What strikes me as interesting about the Guild actions is that you say they weren't appropriate for Blades in the Dark, as you say - but they're a key element in Band of Blades, where they work a whole lot better. This is also true of the idea of more disposable characters whose creation is a lot faster, which I think proves your point about designs that aren't necessarily bad but aren't appropriate for specific games.
I always find it interesting when experts take us through their thoughts as they develop. Not only is it instructive, its also inspirational to know these great works aren't just immaculately conceived. Thanks for taking the time to reflect on on your experiences for rest of us.
I have a steampunk detective agency hack of Blades on the backburner. The main thing holding me back is that it's hard enough to organise people to get together & play games that already exist. When I've got a group willing to play more games, I'll probably pick it up again.
Loving Blades in the Dark just started playing it last December and our one shot looks like it has now become a campaign. We are still learning the rules so we deviate now and again but the more we play it the closer we get following the full rules.
Designing something right now involving a gladiatorial arena. How do you get out of that phase of "Here's an essay about the thing, and here's why its important, but here are no particular rules for it"? I keep focussing on being system agnostic, but I need to tie it to a system I think, but also provide suggestions for adapting it. Would that be appropriate?
Yass! Just what I wanted. When you talked about the Target Profile it touched on something I’ve been thinking about but been unable to really get to grips with, which is: is the idea of clearly delineated downtime actions, and the idea that everyone gets 2 (or x) number of those inherently more fiction first or mechanics first?
Lari Assmuth Downtime is mechanic first, to facilitate a quick process to get back to the action. You can dig in and play fiction-first scenes in Downtime if you want to, but it's optional.
John Harper Thanks for taking the time to answer, I think I get it now. I also just finished listening to the second part where you touch on this. It’s not necessarily a problem to have parts that are more mechanics driven, but it might become a problem if what the mechanics produce doesn’t map to the fiction in a meaningful way.
I bought the book a week ago (after trying to find a group for it for a month before that) and I'm already a huge fan of the system. If John happens to read this, how did fallout new vegas affect the game system or world? It's the odd one out of your acknoledgements (and happens to be my favorite video game ever)
@@JohnHarper I have been a GM for D&D 3.5e/pathfinder and World of Darkness (and sometimes shadowrun) for about 7 years now and this is the most excited I have been about a rpg-system since I started being a GM. You really did a great job on this one. I've been binge watching the rpg series both on your channel and the rollplay series. I mostly wanted to see how I should handle position & effect, but you are a very good GM and it shows in your games :) Is 30 years of age too old to be a fanboy? I'm seriously starting to become one
Rolling at least one 6 with 2d6 is close enough to rolling a 5 or 6 with one die. It's less likely (11/36) to get a 6 with 2d6 (compared to 1/3 = 11/33) Getting a 6 goes up when you have more dice than 2d6
What strikes me as interesting about the Guild actions is that you say they weren't appropriate for Blades in the Dark, as you say - but they're a key element in Band of Blades, where they work a whole lot better. This is also true of the idea of more disposable characters whose creation is a lot faster, which I think proves your point about designs that aren't necessarily bad but aren't appropriate for specific games.
I missed you dude! I've been running a Blades game online for about 4 months now and I love it. Very happy you're back.
I always find it interesting when experts take us through their thoughts as they develop. Not only is it instructive, its also inspirational to know these great works aren't just immaculately conceived. Thanks for taking the time to reflect on on your experiences for rest of us.
I have a steampunk detective agency hack of Blades on the backburner.
The main thing holding me back is that it's hard enough to organise people to get together & play games that already exist. When I've got a group willing to play more games, I'll probably pick it up again.
Loving Blades in the Dark just started playing it last December and our one shot looks like it has now become a campaign. We are still learning the rules so we deviate now and again but the more we play it the closer we get following the full rules.
41:03
"the color red appears...
amazing."
This makes me extremely happy on top of being perfectly timed. thanks Harper and Gillis for making this man's life easier \m/
This is so unexpected, and totally amazing! :)
Designing something right now involving a gladiatorial arena.
How do you get out of that phase of "Here's an essay about the thing, and here's why its important, but here are no particular rules for it"?
I keep focussing on being system agnostic, but I need to tie it to a system I think, but also provide suggestions for adapting it. Would that be appropriate?
Get out of the writing zone and get it into play as soon as you can. See how it's actually used.
@@JohnHarper Thanks! That's heartening. I'm hoping I'll be able to soon, and at a board game cafe to get a wide audience.
Welcome back John I look forward to watching these for the sake of my own hack-ette
I'm definitely gonna try some of the early versions just to see how different the game was!
Content!
Yass! Just what I wanted. When you talked about the Target Profile it touched on something I’ve been thinking about but been unable to really get to grips with, which is: is the idea of clearly delineated downtime actions, and the idea that everyone gets 2 (or x) number of those inherently more fiction first or mechanics first?
Lari Assmuth Downtime is mechanic first, to facilitate a quick process to get back to the action.
You can dig in and play fiction-first scenes in Downtime if you want to, but it's optional.
John Harper Thanks for taking the time to answer, I think I get it now. I also just finished listening to the second part where you touch on this. It’s not necessarily a problem to have parts that are more mechanics driven, but it might become a problem if what the mechanics produce doesn’t map to the fiction in a meaningful way.
Hi, John nice to hear from you again. loved your show at role play itmejp hope to see you DM again in such a way.
john is on actualplay alot lately. check the youtube over there. flame without shadow is amazing
Woo! Welcome back! Going to run more games I hope? =D
I bought the book a week ago (after trying to find a group for it for a month before that) and I'm already a huge fan of the system.
If John happens to read this, how did fallout new vegas affect the game system or world? It's the odd one out of your acknoledgements (and happens to be my favorite video game ever)
The faction system in F:NV was an influence on factions in Blades.
@@JohnHarper I have been a GM for D&D 3.5e/pathfinder and World of Darkness (and sometimes shadowrun) for about 7 years now and this is the most excited I have been about a rpg-system since I started being a GM.
You really did a great job on this one. I've been binge watching the rpg series both on your channel and the rollplay series. I mostly wanted to see how I should handle position & effect, but you are a very good GM and it shows in your games :)
Is 30 years of age too old to be a fanboy? I'm seriously starting to become one
Rolling at least one 6 with 2d6 is close enough to rolling a 5 or 6 with one die. It's less likely (11/36) to get a 6 with 2d6 (compared to 1/3 = 11/33) Getting a 6 goes up when you have more dice than 2d6