this post was submitted on 29 Oct 2025
28 points (96.7% liked)
rpg
4272 readers
1 users here now
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
- Do not distribute pirate content
- Do not incite arguments/flamewars/gatekeeping.
- Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy.
- Image and video links MUST be TTRPG related and should be shared as self posts/text with context or discussion unless they fall under our specific case rules.
- Do not submit posts looking for players, groups or games.
- Do not advertise for livestreams
- Limit Self-promotions. Active members may promote their own content once per week. Crowdfunding posts are limited to one announcement and one reminder across all users.
- Comment respectfully. Refrain from personal attacks and discriminatory (racist, homophobic, transphobic, etc.) comments. Comments deemed abusive may be removed by moderators.
- No Zak S content.
- Off-Topic: Book trade, Boardgames, wargames, video games are generally off-topic.
- No AI-generated content. Discussion of AI generation pertaining to RPGs is explicitly allowed.
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
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.
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.
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.
I like this suggestion. Will definitely try it.
Thanks for sharing, nice to hear some practical examples of what people are doing.