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Post by lupmet on Nov 3, 2022 18:02:24 GMT
The November update with its list of campaign templates gave me the idea that it could be an interesting idea to use the Blades in the Dark rules for handling the progress of the crime syndicate. It was quite some time since I read those rules and I haven't read the new Blue Planet rules, but just from the top of my head I see no major obstacles. Would it be necessary to rewrite major potions of any set of rules? If I remember correctly, the characters can get a bonus on skill rolls if they prepare for that situation, how would that be modelled with Blue Planet's rules? How would the bonuses be modeled you think?
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Post by Pawel on Nov 3, 2022 18:25:38 GMT
The November update with its list of campaign templates gave me the idea that it could be an interesting idea to use the Blades in the Dark rules for handling the progress of the crime syndicate. It was quite some time since I read those rules and I haven't read the new Blue Planet rules, but just from the top of my head I see no major obstacles. Would it be necessary to rewrite major potions of any set of rules? If I remember correctly, the characters can get a bonus on skill rolls if they prepare for that situation, how would that be modelled with Blue Planet's rules? How would the bonuses be modeled you think? I've never played Blades in the Dark but this sounds fun!
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Post by neil on Nov 5, 2022 10:17:46 GMT
It depends which bits of the Blades system you want to use. Are you thinking about: - The "Faction game" of tracking factions, claims, and standings?
- The job/downtime rhythm?
- The system of Actions with position/effect and consequences?
- The notion of flashbacks to avoid the planning bog?
- The use of Stress to avoid consequences, this giving the feel of clever, competent scoundrels?
Because I think you can blend any or all of these into the Blue Planet setting and existing Synergy system, depending on what you want the resulting game to be like.
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Post by lupmet on Nov 6, 2022 7:58:11 GMT
Blades in the Dark provides a framework for playing a player driven campaign about how they build up a crime syndicate, and the idea was that this could be used on Blue Planet. The conversation starter was really about if any rules needed to be amended or there would be major differences because of design philosophy when the respective rules and worlds were crearted? I think in this context the notion that not everything needs to be planned and played is a very useful idea. The syndicate can grow between sessions so to speak, off camera. Do you think stress or actions would be needed on Poseidon or are there any other concepts in Blue Planet that can be used instead, to avoid making too many changes?
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Post by neil on Nov 6, 2022 11:36:43 GMT
Blades has many parts that come together to give the whole experience. My question was about which parts of that experience you're after.
The Faction Game, job/downtime rhythm, and flashbacks should port easily to Synergy. You may want to have the more demanding flashbacks the Synergy Strain currency to keep them limited. You can use a Synergy Track to measure BitD Heat, representing how much attention the crew is getting from law enforcement and the world in general.
At a basic level, the BitD Action systems do much the same job as the Synergy Skill Sets.
The interaction of Consequences and Stress in BitD needs more attention if you want to bring it across. With Blades, most actions you attempt lead to some sort of consequence, and the player can spend some of the PC's Stress to avoid those consequences. In play, that leads to a feeling of competent characters dealing with the unexpected and moving past it, and it allows the GM to show how dangerous situations are without artificially pulling their punches.
It's not obvious to me how you'd get that same feeling in the Synergy system without importing a lot of that system, and that would mean a lot of changes to how Synergy works.
Does that help? As I said, it's difficult to answer the question of "importing bits of BitD to play a crime syndicate" without knowing what parts of "play a crime syndicate" you want to import from Blades.
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Post by lupmet on Nov 8, 2022 20:08:36 GMT
Sorry if I wasn't clear: I have no intention to actually use Blades in the Dark on Poseidon, I have no specific plans of such a campaign nor is there something specific mood or concept I want to incorporate in a campaign-in-planning on Poseidon. My intention with this thread was to have a philosophical discussion – a conversation starter – about what possibilities there are for such a cross-over/concept inclusion. I.e. would there be large clashes where various rules concepts would be needed to be completely reworked or would the two rule sets work in tandem since they cover different aspects of play?
Of course, the action resolution in e.g. combat need to be Synergy and the characters would be created according to Synergy, but I was a bit curious about the Natives of this forum's view about the concepts of job/downtime rythm and the idea that things can happen "off camera". (I haven't read the BitD rules for over a year and don't remember much of it, hence I cannot give specific terms but are vague.)
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Post by neil on Nov 9, 2022 15:25:45 GMT
Ah, I think I understand now. Sorry for not getting the point. Yes, I think the Faction Game side of things should work well with Synergy, in an environment where there are lots of factions to pay attention to! I imagine it would be less useful in a small town, or where the PCs are say Sunburst poachers who only come to town briefly to sell the hides. The Downtime/Job split is also easy to bring into Synergy, so long as there are enough distinct things to do in Downtime (BitD has actions like "Remove Stress", "Heal", "Pursue long-term project", etc.) that warrant breaking it out into a separate, formal stage of play. The other game worth looking at is A|State, a fairly recent game (at least, this edition) based on the same rule set. It broadens the scope of the game a bit, from criminals and scoundrels to a game of people in a city making their own corner a bit better. It's a game about hope and building community in a world that doesn't care. I can easily see that driving a game of the urban underclass in one of the big Poseidon settlements like Haven, Second Try, or Harmony.
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Post by lupmet on Nov 13, 2022 7:19:33 GMT
a game of people in a city making their own corner a bit better. It's a game about hope and building community in a world that doesn't care. I can easily see that driving a game of the urban underclass in one of the big Poseidon settlements like Haven, Second Try, or Harmony. I have been looking at A|state before but not thought it being my cup of tea, but this piques my interest (again). Considering how popular Sid Meier's Civilisation is, I think a game of building a settlement could be interesting (hostile factions does not need to be local, a megacorp is always a megacorp).
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