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General Tabletop Discussion
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Stakes and consequences in action resolution
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<blockquote data-quote="Manbearcat" data-source="post: 7599677" data-attributes="member: 6696971"><p>I don't have time to get to Lanefan or produce a post that addresses all I would like to. However, after doing a quick scan of the thread, I think I have something to offer here.</p><p></p><p>There is a reason why most people who play PBtA games would say that Blades in the Dark is a more finely crafted game than earlier iterations of PBtA games (like Dungeon World). It isn't because these games are poorly crafted. They're beautifully crafted in fact.</p><p></p><p>However, it deftly and intuitively solves the issue that can arise in a game like Dungeon World when something that isn't absolute success (a 10+ result) emerges.</p><p></p><p>When a 7-9 (success with cost/complication) happens in Dungeon World, you're making a Soft Move.</p><p></p><p>When a 6- (failure and Mark XP) happens in Dungeon World, you're mostly making a Hard Move (but a Soft one should be made under specific conditions; fiction pre-move and move made that will trigger the new content introduction).</p><p></p><p>Blades tightens this up considerably with the new PBtA tech "Effect" and "Position."</p><p></p><p>Your new content introduced will follow similar procedures and principles in both systems, but a player knowing whether their action is under Desperate (circumstances) Position vs Risky or Controlled understands the stakes of a particular Action Roll beforehand (and can then work to preemptively move that Position or mitigate its fallout...or they can mitigate it after the Action Roll) better in Blades than they do in, say, Dungeon World. </p><p></p><p>Not by an overwhelming amount, but enough to matter (especially coupled with the other player-facing mechanics to influence the set Position and Effect and/or mitigate the Position pre/post Action Roll) to both the general feel of play and the cognitive space you're inhabiting as you're working through your decision-point.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7599677, member: 6696971"] I don't have time to get to Lanefan or produce a post that addresses all I would like to. However, after doing a quick scan of the thread, I think I have something to offer here. There is a reason why most people who play PBtA games would say that Blades in the Dark is a more finely crafted game than earlier iterations of PBtA games (like Dungeon World). It isn't because these games are poorly crafted. They're beautifully crafted in fact. However, it deftly and intuitively solves the issue that can arise in a game like Dungeon World when something that isn't absolute success (a 10+ result) emerges. When a 7-9 (success with cost/complication) happens in Dungeon World, you're making a Soft Move. When a 6- (failure and Mark XP) happens in Dungeon World, you're mostly making a Hard Move (but a Soft one should be made under specific conditions; fiction pre-move and move made that will trigger the new content introduction). Blades tightens this up considerably with the new PBtA tech "Effect" and "Position." Your new content introduced will follow similar procedures and principles in both systems, but a player knowing whether their action is under Desperate (circumstances) Position vs Risky or Controlled understands the stakes of a particular Action Roll beforehand (and can then work to preemptively move that Position or mitigate its fallout...or they can mitigate it after the Action Roll) better in Blades than they do in, say, Dungeon World. Not by an overwhelming amount, but enough to matter (especially coupled with the other player-facing mechanics to influence the set Position and Effect and/or mitigate the Position pre/post Action Roll) to both the general feel of play and the cognitive space you're inhabiting as you're working through your decision-point. [/QUOTE]
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