I agreed to run a game of Blades in the Dark starting in Feb. I’ve not run or played it before, but I have plenty of GMing experience. The plan is to do a limited game, once or twice a month for about six months (so somewhere around nine to twelve sessions in total).

It seems like the most important thing will be getting as much of the lore in my head as I can between now and then so that I can respond to the evolving gameplay, rather than plan out any kind of storyline.

If anyone is interested in sharing their dos and don’t, or other experience, my player will appreciate it.

  • vzqq@lemmy.blahaj.zone
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    2 days ago

    I love blades. I love love love blades.

    What I like to do is to postpone crew creation until after the first score. Front load that heist goodness. The main trouble with getting players in the blades mindset is getting them to skip preparation. They can’t prepare if you literally start the game with them hanging on the outside of a building or on top of a moving train.

    I also work hard at first to get the players to contribute to the story. Having them come up with devil’s bargains for each other is always a good start. Eventually they’ll start taking more initiative.

    For scores, I deliberate under-prepare. I always have a bunch of possible scores prepared, but they are just index cards with a single sentence summary on them and then three (3) obstacles. That’s it. It’s up to the players to figure out how to get it done.

    • Codemichael@lemmy.worldOP
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      2 days ago

      What I like to do is to postpone crew creation until after the first score

      That’s a very interesting suggestion. I can see some wisdom in it, but I am likely going to do things by-the-book on this first go around. I could see adopting that once I’ve had a chance to experience some of the dynamics first hand. That said I will crack the whip on moving them past prep quickly.

      I also work hard at first to get the players to contribute to the story.

      Yeah, I expect this is a challenge I focus a lot on. I ran Dungeon World for a while and this was a big challenge for players.

      Having them come up with devil’s bargains for each other is always a good start

      I like this suggestion. Will definitely try it.

      I always have a bunch of possible scores prepared, but they are just index cards with a single sentence summary on them and then three (3) obstacles.

      Thanks for sharing, nice to hear some practical examples of what people are doing.

  • jjjalljs@ttrpg.network
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    2 days ago

    No advice for running it, but feedback from a player: It’s not to everyone’s taste. I never liked how my character was always fucking up, and never felt competent. It was a downward spiral of trauma and tragedy, and I really disliked it. If I want to see fuckups and things getting worse all the time, I can go to work.

    So maybe remember to give players some bright spots now and again.

    • Codemichael@lemmy.worldOP
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      1 day ago

      Sorry you didn’t have a great experience, but thank you for sharing it. It’s a useful perspective to keep in mind, thank you.

      • INeedMana@piefed.zip
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        39 minutes ago

        character was always fucking up

        That reminded me. In BitD a lot rides on presentation. Try to not make failed/complicated rolls about the characters failing but the circumstances not being in their favor, instead

        They didn’t break the lockpick - they noticed a nasty trap in the lock just in time to not get stung, the lock will need more work
        They didn’t get hit when grappling with a guard - they hear footsteps approaching (trauma in general is the least interesting choice, unless you feel it’s time for it to appear in the story) They didn’t make noise when sneaking by - there was a loose plank in the floor they had no way of noticing

        From my experience, when you most often aim at coming up with new external problems (like those footsteps), characters will start to bounce off them, instead of just progressing through the story. It might feel like you can’t ever really challenge them but on the other side of the table something can always come up and they have to constantly think on their feet, which simulates the feel of a heist.

        Unless placed so it builds tension, “you missed” most often just breaks the flow of the plot. It’s a temporary setback that doesn’t build anything. “You got him clean but it’s the funny/irritating/popular/w/e guy among the guards. Everyone knows him. I’m marking first piece on alarm clock because sooner or later they will notice he’s not around tonight” - that builds tension and the world even if during this heist it will be the last piece marked on that clock

  • Berttheduck@lemmy.ml
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    2 days ago

    My longest running campaign was Blades (once weekly for over a year). It’s still my favourite system.

    The core mechanics are really easy, GM sets the narrative scene and the player says how they respond then builds a dice pool and adjust for difficult actions or ineffective approach (position and effect - how good it will be if you succeed and how bad it will be if you fail).

    The game is built to play on the fly with very minimal prep, the scenario in the book is a totally fine place to start and lead into my game. If you run through all the steps of the meta game (updating faction relations and you’ll have a good idea which group now has beef with the players crew and as such likely happenings for your next session.

    Get used to skipping the boring bits, blades works best when the PCs are doing crazy stuff and using the flashback mechanics to get into or out of trouble. Do any essential prep the crew wants to do for a job but then skip to the engagement roll and just get started, don’t let them spend ages planning all the little details.

    Don’t be scared to throw really challenging scenarios at them (especially after they level up a bit), the PCs have loads of ways to get out of trouble and trauma is beneficial to them initially as it lets them gain more xp. Also death is always a narrative choice so don’t worry about killing them by accident.

    The setting is amazing, haunted steampunk Victorian Venice so you can lean into the spooky as much as you want. Remember it’s always dark and life is pretty terrible for everyone who isn’t super rich.

    I’m happy to answer questions or bounce ideas with you.

    Hope your game goes well.

    • Codemichael@lemmy.worldOP
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      2 days ago

      Thanks for the feedback.

      The game is built to play on the fly with very minimal prep

      I’ve heard this repeated, but I’m wondering how that plays out in practice. As a GM I assume that the prep I will need to do is more about understanding the setting and the npcs that will be encountered during the session. The goal being that I would be better able to react on-the-fly to what is happening. My “make up enjoyable bullshit” muscles require exercise to maintain.

      If I’m off, or missing something I would love to correct my understanding.

      • Berttheduck@lemmy.ml
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        1 day ago

        No that’s about right. My initial pre campaign prep was read the book and understand the factions, session zero to see what themes my players wanted to explore and what factions they were interested in interacting with.

        Between sessions I only needed about 10 minutes to think about the next game, who was the job against, who’s upset or happy with the crew currently, what factions plans are the players ignoring so are progressing unopposed and what does that look like. Was there any fallout from their last job. The way the city is set up every time your crew gets ahead it will please someone and upset someone else I found that made prepping super easy. Then all I needed was a list of random names for NPC’s and I was happy making stuff up on the fly for the most part.

        Some of them bigger things needed more thinking and prep like when they broke into the ghost hunters headquarters (I can’t remember the name, guys follow the death crows and wear masks), that needed a little more time. Or when they accidentally summoned a demon I needed to work out what it wanted and how it worked. Side note demons are excellent fun and should be terrifying forces of nature in blades.

        • Codemichael@lemmy.worldOP
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          22 hours ago

          Thanks for the detail.

          Nov and Dec are going to be read, re-read, and watch videos to get prepped. I’ll makes notes along the way to help with Factions and NPCs.

  • Ziggurat@jlai.lu
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    2 days ago

    While I never GMed Blades in the dark I have some forged in the dark XP and GM an old game about thieves a while ago, so I may have some pointer

    Mechanics

    forged in the dark is IMO at the sweet spot between rule light and rule heavy, while the core rule are simple, the stress mechanic, the position/effect, and the special playbook action adds a certain layer of complexity, do not advertised it as a rule light game it’s not.

    Another important thing, ask the player to roll the f… dices. As a GM, I tend to skip roll for “common action” that the player would be able to do no matter what. In Forged in the dark, “everyting is a clock” that you fill with failure/success. So rolling the dice is what make the games move forward (and the whole partial failure means that the dice result matters). In general I keep a large macro clock the plot thicken/alarm level when I’m getting rid of short term idea to materialise time lost letting NPC move in the background

    While I am less happy with the downtime phase, it’s a key part of the game, depending on your game style it may evolve to the main game, but I use it as a fancy purchase/XP/Heal phase

    Urban Thieve campaign

    Remember, as the player are stuck in the city, their action matter, treat it like a political game, they’ll quickly need to find allies

    • Codemichael@lemmy.worldOP
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      2 days ago

      do not advertised it as a rule light game it’s not.

      Thanks, seems like good advice. I have two players who will be brand new to this, setting expectation will be important.

      In general I keep a large macro clock the plot thicken/alarm level when I’m getting rid of short term idea to materialise time lost letting NPC move in the background

      I’m planning on setting a “game clock” since the goal is to have an ending for this particular game due to scheduling.

      While I am less happy with the downtime phase…

      I’m assuming downtime is where a lot of character roleplay will occur with this group so I’ll do what I can to provide some interesting opportunities around that.

      Remember, as the player are stuck in the city, their action matter, treat it like a political game, they’ll quickly need to find allies

      Good point

  • Acamon@lemmy.world
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    2 days ago

    Yeah, getting to grips with lore makes sense, but be aware that Blades has pretty amorphous lore. Stuff like how the spirit world, cults or spirit wardens work, is left extremely open to interpretion so that tables can decide. I think the most important thing is to get a sense of the vibe of the world (as you see it).

    Beyond that, preparing some interesting but open ended antagonists/allies is the best call. If you’ve got some memorable characters, with some intresting motivations they can interact with characters, and each other, in intresting ways depending on how things progress. That makes the world feel alive and still responsive to their actions.

    • Codemichael@lemmy.worldOP
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      2 days ago

      Thanks for the feedback.

      preparing some interesting but open ended antagonists/allies is the best call

      Good to hear. This aligns with my thinking.

  • Dry_Monk@lemmy.world
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    2 days ago

    No advice, but you might give a listen to The Adventure Zone: Steeplechase. They used Blades in the Dark for that season, and it might give you some inspiration.

  • TheMadIrishman@sh.itjust.works
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    2 days ago

    My limited experience with playing Blades , along with Scum and Villainy and Runners in the Shadows(?) as a character with a single DM is this. We spent a good chunk of time doing some “collaborative” world building for stuff that the DM either didn’t know, or didn’t like the systems for. It feels like the Blades system leaves a lot to the player or GM imagination, so that was our solution.

    • Codemichael@lemmy.worldOP
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      2 days ago

      How did you find the different games compared? I am definitely eyeballing the other Forged in the Dark games.

      • MummysLittleBloodSlut@lemmy.blahaj.zone
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        2 days ago

        Me and my girlfriend used Runners in the Shadows to homebrew a Warhammer 40k Necromunda game. It worked really well, I made the rules work with the setting and story we wanted to play, she was the GM and made the runs. I had prior experience with Blades so I was able to understand what the rules were doing and tweak them as required to make them fit 40k. Each runner used a custom playbook I designed for their character concept.

      • TheMadIrishman@sh.itjust.works
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        2 days ago

        I really like the Blades systems in general, but you are going to run into some mechanics that don’t mesh (we had issues with defining how cyberware operated in Runners for example. We didn’t run Scum and Villainy proper as we were just kind of winging it at that point, but I feel like they do a good job of letting players come up with their own ideas if a mechanic doesn’t work for them. There are also Foundry/Forge modules for Blades and subsystems. I say go for it.