We demand robust sitting position mechanics. This conversation about the development of position as a concept is really incredible. The piece about how it allows you to include exactly as much detail as you want to and no more is so key, and I’d never heard it put that way before.
I'm currently in the midst of writing my own substantially sized hack for Blades and it was very enlightening to hear about the process you followed to get there in the first place. Thank you for that John. Needless to say, I am a fan of your work.
This was great, don't know why it took me so long to watch it. I'm currently planning out concepts for a FitD hack. It's nice to get more insight into process you went through making the system, and the reasoning behind some of your decisions. Big thanks for this John. Thanks to Andrew as well. He was definitely on point! He asked great questions and had good insights.
7:58 onward - there is a "safety" in having simulationist rules but the extreme is trying to describe every possibility. The systems around superpowers tend to have huge lists that still don’t describe everything you can think of which is why I like the concept of Masks (and wish it had an actual playbook creation guide). Then you have the problem of the numbers being wrong even in detailed systems like Burning Wheel’s weapons. Apocalypse World weapon tags are sometimes ambiguous or not realistic. The downside of having a small scale, fictional positioning modifier is that it becomes about rulings, not rules. That’s fine if you trust your GM already or aren’t as immature as me but with random online groups you run a risk of conflict at the table. I don’t know where it originated but I still come across people who think the GM can change existing rules without player consent…
Hi John, what is Vincent's blog post you mention around min 8:09? I love the simplicity of this "greatest" system that works to the group's shared understanding and interest. It has obviously worked itself into Blades (the Engagement roll for example), but I'd love to read the source. Thanks!
I really wanna know how zoomed in you're intended to go with downtime? It's not freeplay, so I tend not to think about it as zoomed in as a score or a freeplay rp scene, and the mechanics push you to a mechanics first, almost montage-y style, but is that whats intended there? I like the idea of slowing down and breathing in the world and its characters, really developing the stakes of the players actions which is hard to do when you zoom through it. At the same time, not zooming through t can be a drag. What would your advice be?
Hi John, two things that seem to confuse our group a little despite having a ton of fun (kudos on a great game) are: when you overindulge and need to find a new purveyor, what is the "so what?" Of that? The other options have real effect on gameplay where a new purveyor seems to just be picking a new name from a list. Second, our group never seems to have enough coin despite not really spending a whole lot in downtime. Is our GM just being stingy or is this common? It's tough getting funds together to tier up our crew.
BoredPyro If your GM isn't taking the opportunity to mess with your character's life when they lose a stable vice source and have to find a new one, then they're being very nice to you. There are many ways for that to suck. I don't know how much coin you're getting, so I can't comment on that, really. In general, though, scoundrels are gonna barely scrape by unless they pull off big scores.
Me again with another question: About how long did this take to create and develop between all these revisions and editions? Months? A year? Just curious on how long it took :)
Question, they speak about a "razors" rpg, but i cannot find anything about it anywhere. I'm interested in it for design reasons. Anyone know the complete name?
@@JohnHarper Thanks :) I'm hacking BITD for a military themed campaign, that sounded something that was similar in scope. Will keep an eye out for updates.
Andrew is such a nice person, glad to see you are back in UA-cam! This was great.
We demand robust sitting position mechanics.
This conversation about the development of position as a concept is really incredible. The piece about how it allows you to include exactly as much detail as you want to and no more is so key, and I’d never heard it put that way before.
I'm currently in the midst of writing my own substantially sized hack for Blades and it was very enlightening to hear about the process you followed to get there in the first place.
Thank you for that John. Needless to say, I am a fan of your work.
This was great, don't know why it took me so long to watch it. I'm currently planning out concepts for a FitD hack. It's nice to get more insight into process you went through making the system, and the reasoning behind some of your decisions.
Big thanks for this John. Thanks to Andrew as well. He was definitely on point! He asked great questions and had good insights.
7:58 onward - there is a "safety" in having simulationist rules but the extreme is trying to describe every possibility. The systems around superpowers tend to have huge lists that still don’t describe everything you can think of which is why I like the concept of Masks (and wish it had an actual playbook creation guide). Then you have the problem of the numbers being wrong even in detailed systems like Burning Wheel’s weapons. Apocalypse World weapon tags are sometimes ambiguous or not realistic.
The downside of having a small scale, fictional positioning modifier is that it becomes about rulings, not rules. That’s fine if you trust your GM already or aren’t as immature as me but with random online groups you run a risk of conflict at the table. I don’t know where it originated but I still come across people who think the GM can change existing rules without player consent…
Hi John, what is Vincent's blog post you mention around min 8:09? I love the simplicity of this "greatest" system that works to the group's shared understanding and interest. It has obviously worked itself into Blades (the Engagement roll for example), but I'd love to read the source. Thanks!
Yay! Teamwork!
Very insightful; a lot of interesting nuances hidden in game design that line up similar to human psychology
I really wanna know how zoomed in you're intended to go with downtime? It's not freeplay, so I tend not to think about it as zoomed in as a score or a freeplay rp scene, and the mechanics push you to a mechanics first, almost montage-y style, but is that whats intended there? I like the idea of slowing down and breathing in the world and its characters, really developing the stakes of the players actions which is hard to do when you zoom through it. At the same time, not zooming through t can be a drag. What would your advice be?
Man, my players were so mad at fixed payoff. I ended up writing a full manifesto in g+ after running.
Hi John, two things that seem to confuse our group a little despite having a ton of fun (kudos on a great game) are: when you overindulge and need to find a new purveyor, what is the "so what?" Of that? The other options have real effect on gameplay where a new purveyor seems to just be picking a new name from a list. Second, our group never seems to have enough coin despite not really spending a whole lot in downtime. Is our GM just being stingy or is this common? It's tough getting funds together to tier up our crew.
BoredPyro If your GM isn't taking the opportunity to mess with your character's life when they lose a stable vice source and have to find a new one, then they're being very nice to you. There are many ways for that to suck.
I don't know how much coin you're getting, so I can't comment on that, really. In general, though, scoundrels are gonna barely scrape by unless they pull off big scores.
Me again with another question: About how long did this take to create and develop between all these revisions and editions? Months? A year? Just curious on how long it took :)
From first playtest to final book was about 4 years.
Question, they speak about a "razors" rpg, but i cannot find anything about it anywhere. I'm interested in it for design reasons. Anyone know the complete name?
It's one of my designs that's not released yet.
@@JohnHarper Thanks :) I'm hacking BITD for a military themed campaign, that sounded something that was similar in scope. Will keep an eye out for updates.
From how they talk about it, it sounds like it might be similar to John’s game Breakers, which is available in case you haven’t checked it out.