I’ve not read Righteous Blood, Ruthless Blades, so I won’t comment on that. I expect it’s more different than you’re describing, based on
@Bedrockgames overall comments and views in this discussion.
To be clear, I wasn't saying RBRB was a similar game (though the core resolution for both is a dice pool systems using ranks in a skill/action, keep the single highest result), and only mentioned it insofar that it was the catalyst for me reading Bedrock's blog, and thus becoming familiar with his approach. I will say, I don't think
@Bedrockgames has explained it as well here as he could have, but this a message board, not a blogsite, and if people were genuinely interested in understanding his or
@robertsconley respective approaches, they'd actually read their blogs. As it stands,
@zakael19 seems to be the only one truly coming from a place of curiosity and good faith, while others are more interested in point scoring.
No, I don’t think I have. I just ran a session Monday night. It didn’t involve a hook that I provided the players, it didn’t involve them interacting with my premade locations and NPCs.
Your last session isn't actually relevant. What you said in that other post is literally in BitD book. Let's take a look:
It's just the GM has put all this prep into the setting and its NPCs and factions and events...
A City Guide to Doskvol starts on page 237. There's a brief timeline; a section on cultures; languages; a breakdown of Doskvol's "day" including 12 uniquely named hours; an in-fiction piece explaining electoplasm; a section on weather, calendar and season, including names for the 6 months; another in-fiction piece on food (mmm, eel and mushroom pie

), a section on law & order; the underworld; academia; the how it's haunted. Next, we get a map of the city, followed by a multipage breakdown of each district complete with landmarks, notable NPCs, typical scenes. traits like wealth and criminal influence, and a unique mechanic effect. Then we get a page of things overheard in Duskwall, including some rumours. The following page is a some rollable tables, including a rumour table.
Next segment is the factions, starting with an overview, followed by a write-up of about 2/3 of them, including NPCs, turf, situation and goals they're pursuing (i.e. events). At the end of that, we get a list of vice purveyor NPCs and their establishment, followed by a bunch of rollable tables for spinning up streets, buildings, people, devils (the game's catchall term for supernatural entities, not the D&D sort). A rollable table for generating scores, and ends with a brief overview of the Shattered Isles as a whole.
That sure looks like a fair amount of prep. It being done by the book's author rather than the GM, doesn't change that.
those are going to be the major focus of play. The player characters are meant and expected to interact with the setting.
During character creation, players pick an NPC to friends with and another to be rivals with (the rest are neutral, but are still people the character knows), they are expected to interact with these NPCs during play and the GM is expected to incorporate them. Crew creation also has an NPC contact, but goes further by connecting the crew to other factions:
When you assign your two upgrades, the GM will tell you about two factions that are impacted by your choices:
- One faction helped you get an upgrade. They like you, and you get +1 status with them. At your option, spend 1 coin to repay their kindness, and take +2 status with them instead.
- One faction was screwed over when you got an upgrade. They don’t like you, and you get -2 status with them. At your option, spend 1 coin to mollify them, and take -1 status with them instead.
Choose one contact who is a close friend, long-time ally, or partner in crime. The GM will tell you about two factions that are impacted by your choice:
- One faction is also friendly with this contact, and you get +1 status with them.
- One faction is unfriendly with this contact, and you get -1 status with them.
At your option, these factions are even more concerned with this contact and so you take
+2 and
-2 status instead.
This ties the crew to the setting and forces them to interact with it.
To quote the section on Establishing Hunting Grounds:
The area is small, only three or four city blocks—but it’s still an intrusion on someone. The entire city is divided among larger, stronger factions.
Every part of the city is owned by someone, which means every act by the crew forces them to interact with the setting. The book confirms this:
The cycle is: we start a score, the score introduces new elements in the fiction, those elements affect other factions, those factions react, we try to make the most of those reactions and climb the Tier ladder. This affects other factions, we have to deal with it so we make another score... and on it goes.
So, yeah, "meant and expected to interact with the setting" as you put it.
Look at the "star crossed lovers" example. This is a pair of GM NPCs to be interacted with... and the resultant action drives play.
Not strictly star-crossed lovers, but Blades has Djera Maha, of The Hive:
Maha had a close relationship (some say romantic) with the leader of the Crows, Roric, who was recently murdered by his second-in-command.
FACTION CLOCKS Avenge Roric’s murder 6
So, yeah, you described BitD.