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I bought the Blades in the Dark core rulebook a few months back. Everytime I pick it up to learn the rules, I can't read more than a page or two before putting it down. I have had zero issues with most RPG books and have run in the last 3 years Call of Cthulhu (and Pulp), Cyberpunk Red, Mork Borg, and soon Delta Green. Nothing in it confuses me, but I am looking to find something that hits the main points of the game so I can run a few sessions.
Yeah, I think as the first FitD game, some of the lessons on how to explain the system hadn't quite been learned yet - there's bits in Beam Saber, Wicked Ones, Band of Blades, etc that explain it better. I do think it has the most compelling and interesting setting though, and the one most directly intertwined with the mechanics.
I do find that an issues with Powered by the Apocalypse games in particular, but also in narrative games in general. There's things like insisting on very specific terms rather than just sticking to the standard language. "Playbook", for instance, still doesn't really fit with what it actually is, and I think it would have overall been less confusing to just call them "classes" but explain that classes are much looser in this system.
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Funnily enough, "archetype" is what Genesys calls classes.
I'm just thinking of stuff like Scum & Villainy, where you have playbooks for Mystic, Muscle, Mechanic, Pilot, etc, and they do kind of fit the role of classes - just very flexible classes.