style approach really makes the city more integral to the play and puts the play on a slightly different footing for the fiction that aligns well with the intent of the score. [/QUOTE]
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