Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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
*TTRPGs General
Why Worldbuilding is Bad
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="Ovinomancer" data-source="post: 7399853" data-attributes="member: 16814"><p>Having played Fate, the move to Blades (which I recently started playing myself, btw, and love to pieces) shouldn't be as jarring. The real key, I've found, is as DM both rooting for the PC and yet still beating the hell out of them. It's a strange integrity to do both. </p><p></p><p>There's a few ways I've seen about running scores. Some prefer to have a general map laid out and established and go through it for the score, others wing it and create the scenes as needed in TotM only. The trick is to find a pacing that works for you and your group and meets their expectations. I was moving players from D&D 5e to Blades, so I broke entirely for TotM to separation because the play is pretty different, but YMMV. I can easily see the use of a map as a pacing mechanic -- you have to get through these rooms to here to succeed -- but it's not necessary. I use the clocks to pace the score, using more or more complex clocks depending on the details. The clocks mechanism of Blades is something I just fell in love with, and I occasionally find myself thinking of even other games in terms of clocks now. They're just so flexible, especially if you adopt the idea that play can go against any clock at any time. Example time!</p><p></p><p>So, in a theft by stealth score against a tough target, the engagement roll established a risky entry, so I placed the play outside the target building but close and in an undiscovered condition. The issue was that there were more guards than anticipated, so the initial plan to access the kitchen window (the detail of the stealth approach) was in jeopardy. I set down two clocks for this scene -- access the window and gain entry, a four clock, and Alarm is raised! an six clock (the numbers are the number of segments in the clock, fill the clock and it's 'thing' happens). The Alarm clock is filled by failures, the window clock by successes. A player declared a dash across the street to the shadows under the window. No effort had been expended to determine the guard patrols, so I declared the action to be risky with normal results. A failure occurs, and the Alarm clock got 2 ticks as the PC made the dash but was exposed as a guard came around the corner. A moment away from it going pear shaped! But, in allowing actions against any clocks, the next player declared an action to try step out and knock out the guard before an alarm was raised. That seemed a desperate action, with limited results because the guards were a tier higher than the PCs. This time a critical success was rolled, so the player got full success and then pushed for increased effect so guard was knocked out and dragged into an alley, removing all the ticks on the Alarm clock. The players are still no closer to gaining access to the kitchen window (they've not advanced that clock) and now have a possible liability (an unconscious guard in the alley across the street), but they've reset the challenge of the scene back to start.</p><p></p><p>Ciocks are just awesome.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7399853, member: 16814"] Having played Fate, the move to Blades (which I recently started playing myself, btw, and love to pieces) shouldn't be as jarring. The real key, I've found, is as DM both rooting for the PC and yet still beating the hell out of them. It's a strange integrity to do both. There's a few ways I've seen about running scores. Some prefer to have a general map laid out and established and go through it for the score, others wing it and create the scenes as needed in TotM only. The trick is to find a pacing that works for you and your group and meets their expectations. I was moving players from D&D 5e to Blades, so I broke entirely for TotM to separation because the play is pretty different, but YMMV. I can easily see the use of a map as a pacing mechanic -- you have to get through these rooms to here to succeed -- but it's not necessary. I use the clocks to pace the score, using more or more complex clocks depending on the details. The clocks mechanism of Blades is something I just fell in love with, and I occasionally find myself thinking of even other games in terms of clocks now. They're just so flexible, especially if you adopt the idea that play can go against any clock at any time. Example time! So, in a theft by stealth score against a tough target, the engagement roll established a risky entry, so I placed the play outside the target building but close and in an undiscovered condition. The issue was that there were more guards than anticipated, so the initial plan to access the kitchen window (the detail of the stealth approach) was in jeopardy. I set down two clocks for this scene -- access the window and gain entry, a four clock, and Alarm is raised! an six clock (the numbers are the number of segments in the clock, fill the clock and it's 'thing' happens). The Alarm clock is filled by failures, the window clock by successes. A player declared a dash across the street to the shadows under the window. No effort had been expended to determine the guard patrols, so I declared the action to be risky with normal results. A failure occurs, and the Alarm clock got 2 ticks as the PC made the dash but was exposed as a guard came around the corner. A moment away from it going pear shaped! But, in allowing actions against any clocks, the next player declared an action to try step out and knock out the guard before an alarm was raised. That seemed a desperate action, with limited results because the guards were a tier higher than the PCs. This time a critical success was rolled, so the player got full success and then pushed for increased effect so guard was knocked out and dragged into an alley, removing all the ticks on the Alarm clock. The players are still no closer to gaining access to the kitchen window (they've not advanced that clock) and now have a possible liability (an unconscious guard in the alley across the street), but they've reset the challenge of the scene back to start. Ciocks are just awesome. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why Worldbuilding is Bad
Top