It does feel really good when the players at your table are so engaged. You're right, it gives you a chance to sit back and enjoy the immersion of the players in your world. You do need to set a limit on it though or you can end up with endless planning, which turns out not to be fun.
The core of the Blades flashback mechanic is to run heists like Danny Ocean runs heists. You know, instead of spending 90 minutes of the movie detailing the plan and 10 minutes executing on it, you have people carrying out the plan on-screen while the planning session serves as narration, including contingencies for if they slip up or are discovered. Blades will charge a toll sometimes to set a flashback scene, but mostly when it's super focused or outlandish, and in a more conventional system with variable difficulties you can just turn things up one or two notches for the same result. So if you encounter a similar situation in the future, just frame that you're going to be running it like Danny Ocean - you'll begin the heist as soon as they come up with a good first step, but with the assumption that they can still take breaks from play to talk as though they were still planning.
Lol. Before i even watched the video, I knew where this was going. Happens alot with one of my groups. For me, as a GM, it's the best time. I can sit back and relax as they go on and on and on. So long as their all on board with it it's cool. Overanalyzation Paralyzation. 😮
Yes, and I love those times. It gives me time to plan the adventure at the game! If you are approaching the end of the session, stall, then plan some set pieces for them to chew on. There should probably be a chance for them to succeed, so make it challenging but fun!
I think the main reason why is because they are thinking about the game and engaging with the game. So, I think this is 100% a good thing, but don't let them spin their wheels for too long. Bring up points and obvious things that need to be clarified.
Yes, it happen. My tips 1. you should always have a time crank in place, players should NEVER have unlimited time to do things. If they are stuck in analysis paralysis, time for the world to disrupt (the infamous MCDM ork attacks!) 2. time to read Blades in the Dark, Score rules where the planning thing is skipped, go direct for it and use Flashbacks to highlight contagency plans for obstacle that actually shows up
@@MesheeKnight I rather like the idea of using the flashbacks from blades in the dark… Do players feel frustrated if you interrupt their planning with random encounters?
Don't have to interrupt without warning, start a "clock" like in Blades that represents an enemy's growing awareness of the bickering group of adventurers, or maybe one that will change the situation of what they're planning for (guard reinforcements arrive, the weather makes things more difficult, the characters become tired and weary from staying up all night)
@@FamilyTableTopi use to metagaming them to decide your actions before unleashing any kind of interruption. One one Dark Ages Vampire they took so much time planning that i décidé to rob them, another faction did their mission before they could agree on any courses of actions (almost 2 sessions of endless discussion)
DMs feel rewarded by the strength of the engagement from the players. Great job earning their engagement, it takes lots of effort!
It does feel really good when the players at your table are so engaged. You're right, it gives you a chance to sit back and enjoy the immersion of the players in your world. You do need to set a limit on it though or you can end up with endless planning, which turns out not to be fun.
I think you’re right - I’m still trying to figure out that balance.
The core of the Blades flashback mechanic is to run heists like Danny Ocean runs heists. You know, instead of spending 90 minutes of the movie detailing the plan and 10 minutes executing on it, you have people carrying out the plan on-screen while the planning session serves as narration, including contingencies for if they slip up or are discovered.
Blades will charge a toll sometimes to set a flashback scene, but mostly when it's super focused or outlandish, and in a more conventional system with variable difficulties you can just turn things up one or two notches for the same result.
So if you encounter a similar situation in the future, just frame that you're going to be running it like Danny Ocean - you'll begin the heist as soon as they come up with a good first step, but with the assumption that they can still take breaks from play to talk as though they were still planning.
Lol. Before i even watched the video, I knew where this was going. Happens alot with one of my groups. For me, as a GM, it's the best time. I can sit back and relax as they go on and on and on. So long as their all on board with it it's cool. Overanalyzation Paralyzation. 😮
when you feel like smiling your going in right direction. 😉
Boons and Banes sounds like a great and manly idea! I should try it sometime.
🤣😂
Yes, and I love those times. It gives me time to plan the adventure at the game! If you are approaching the end of the session, stall, then plan some set pieces for them to chew on. There should probably be a chance for them to succeed, so make it challenging but fun!
I think the main reason why is because they are thinking about the game and engaging with the game. So, I think this is 100% a good thing, but don't let them spin their wheels for too long. Bring up points and obvious things that need to be clarified.
Yes, it happen. My tips
1. you should always have a time crank in place, players should NEVER have unlimited time to do things. If they are stuck in analysis paralysis, time for the world to disrupt (the infamous MCDM ork attacks!)
2. time to read Blades in the Dark, Score rules where the planning thing is skipped, go direct for it and use Flashbacks to highlight contagency plans for obstacle that actually shows up
@@MesheeKnight I rather like the idea of using the flashbacks from blades in the dark…
Do players feel frustrated if you interrupt their planning with random encounters?
Don't have to interrupt without warning, start a "clock" like in Blades that represents an enemy's growing awareness of the bickering group of adventurers, or maybe one that will change the situation of what they're planning for (guard reinforcements arrive, the weather makes things more difficult, the characters become tired and weary from staying up all night)
@@FamilyTableTopi use to metagaming them to decide your actions before unleashing any kind of interruption.
One one Dark Ages Vampire they took so much time planning that i décidé to rob them, another faction did their mission before they could agree on any courses of actions (almost 2 sessions of endless discussion)