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I think i find myself really preferring the things Blades does in the context of something like Band of Blades where the GM can really hammer people with consequences without knocking people out of the game since you'll be playing different people next time.
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# ¿ May 31, 2022 09:20 |
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# ¿ May 17, 2024 13:58 |
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Coolness Averted posted:The actual bigger problem I noticed is I have 2 very risk adverse players, who specifically want the illusion of high risk/high reward, but never want there to be actual risk. They're both playing scoundrels and have taken the abilities that let them stack the deck on desperate rolls. I think blades reaaallly struggles if people are risk-averse. The fun of the game is in the consequences and the things coming from the consequences. If you're not able to roll with that kind of thing, they'd probably be more up for a different kind of game. (though honestly even in things like gurps i find risk-averse players to be a chore to try to DM for).
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# ¿ Jul 13, 2022 15:08 |
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DarkAvenger211 posted:I'm also very late to this but I do like this idea as well as removing campaign action restrictions based on morale (and changing it with some other mechanical difference). Yeah, as a player in said campaign, i definitely felt like it took a while to get into killing people at the rate we really needed to. I felt like the legion in general needed more resources to allocate, and opportunities to get odds and ends. I think there's something to be said for adding some mechanic to give a random thing going into each stop on the journey, or an opportunity to get random things without spending campaign actions.
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# ¿ May 30, 2023 13:07 |
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Part of the thing about the game of Band of Blades we played in was yeah we needed to be more willing to kill characters and have that be harm but then the game would've needed a campaign morale mechanic that wouldn't death spiral if that happened (this is a military unit, some losses should happen). The thing about Band is, it tends toward things where Skirmish is just the best option, so you end up trying to play to the characters' strength which is skirmishing. I imagine in a different situation the DM really needs to punish fishing out your best skill in every situation by playing around with the positioning. Coolness Averted posted:I've never heard of people who 'got' the game who were too afraid of trauma, the only people I've had trouble with are folks who aren't used to narrative games, so try to play to win, or who really want more of a strategic game and get disappointed that the system isn't built to reward player cleverness the way they expect. Yeah, i find the latter is a more common type of player.
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# ¿ Jan 9, 2024 21:33 |
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When you prep a Forged game, the key aspect of prep is coming up with details, names, etc. It's not really about carefully defining every aspect of the situation, but making sure you have names of everything, you know the context of what's going on, etc. You can improv a lot, but focus your prep on things that aren't easy to make up on the spot.
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# ¿ Jan 14, 2024 11:05 |