I agreed to run a game of Blades in the Dark starting in Feb. I’ve not run or played it before, but I have plenty of GMing experience. The plan is to do a limited game, once or twice a month for about six months (so somewhere around nine to twelve sessions in total).

It seems like the most important thing will be getting as much of the lore in my head as I can between now and then so that I can respond to the evolving gameplay, rather than plan out any kind of storyline.

If anyone is interested in sharing their dos and don’t, or other experience, my player will appreciate it.

  • jjjalljs@ttrpg.network
    2·
    23 hours ago

    No advice for running it, but feedback from a player: It’s not to everyone’s taste. I never liked how my character was always fucking up, and never felt competent. It was a downward spiral of trauma and tragedy, and I really disliked it. If I want to see fuckups and things getting worse all the time, I can go to work.

    So maybe remember to give players some bright spots now and again.

    • Codemichael@lemmy.worldOPEnglish
      2·
      11 hours ago

      Sorry you didn’t have a great experience, but thank you for sharing it. It’s a useful perspective to keep in mind, thank you.

  • vzqq@lemmy.blahaj.zone
    7·
    1 day ago

    I love blades. I love love love blades.

    What I like to do is to postpone crew creation until after the first score. Front load that heist goodness. The main trouble with getting players in the blades mindset is getting them to skip preparation. They can’t prepare if you literally start the game with them hanging on the outside of a building or on top of a moving train.

    I also work hard at first to get the players to contribute to the story. Having them come up with devil’s bargains for each other is always a good start. Eventually they’ll start taking more initiative.

    For scores, I deliberate under-prepare. I always have a bunch of possible scores prepared, but they are just index cards with a single sentence summary on them and then three (3) obstacles. That’s it. It’s up to the players to figure out how to get it done.

    • Codemichael@lemmy.worldOPEnglish
      2·
      1 day ago

      What I like to do is to postpone crew creation until after the first score

      That’s a very interesting suggestion. I can see some wisdom in it, but I am likely going to do things by-the-book on this first go around. I could see adopting that once I’ve had a chance to experience some of the dynamics first hand. That said I will crack the whip on moving them past prep quickly.

      I also work hard at first to get the players to contribute to the story.

      Yeah, I expect this is a challenge I focus a lot on. I ran Dungeon World for a while and this was a big challenge for players.

      Having them come up with devil’s bargains for each other is always a good start

      I like this suggestion. Will definitely try it.

      I always have a bunch of possible scores prepared, but they are just index cards with a single sentence summary on them and then three (3) obstacles.

      Thanks for sharing, nice to hear some practical examples of what people are doing.

  • Ziggurat@jlai.lu
    3·
    1 day ago

    While I never GMed Blades in the dark I have some forged in the dark XP and GM an old game about thieves a while ago, so I may have some pointer

    Mechanics

    forged in the dark is IMO at the sweet spot between rule light and rule heavy, while the core rule are simple, the stress mechanic, the position/effect, and the special playbook action adds a certain layer of complexity, do not advertised it as a rule light game it’s not.

    Another important thing, ask the player to roll the f… dices. As a GM, I tend to skip roll for “common action” that the player would be able to do no matter what. In Forged in the dark, “everyting is a clock” that you fill with failure/success. So rolling the dice is what make the games move forward (and the whole partial failure means that the dice result matters). In general I keep a large macro clock the plot thicken/alarm level when I’m getting rid of short term idea to materialise time lost letting NPC move in the background

    While I am less happy with the downtime phase, it’s a key part of the game, depending on your game style it may evolve to the main game, but I use it as a fancy purchase/XP/Heal phase

    Urban Thieve campaign

    Remember, as the player are stuck in the city, their action matter, treat it like a political game, they’ll quickly need to find allies

    • Codemichael@lemmy.worldOPEnglish
      1·
      1 day ago

      do not advertised it as a rule light game it’s not.

      Thanks, seems like good advice. I have two players who will be brand new to this, setting expectation will be important.

      In general I keep a large macro clock the plot thicken/alarm level when I’m getting rid of short term idea to materialise time lost letting NPC move in the background

      I’m planning on setting a “game clock” since the goal is to have an ending for this particular game due to scheduling.

      While I am less happy with the downtime phase…

      I’m assuming downtime is where a lot of character roleplay will occur with this group so I’ll do what I can to provide some interesting opportunities around that.

      Remember, as the player are stuck in the city, their action matter, treat it like a political game, they’ll quickly need to find allies

      Good point

  • Acamon@lemmy.world
    2·
    1 day ago

    Yeah, getting to grips with lore makes sense, but be aware that Blades has pretty amorphous lore. Stuff like how the spirit world, cults or spirit wardens work, is left extremely open to interpretion so that tables can decide. I think the most important thing is to get a sense of the vibe of the world (as you see it).

    Beyond that, preparing some interesting but open ended antagonists/allies is the best call. If you’ve got some memorable characters, with some intresting motivations they can interact with characters, and each other, in intresting ways depending on how things progress. That makes the world feel alive and still responsive to their actions.

    • Codemichael@lemmy.worldOPEnglish
      2·
      1 day ago

      Thanks for the feedback.

      preparing some interesting but open ended antagonists/allies is the best call

      Good to hear. This aligns with my thinking.

  • Dry_Monk@lemmy.world
    2·
    1 day ago

    No advice, but you might give a listen to The Adventure Zone: Steeplechase. They used Blades in the Dark for that season, and it might give you some inspiration.