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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="darkbard" data-source="post: 7770172" data-attributes="member: 1282"><p><em>Blades</em> is fascinating in that not only do players create their individual PCs, but also collectively they choose a <em>crew</em> for the entire party's shared enterprises, a kind of party character sheet, if you will. Not only do the players advance their characters after scores (read: level them after adventures), but they also advance the crew's sheet, choosing new plays from the playbook options available to their specific crew.</p><p></p><p>The nature of accruing heat and trauma (the consequences of failures and qualified successes on player actions declarations) suggests that over time PC attrition is a component of play. (For all the silly talk of "New School" play not coming with serious consequences and risk for characters without their consent, this game, at least, should put that to rest. There are mechanisms to reduce or delay serious consequences, but the implicit setting and rules principles indicate this is a brutal world that will break you in the end, even if that just means retiring a character from play.)</p><p></p><p>Further, during downtime activities to clear heat (a similar mechanic, in some ways, to healing damage), a player's roll might result in an overindulgence of a vice, which comes with the choice of consequence of said player choosing to set aside that character for a period of time (out on a narcotic bender, wrapped up in a torrid love affair, whatever is suggested by the nature of the vice) and turn to another character for a time.</p><p></p><p>The rules don't really specify whether the crew is envisioned as a static set of players, but it certainly offers the possibility that this is not so. </p><p></p><p>From the kinds of games you are interested in, I am surprised you haven't picked up a copy yet! It is exactly the sort of low prep, player-facing, story now game you enjoy, unparalleled in the elegance of its design in my humble opinion.</p></blockquote><p></p>
[QUOTE="darkbard, post: 7770172, member: 1282"] [I]Blades[/I] is fascinating in that not only do players create their individual PCs, but also collectively they choose a [I]crew[/I] for the entire party's shared enterprises, a kind of party character sheet, if you will. Not only do the players advance their characters after scores (read: level them after adventures), but they also advance the crew's sheet, choosing new plays from the playbook options available to their specific crew. The nature of accruing heat and trauma (the consequences of failures and qualified successes on player actions declarations) suggests that over time PC attrition is a component of play. (For all the silly talk of "New School" play not coming with serious consequences and risk for characters without their consent, this game, at least, should put that to rest. There are mechanisms to reduce or delay serious consequences, but the implicit setting and rules principles indicate this is a brutal world that will break you in the end, even if that just means retiring a character from play.) Further, during downtime activities to clear heat (a similar mechanic, in some ways, to healing damage), a player's roll might result in an overindulgence of a vice, which comes with the choice of consequence of said player choosing to set aside that character for a period of time (out on a narcotic bender, wrapped up in a torrid love affair, whatever is suggested by the nature of the vice) and turn to another character for a time. The rules don't really specify whether the crew is envisioned as a static set of players, but it certainly offers the possibility that this is not so. From the kinds of games you are interested in, I am surprised you haven't picked up a copy yet! It is exactly the sort of low prep, player-facing, story now game you enjoy, unparalleled in the elegance of its design in my humble opinion. [/QUOTE]
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