Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The Ship of Theseus and 5e Homebrewing/3pp
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 7899956" data-attributes="member: 4937"><p>I didn't say it did.</p><p></p><p></p><p></p><p>I'm aware of how the mechanic works. But, while it does not change a failed action into a successful one, it does allow you to correct for any failures in planning - failures in planning that are inevitable because the players are encouraged not to plan and introduce the planning aspects of the heist into the fiction through Flashbacks. So for example, you might get to the estate and find it is protected by vicious guard dogs. In a normal game, if you haven't prepared for this eventuality or have no resources to deal with it, you are out of luck. You almost certainly fail as the penalty to your lack of intelligence gathering and scouting of the target. But in Blades, you could then in Flashback attempt to have inserted a supply of drugged dog food through the estates supply chain earlier in the day, playing out the story in a non-linear fashion in response to the challenges you encounter. And if you are successful in that flashback, well the vicious guard dogs are asleep, or if you are less successful you could replace that complication with a new complication if you didn't have an outright success - a suspicious dog keeper with a flashlight for example, or perhaps the kennel master has even called a magistrate out to report the foul play, or whatever.</p><p></p><p>So I get all the stuff you are saying. I'm afraid you don't really understand the source of my unease with the concepts involved, which among other issues involves statements like this: "A failure on an attempt to sneak may be the GM introducing an patrol approaching that will discover the players, putting them in a bind!" I get that, but now we are not only not interacting with the fiction in a linear manner, but we are also not interacting with a stable fiction. In a traditional RPG, the patrol either exists or it doesn't, irrespective of my failure to sneak. Thus, I could suffer consequences of alerting guards or being caught by a patrol if I fail to sneak, but I could not summon up a patrol or create more guards by failing to sneak. Remember what I said about my preference being "fiction first: mechanics second". To introduce a new fictional element on the basis of a metagame construct inherently means mechanics are driving fiction and not the other way around.</p><p></p><p>In any event, I don't attend to derail this thread into a conversation over the benefits and limitations of a Nar based approach to a Heist game, or to rile up BitD's passionate supporters.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7899956, member: 4937"] I didn't say it did. I'm aware of how the mechanic works. But, while it does not change a failed action into a successful one, it does allow you to correct for any failures in planning - failures in planning that are inevitable because the players are encouraged not to plan and introduce the planning aspects of the heist into the fiction through Flashbacks. So for example, you might get to the estate and find it is protected by vicious guard dogs. In a normal game, if you haven't prepared for this eventuality or have no resources to deal with it, you are out of luck. You almost certainly fail as the penalty to your lack of intelligence gathering and scouting of the target. But in Blades, you could then in Flashback attempt to have inserted a supply of drugged dog food through the estates supply chain earlier in the day, playing out the story in a non-linear fashion in response to the challenges you encounter. And if you are successful in that flashback, well the vicious guard dogs are asleep, or if you are less successful you could replace that complication with a new complication if you didn't have an outright success - a suspicious dog keeper with a flashlight for example, or perhaps the kennel master has even called a magistrate out to report the foul play, or whatever. So I get all the stuff you are saying. I'm afraid you don't really understand the source of my unease with the concepts involved, which among other issues involves statements like this: "A failure on an attempt to sneak may be the GM introducing an patrol approaching that will discover the players, putting them in a bind!" I get that, but now we are not only not interacting with the fiction in a linear manner, but we are also not interacting with a stable fiction. In a traditional RPG, the patrol either exists or it doesn't, irrespective of my failure to sneak. Thus, I could suffer consequences of alerting guards or being caught by a patrol if I fail to sneak, but I could not summon up a patrol or create more guards by failing to sneak. Remember what I said about my preference being "fiction first: mechanics second". To introduce a new fictional element on the basis of a metagame construct inherently means mechanics are driving fiction and not the other way around. In any event, I don't attend to derail this thread into a conversation over the benefits and limitations of a Nar based approach to a Heist game, or to rile up BitD's passionate supporters. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Ship of Theseus and 5e Homebrewing/3pp
Top