Ran my first game of Blades as a GM last night, and it went really well!
Ran my first game of Blades as a GM last night, and it went really well! The players all dug it, and after two years of running d20 games for them, getting to play a game which invites and rewards cinematic scene framing and narrative elasticity thrilled me to no end. The other players were new to the system and “fiction-first” gaming in general, but they were already playing like naturals – thanks in large part, I think, to John Harper’s clear and compulsively readable rulebook, which two of them read and grokked without much trouble despite firm trad backgrounds. Taken simply as an introductory text for “fiction-first”/“indie”/“story” gaming, I think Blades is just about peerless.
I did come away with a couple of questions for you fine folks:
1. If the fiction demands it, do you think it’s okay for a character to have two vices? One of the PCs gives to charity out of guilt for the murders she commits (the crew type is Assassins), but she’s also a zealous believer in her dark gods who sacrifices people to them in service to the goal of bringing back the sun (at least, that’s what she thinks will happen).
Both of these fit the bill as vices, I think, and both exert an equal amount of influence on her life. I was thinking she could choose one of the two as her “active” vice at the beginning of every downtime phase, with the other one not counting until she chooses it in the next phase. Struggling with either or both would count toward end-of-session xp where applicable, but only to the usual maximum of 2 xp. I realize this makes being cut off from one’s vice a little less onerous, but I’m okay with that in exchange for the ability to make her life more complicated.
Does that sound workable to y’all? Any other issues you can foresee?
2. What are some good generic consequences for 1-3 and 4-5 rolls during social scores?
Thanks in advance for any help you can provide!