I will start by just openly saying this game has been a blast, and has really given some great insights on narrative…

I will start by just openly saying this game has been a blast, and has really given some great insights on narrative…

I will start by just openly saying this game has been a blast, and has really given some great insights on narrative focused game play.

So I have been getting more in tune with the game as a whole but some things have come up in some passing talks;

First off, how would one account for a shield? Like a buckler, or something of that ilk. How would it interact with the rules?

Second, in the city I have built for my game I have been playing around with a lot of ideas, and one of them has been incorporating a few other supernatural beings into the world of Blades.

Such as werewolves, other types of undead, and of course – more things from the deep such as fishmen and the like.

Would anyone have any other good suggestions for weird stuff to introduce to the setting?

2 thoughts on “I will start by just openly saying this game has been a blast, and has really given some great insights on narrative…”

  1. What Stras Acimovic said. Also consider if you might have greater effect because of that buckler, say when fighting a swordsman who doesn’t have a shield, when running through suppressive fire, etc.

    As for “other things” I’d posit they are already in the world, skittering around the deathlands, swimming through the void sea, flying through the starless night. As for handling them mechanically I’d start with giving them a few descriptors (ravenous, secrative, etc), giving them a dark desire, and then some supernatural might by looking at the rules for demons and ghosts as a starting place.

Comments are closed.