We were supposed to break into the mansion of this rich noble and acquire some evidence of him hiring assassins. ![]() I mean, okay, let's take the example of the second heist we did. I do not want to "jump straight to the action" with a random engagement roll determining how deep in the muck things start off. For a game about heists, why is Blades in the Dark convinced that planning is boring? Obviously in two sessions we didn't have a chance to dip very deeply into the faction rules, so maybe there's more there, but I kept feeling like the setting existed to support the mechanics rather than the other way around.ΔΆ. It's funny that there's such a lot of word count devoted to the city and its factions, but you never get a chance to just move through it, juggling plot threads and making choices. (More on that later.) What I'm getting at here is that there don't seem to be many opportunities to just talk to NPCs to learn their personalities and express the personality of my character. ![]() You get to pick from a list of specific things, which come down to a single dice role with rigid results. There's Downtime, but that's incredibly mechanically rigid. Then, especially if you get a poor result on the engagement roll, it's a series of quickly escalating problems where you're trying to put out one fire after another while achieving the objective. It doesn't want the players to spend a lot of time slowly investigating, talking to NPCs, and figuring things out. The game strongly pushes a cycle of choosing a job and then starting the score as soon as possible. When do I get a chance to roleplay and explore the world? Myself and another player really didn't like it, and the GM was unenthused as well. For the record, we did character/crew creation and then one score the first night, and then we did two scores the second session (we might have had time for more, but at that point I had enough with the game). So last night my group dropped Blades in the Dark after our second session playing it.
0 Comments
Leave a Reply. |