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Blades in the Dark Advice Please?
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<blockquote data-quote="Blue" data-source="post: 9246279" data-attributes="member: 20564"><p>I played a bit of Blades in the Dark (wish I hadn't flaked, it was a good game with cool people all around), and have been playing Scum and Villain for an extended bit.</p><p></p><p>One of the things I've noticed between the two is that unlike PbtA, FitD can't just be fit to any concept. The original, Blades in the Dark, took a very specific concept - Heists - that needed a specific format to really shine in the RPG field. Heists are more concise than adventures and often have investigation and planning aspects. The structure fit this well, and flashbacks working into the wonderful Stress mechanic took care of the planning. Topping it with the Gang and it's own XP track and character sheet worked great.</p><p></p><p>But when you are in another genres, sometimes you don't have that fit. In S&V we're in the fourth session of a "smuggling heist" without an end in sight, which seems like it's been several different challenges that each should have being their own heist if the system was set up for it, which it isn't in terms of both the structure and the very needed downtime between. XP is already maxed, Stress is very low, and it just doesn't play right.</p><p></p><p>So while BitD has produced something fantastic, swapping in new genres need to honor the same concise heist + downtime format and not head into more extended adventures that might crop up in that genre.</p></blockquote><p></p>
[QUOTE="Blue, post: 9246279, member: 20564"] I played a bit of Blades in the Dark (wish I hadn't flaked, it was a good game with cool people all around), and have been playing Scum and Villain for an extended bit. One of the things I've noticed between the two is that unlike PbtA, FitD can't just be fit to any concept. The original, Blades in the Dark, took a very specific concept - Heists - that needed a specific format to really shine in the RPG field. Heists are more concise than adventures and often have investigation and planning aspects. The structure fit this well, and flashbacks working into the wonderful Stress mechanic took care of the planning. Topping it with the Gang and it's own XP track and character sheet worked great. But when you are in another genres, sometimes you don't have that fit. In S&V we're in the fourth session of a "smuggling heist" without an end in sight, which seems like it's been several different challenges that each should have being their own heist if the system was set up for it, which it isn't in terms of both the structure and the very needed downtime between. XP is already maxed, Stress is very low, and it just doesn't play right. So while BitD has produced something fantastic, swapping in new genres need to honor the same concise heist + downtime format and not head into more extended adventures that might crop up in that genre. [/QUOTE]
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