There’s a gap in my play experience of Blades in the Dark. Most of the games I’ve played or run have been with strangers banded together for the short term, or people who don’t hang out in real life.
I think this game would just SING, it would give a crew a tremendous advantage, if the players knew each other well enough to drop fictional hooks through flashbacks and improvisation that were customized to their fellow players and characters. I imagine a level of trust and experience with each other would give a group of players the PLAYER tools they need to give the CHARACTERS great advantage.
I’ve seen a lot of infatuation with the more drama-oriented “fun” of making life more difficult by working out individual character whims at the expense of the other characters. What I think would be intriguing would be to see the “fun” of players who learned to work together in OSR or other more cooperatively focused games leverage that experience to heighten the effectiveness of their heists.
It’s time to distract a guard, and the two players drop into a silly debate about coconuts from popular culture that they both have memorized. One player had a character who was all about gems once, and came up with a hundred uses for them and ways to stash them and built up some player knowledge about stones; so we go heisting gems and do stuff with them. One character is a sucker for doomed love, so we gotta work that in. Yes, of COURSE I’m lying to him and we’re going to burn it all down.
Knowing what devil’s bargains will appeal to which players, and how to make the story more fun for everyone, and having a background to pull from for improv, would really add something I have not yet experienced with this game at the table.