I’m working on a kinda-_hack of _Blades called Do or Dice, and have been struggling with the concept of downtime for…

I’m working on a kinda-_hack of _Blades called Do or Dice, and have been struggling with the concept of downtime for…

I’m working on a kinda-_hack of _Blades called Do or Dice, and have been struggling with the concept of downtime for a while now. I had a bit of a breakthrough today, and thought some here might be interested in the re-imagining of stress relief, and overindulgence.

For context, Do or Dice is an attempt to merge many of the concepts of Fate Core with much of Blades in the Dark, and has been in production in some form for a few years now. It’s a generic-in-setting but specific-in-style game (like Fate).

8 thoughts on “I’m working on a kinda-_hack of _Blades called Do or Dice, and have been struggling with the concept of downtime for…”

  1. I think some of the language seems oddly player-centric (perhaps the Fate DNA oozing out), but I like the spirit of it.

    Oversharing needs a straighter definition. But I like it; makes me think of Trust Issues (p233), and I sorta love it as an extension of it. IE I think it should split the stress only if the other person is willing to agree though; ie when they Trust them. Establishing Trust first might make them vulnerable to being forced to do this thing so there is fictional basis with a bit of a mechanic to guide it before hitting them with the cost.

    I went on a thought experiment and came up with.. “To benefit from teamwork maneuvers, you must Trust the teammate who’s helping you (name them after you pick your load for the score). You can force any character who Trusts you to split the stress taken while talking it out in the next palaver.” Just a thought.

    What are Resource “ranks”; I can sort of guess but I wish this had a clearer explanation of Resources and how they are made un available, etc.

  2. Mark Cleveland Massengale Good points. Do or Dice assumes that the PCs all trust each other inherently (part of the style/tone) but maybe doing this could break their trust. Do it to everyone, and you get the same effect as being cut off from a vice purveyor until you can regain PC trust. I’ll work on that – thanks 🙂

    Linda Larsson Not yet, but I can work on getting it to that stage. It’s still very rough in playtesting at the moment. My current road map is to solidify the rules in closed playtesting over the next few months and then release it publicly for playtesting afterwards. I can let you know when that happens, if you’d like 🙂 I’ll also be posting it up here when that time comes.

  3. Oh, and Resources are like action ratings but are consumable. Inspired by Burning Wheel Contacts, et al, you are able to dip into those dice pools to augment rolls that make sense (rather than tracking favours, wealth, magical power, barbarian rage, or whatever else your character can call on). There are a few prescribed ones, but they can also be very easily created at the table when they make sense and become important for a character to track (Belief is a common one, for example).

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