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What is *worldbuilding* for?
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<blockquote data-quote="Campbell" data-source="post: 7372587" data-attributes="member: 16586"><p>I think character exploration is a focus, but not quite the focus of Blades in the same way it is for a game like Apocalypse World. Still the setting material is low resolution enough to really explore in play. It's also far more focused on scenario design with a focus on actual play. I like to think of Duskvol as a dungeon with a vibrant ecosystem that responds to player actions. The core of the faction game is built on OSR tech and the best sort of dungeon design. It even utilizes the crawl-rest-crawl-rest cycle with its excellent downtime mechanics.</p><p></p><p>I really like that those names on the sheet are with a few exceptions just names and occupations. In our game those Allies and Rivals ended up becoming really fleshed out. We also ended up adding a substantial amount of depth to those characters and other major faction characters. The relationship map just for my character by the end of play was staggering. </p><p>Still the core of the game is that faction struggle. I think it's important to have some of that predefined for the sake of tactical play which is a strong suit of Blades in the Dark. We often began play by looking at that faction chart which shows our relationship with each faction and their current tier in order to target who we wanted to bring down and who we wanted to raise up.</p><p></p><p>Basically => Duskvol = Really Big Dungeon</p><p> Blades = Apocalypse World + Stars Without Number + B/X</p></blockquote><p></p>
[QUOTE="Campbell, post: 7372587, member: 16586"] I think character exploration is a focus, but not quite the focus of Blades in the same way it is for a game like Apocalypse World. Still the setting material is low resolution enough to really explore in play. It's also far more focused on scenario design with a focus on actual play. I like to think of Duskvol as a dungeon with a vibrant ecosystem that responds to player actions. The core of the faction game is built on OSR tech and the best sort of dungeon design. It even utilizes the crawl-rest-crawl-rest cycle with its excellent downtime mechanics. I really like that those names on the sheet are with a few exceptions just names and occupations. In our game those Allies and Rivals ended up becoming really fleshed out. We also ended up adding a substantial amount of depth to those characters and other major faction characters. The relationship map just for my character by the end of play was staggering. Still the core of the game is that faction struggle. I think it's important to have some of that predefined for the sake of tactical play which is a strong suit of Blades in the Dark. We often began play by looking at that faction chart which shows our relationship with each faction and their current tier in order to target who we wanted to bring down and who we wanted to raise up. Basically => Duskvol = Really Big Dungeon Blades = Apocalypse World + Stars Without Number + B/X [/QUOTE]
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