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What is *worldbuilding* for?
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<blockquote data-quote="Ovinomancer" data-source="post: 7372573" data-attributes="member: 16814"><p>I'm curious about this, having just run my first session of Blades in the Dark. Blades features a pretty well detailed setting, with a bunch of tightly integrated mechanics that interface with that setting. Characters are mechanically tied to the setting through almost all of the choices in build -- you pick friends, rivals, vices, vice dealers, heritage (both ancestry and family details), prior professions/backgrounds, who you pissed off/made friends with in establishing your hunting grounds, which faction you pissed off for this, which likes you for that, and so forth. The characters are woven into the details of the setting through the act of creation. But Blades is written by the same author of and also very close to in mechanical resolution to *World games. What do you think of this difference in creation, which is very much setting first then character. Granted, players have a good bit of room to add new details, but not that much and only within the conceits of the established setting.</p><p></p><p>As an aside, my first session of Blades went fantastically, we all had a blast. We built a crew and characters together, and I used the suggested starting scenario of the gang war in Crow's Foot. They immediately threw off the shackles by telling Baz to f off and promptly took a job from the Dimmer Sisters to plant a cursed relic in Baz's office, which they pulled off with a stealth plan going through the skylight in the Lampblack warehouse and a nice flashback to lace the wine the guards were drinking so they could slip into Baz's office. They did manage to set off an alarm as they were exiting, though, as a combined consequence to a number of 'success with cost' rolls, and that has the Lampblacks thinking their crew might have been involved so they're now at negative relationship. Totes awesome play even if rocky to start as they adjusted, but, by the end, they were leaning into it and offering devil's bargains to each other.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7372573, member: 16814"] I'm curious about this, having just run my first session of Blades in the Dark. Blades features a pretty well detailed setting, with a bunch of tightly integrated mechanics that interface with that setting. Characters are mechanically tied to the setting through almost all of the choices in build -- you pick friends, rivals, vices, vice dealers, heritage (both ancestry and family details), prior professions/backgrounds, who you pissed off/made friends with in establishing your hunting grounds, which faction you pissed off for this, which likes you for that, and so forth. The characters are woven into the details of the setting through the act of creation. But Blades is written by the same author of and also very close to in mechanical resolution to *World games. What do you think of this difference in creation, which is very much setting first then character. Granted, players have a good bit of room to add new details, but not that much and only within the conceits of the established setting. As an aside, my first session of Blades went fantastically, we all had a blast. We built a crew and characters together, and I used the suggested starting scenario of the gang war in Crow's Foot. They immediately threw off the shackles by telling Baz to f off and promptly took a job from the Dimmer Sisters to plant a cursed relic in Baz's office, which they pulled off with a stealth plan going through the skylight in the Lampblack warehouse and a nice flashback to lace the wine the guards were drinking so they could slip into Baz's office. They did manage to set off an alarm as they were exiting, though, as a combined consequence to a number of 'success with cost' rolls, and that has the Lampblacks thinking their crew might have been involved so they're now at negative relationship. Totes awesome play even if rocky to start as they adjusted, but, by the end, they were leaning into it and offering devil's bargains to each other. [/QUOTE]
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