Do we have the latest and greatest on the stretch goals? Seems a while since I heard anything.

Do we have the latest and greatest on the stretch goals? Seems a while since I heard anything.

Do we have the latest and greatest on the stretch goals? Seems a while since I heard anything.

I started running Blades a few weeks ago and the players appear to be enjoying themselves, although things do seem…

I started running Blades a few weeks ago and the players appear to be enjoying themselves, although things do seem…

I started running Blades a few weeks ago and the players appear to be enjoying themselves, although things do seem to have become not Ghost Busters than I was expecting and I can easily see things moving more into the cultist side of things from their current smuggler aims.

How have people found crew type transitions in play?

So I am slowly reading through the corebook and forgive me if this has been asked before, but are there any other…

So I am slowly reading through the corebook and forgive me if this has been asked before, but are there any other…

So I am slowly reading through the corebook and forgive me if this has been asked before, but are there any other books out or planned for this great game?

Is there a overview of all the extra stuff that has been made by fans for Blades?

Is there a overview of all the extra stuff that has been made by fans for Blades?

Is there a overview of all the extra stuff that has been made by fans for Blades? I just got back into a game, and I’m looking to see all the homebrew, if it has been assembled in one place.

This is what my Blades game needs! 16th Century Czech combined cleaver/pistol/calendar of saints

This is what my Blades game needs! 16th Century Czech combined cleaver/pistol/calendar of saints

This is what my Blades game needs! 16th Century Czech combined cleaver/pistol/calendar of saints

https://twitter.com/PadraigBelton/status/923826743198314498

I’m putting together a Blades in the Dark demo kit.

I’m putting together a Blades in the Dark demo kit.

I’m putting together a Blades in the Dark demo kit. Pregens with custom sheets. Crew sheet all prepped. Map of a bit of Duskvol with factions and NPCs premade. A choice of scores.

I want to play a session in under an hour, including a bit of downtime.

Also Blades-applicable.

Also Blades-applicable.

Also Blades-applicable.

Originally shared by Richard Bellingham (Skimble)

I’m experimenting with a new (to me!) way of mapping large and complex areas in Fate which I suspect is how a lot of you are already doing it… but just in case, here’s how it looks.

So far this seems to be working really well for a high-level overview of a place. it has the advantage of allowing me to insert new stuff with minimal fuss, and also doesn’t require me to be a competent architectural planner.

I figure if a conflict breaks out in any given area that’s big enough to split into multiple zones, I can then do a zoomed-in version of that area as a conflict zone map. Essentially another example of the Fate Fractal at work.

The tool I used to map this is Google Docs. The drawing tools in it are fairly robust for this sort of thing!

Interesting and important.

Interesting and important.

Interesting and important.

Originally shared by Rob Donoghue

So, I need to research this some more, but I just read a FASCINATING thing about conversational backchannels.

(Backchannels are the acknowledgements we give when someone else is talking to indicate acknowledgement and engagement. Things like “yeah” and “uh huh” and so on. These are a whole thing in their own right, and it’s something you can get better at if you want to.)

So here’s the thing: someone did a study of the impact of backchannels on STORIES. That is, they had people tell stories to varying levels of backchannel quality and level, and they discovered that it had a direct and palpable impact on the QUALITY of the story. Without good backchannel, endings were delivered poorly, over explained, and lots of other stuff went off the rails. The bottom line is that the speaker is not the only one on the hook for things going to pot when everyone is looking at their phone.

This intrigued me. Obviously it’s related to being a good listener, but “giving good backchannel” offers a space for active improvement without going all the way into active listening. That’s valuable because there are lots of situations (anything one-to-many) where active listening is the wrong tool, but we still would like improvement.

Which in turn leads to RPGs. We spend a decent amount of effort telling GMs to give engaging descriptions and keep player attention, but if the listener is also responsible for the quality of the outcome, maybe we also should consider some player guidance as well.

Which leads to the question of what good backchannel looks and sounds like at the gaming table. It’s probably a little specialized, but the bad backchannel (phones, side conversations, wandering eyes) remains pretty recognizable.

This prospect excites me because it offers a practical route to better games (because it is easier to fix specific things like bad backchannel with action than broader things like bad listening) but it also offers a very concrete manifestation of the philosophical idea that it’s everyone’s table and we’re all responsible for the fun.

(Apologies for typos. I was so excited by this prospect that I wrote this out on my phone. Will review when I get to a real screen.)

http://www.cs.utep.edu/nigel/bc/