@fictionalspook is GMing Blades in the Dark for the first time, and wanted some advice, so I though my I’d compile in a thread here in case it was useful to others. Feel free to add your own advice! #BitD #ttrpg
1. Don’t overprepare. I like to think about possibilities in my head before a session, and definitely consider what factions and NPCs may be doing and planning, but don’t set anything in stone. This will give you a lot more freedom to react and adapt with the players and dice.
2. Let the players drive the action. Related to the above. As the GM, you will create obstacles and complications, but let the players decide how they want to tackle problems.
3. Ask for help. Like most ttrpgs, Blades is in part collaborative storytelling. If you’re having trouble thinking of consequences or devils bargain, the players can be a great resource.
4. Be fans of the PCs. This ones straight from the rules, but I like it a lot so I’m gonna repeat it. The PCs are competent criminals; their failures aren’t caused by their ineptitude, but by the difficulty of they challenges they are overcoming. (1/2)
It’s mostly a change of framing, e.g “you miss” might become “they dodge” but it does it lot both make the PCs seem cool, and make their adversaries seem even more threatening. (2/2)
5. Think outside combat. DnD has trained us to think of mechanics in terms of combat and physical harm. While things things are aplenty in Doskvol, consequences can come in the form of failed negotiations, PCs being frightened, confused, seduced, etcetera. (1/2)
The rules apply pretty easily to non combat scenarios. A whole score could be negotiating peace between rival factions or schmooozing nobles at a party to gain information. (2/2)
6. Know your world. Whether your playing in the standard Doskvol, or a home brewed version, understanding the setting makes coming up with hooks and scores on the fly much easier. Try to incorporate the more interesting aspects of the world into the scores.
7. Don’t take away wins. When the PCs succeed, they succeed. Remember that even 4/5 is a success; the consequences should nullify the progress. This applies on a larger scale too; don’t hold back on the rewards that were promised. Life in Doskvol is hard enough already.
8. Be clear about stakes. Before a player rolls, be sure you understand what they’re trying to accomplish. Clarify this if necessary. On the flip side, make sure they’re aware what they’re risking. Always inform them what their position is so they understand the danger.
9. Skip to the cool bit. No need to go over the nitty gritty of the approach your mark; the score starts when the action starts. If it becomes relevant, you can always flash back.
10. Action rolls move things forward. Anytime someone rolls, the circumstances should change, even on a failure. Failed to pick the lock? Maybe the lock breaks, better find a different way in. Or perhaps you’ve wasted too much time, now the guards are just around the corner.
That’s all I got for now, if I think of anything important I’ll add it later.
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