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<blockquote data-quote="Manbearcat" data-source="post: 8840515" data-attributes="member: 6696971"><p>The only thing I'll say about this to clarify is there is a difference between <strong>principally and procedurally constrained fiction-first gaming with encoded mechanics</strong> and <strong>fiction-first gaming without one or the other or without either</strong>. </p><p></p><p>Blades in the Dark has both. <em>It derives the gamestate that undergirds the fiction from its integrated text and the gamestate moves one state to the next according to that (with the attendant fiction moving with it). </em></p><p></p><p>Is that lock an obstacle where something dangerous/threatening is in play to something the PC's care about? Ok, Action Roll procedure w/ Position/Effect etc. Well what if the PC is using an asset where the heavy lifting was done prior and there is nothing to test right now such as a Ritual where an Attunement roll was made to prime it as a Downtime Action and now we're just making a Fortune Roll for its Magnitude and then dealing with a Consequence (go to the Consequence and Resistance procedures for that) for its Volatile Tag. Or same thing with a Leech's bombs/alchemicals where the important thing isn't aiming a throw (Hunt) or jury-rigging it in the moment (Tinker) or whatever. Make a Fortune Roll to determine Effect.</p><p></p><p>Is there a Clock in play? Ok, maybe the Volatile Consequence ticks that Clock if it applies. </p><p></p><p>And this all goes back to Goal, Principles, Best Practices, and the integrated procedures that are table-facing to resolve stuff.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8840515, member: 6696971"] The only thing I'll say about this to clarify is there is a difference between [B]principally and procedurally constrained fiction-first gaming with encoded mechanics[/B] and [B]fiction-first gaming without one or the other or without either[/B]. Blades in the Dark has both. [I]It derives the gamestate that undergirds the fiction from its integrated text and the gamestate moves one state to the next according to that (with the attendant fiction moving with it). [/I] Is that lock an obstacle where something dangerous/threatening is in play to something the PC's care about? Ok, Action Roll procedure w/ Position/Effect etc. Well what if the PC is using an asset where the heavy lifting was done prior and there is nothing to test right now such as a Ritual where an Attunement roll was made to prime it as a Downtime Action and now we're just making a Fortune Roll for its Magnitude and then dealing with a Consequence (go to the Consequence and Resistance procedures for that) for its Volatile Tag. Or same thing with a Leech's bombs/alchemicals where the important thing isn't aiming a throw (Hunt) or jury-rigging it in the moment (Tinker) or whatever. Make a Fortune Roll to determine Effect. Is there a Clock in play? Ok, maybe the Volatile Consequence ticks that Clock if it applies. And this all goes back to Goal, Principles, Best Practices, and the integrated procedures that are table-facing to resolve stuff. [/QUOTE]
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