robertsconley
Hero
Not quite. The players are free, as their characters, to do anything within the setting, constrained only by their character’s capabilities. That includes not just what the mechanics allow, but also what makes sense for a sentient being to attempt in that world.I mean, the focus of play in your game is still the character’s actions, right? The goals they set, how they influence the world, and how other elements of the world reveal themselves in turn?
But that freedom isn’t my sole focus. It carries equal weight with the life of the setting itself, specifically, the lives of the NPCs and creatures within it, and all the things they do.
To stress again: equal weight.
When combined with other elements of my approach, this creates a feeling among the players that they’ve truly visited the setting as their characters.
Sure, but whereas Blades in the Dark focuses on creating an experience of a drama about life in Duskvol, my living world approach is about visiting that world as a character within it. Blades creates a rich, character-driven drama with lots of depth, and its mechanics, like flashbacks, do an excellent job supporting that.Like, Blades emphasizes its setting and making it feel real extremely deeply, as I’ve pointed out many times, including in one of the 3 core GM Goals of play. Factions have desires and goals they’re pursuing with or without player involvement. The framing of how play evolves from a mechanics and scene-building perspective is different, but in play the moment-to-moment action doesn’t feel in a different world from 5e.
More importantly, it does so in a way that’s approachable for folks with limited hobby time, which is no small feat.
Earlier, I mentioned the difference between running a campaign where it feels like you’ve visited Middle-earth versus one where it feels like you’re inside a Tolkien novel about Middle-earth, or, more precisely, creating a Tolkien novel about Middle-earth as you play.
Having read Blades in the Dark and played it once with a friend, it struck me that the game is designed to create a drama (in the sense of a serialized TV show) about characters living out their lives in Duskvol. And that’s not just my impression, it’s explicitly stated in the rulebook.
Another way to put it: I could watch a compelling drama about life in modern Greece and get a lot out of it. Or I could travel to Greece and experience life there myself. Neither is inherently “better” than the other, but they are fundamentally different experiences.
And in a similar way, a Blades in the Dark campaign is a different experience than my living world sandbox campaign, despite the significant overlaps you mentioned.
I hope that makes sense.
Finally if you are interested I can answer questions about some of my experience that led me to this point.