Tell me your tips to correctly GMing Blades in the Dark! Please?
Soon I’ll be doing so and would like to be prepared.
Tell me your tips to correctly GMing Blades in the Dark! Please?
Tell me your tips to correctly GMing Blades in the Dark! Please?
Soon I’ll be doing so and would like to be prepared.
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I think the most important question as a GM is, “HOW do you do it?” If the players answer that question first, the rules will guide you through the rest elegantly.
“How” meaning “in what way,” yes?
Also the system is build in a way that special rules are a layer on top of basic rules. If you don’t apply special rule X in a situation but stick to the basic rules nothing will break.
For me the system worked best when it had a good flow and to achieve that I had to be a bit loose on the rules, skip effect roll when I don’t have a instant clear insight what it will resolve, don’t pause to find the best Devils bargain. Not looking up “that” rule in a heated situation and thus cause a stop.
Be open to and collaborate with the players to find the best solutions.
What I’m finding is make sure every mechanical bit flows from the fiction. The mechanics are so non-intuitive they took up a lot of brain space and our first session felt more like a dice game than an RPG.
First, general advice: STICK to the rules.
Second, find a way to distribute clocks in the adventure. One “magick locks” clock, doesn’t always mean ONE lock. It’s simple to forget this in the heat of the moment.
Third, if you plan to introduce the supernatural, discuss with your players if the standard reaction (freeze with fear, etc) is ok. Estabilish the tone of the game.
Fourth, be sure to know what’s in the QS rules, AND WHAT ISN’T THERE, to avoid getting mad during the game.
Don’t get too attached to your NPCs. 😛 And you’d be surprised how badass you can make threats feel just by varying the position of opposing them (Controlled, Risky, Desperate, etc).
Yeah and don’t feel like you even need to use clocks. The example of play sets some out ahead of time, but often, whenever I set one out, the players just find a way to legitimately avoid having to deal with it. They’re best (and still often only need to be 4 or maybe 6) only when it seems that players are trying something very complicated, like converting someone to a new religion or ideology.
On the other hand, countdown clocks are great for putting pressure on and simulating a dynamic world. For instance, “When this 6-segment clock fills up, the gig is up and the big guns show up. Be in and out by then or you’re toast.” Then fill in segments as a consequence for any 1-3 or maybe 4,5, OR just fill in a segment for every action taken. Stuff like that.
Awesome stuff folks! I’ll do my best to bear in mind these wisdoms.
I have not run BitD yet, but, I would make sure to ask players for ideas for a Devil’s Bargain at least every now and again. Like Bastian was saying, I wouldn’t let this hold up the game too much, but if they haven’t contributed any Devil’s Bargains by, say, the halfway point of the night, it might be a good time to ask for one during the next action roll.
From running Ghost/Echo, it was lots of fun to see the players come up with creative dangers that could come true, whether they achieved their action’s goal or not. Devil’s bargains seem like a similar mechanism, except that they always come true. Getting stuff like that from the players is great fun; you just have to make sure their characters face real consequences from the bargains.