Monday, May 24, 2021

Score Zero for Blades in the Dark - Playing through character and crew creation

About a month ago I reported a specialized Blades in the Dark one-shot I ran, "Whose Score Is It Anyway?". It was an attempt to streamline the game to the minimal amount necessary to engage with its famous heist mechanic, the score. It went pretty well, but it felt a bit sparse without the connection to the whole cycle of the game - information gathering, engagement roll, score, consequences, downtime, back to information gathering - and how that feeds into the longer term character and crew incentives, as well as the developing relationships between the players` crew and other factions in Doskvol, the compressed, haunted industrial city in which the game is set.

For the session I ran this past weekend, I decided to start a more conventional game of Blades, including fully creating characters, choosing and customizing their crew, situating them in Doskvol, hopefully playing at least one score, and then using this setup for a sandbox open table with potentially rotating membership. It went pretty much as the book suggests, until we got to a significant step of crew creation: establishing hunting grounds. The premise is that Doskvol is lousy with gangs, and nowhere is entirely open for a new power to start out - so the crew is already stepping on somebody else's turf. This means that they have to decide what their relationship with the other crew will be, which mechanically translates to hostility if they pay nothing, neutrality if they pay half their starting fungible resources (Coin), and friendship if they pay in full, to show respect. Even once they've decided which faction in the chosen district would provide them with their initial hunting grounds, the players couldn't agree what they wanted the starting relationship to be. And then we realized that we could play through it. We could make all of the other decisions, and then just use the player and crew contacts to gather some information, and start a small score to establish the bad relationship with this faction, while hopefully having something over them.

That went well - neatly fitting within the timeframe remaining after the prolonged preparation phase - and it got me thinking. In the previous post, I complained about the difficulty of randomizing character creation in Blades, due to the awkward playbook and customization option counts. But maybe I had been looking at it wrong. Instead of randomizing these choices, maybe they can come out through play, just like the hunting grounds in our initial session zero? What if we had started the game with the aim of playing the story of the formation of the group? Each player would choose a character playbook, without filling out any of the mechanically significant details, or maybe even any of the details other than a name and alias. Similarly, they would choose a crew playbook, without specifying any of the details. Then, they would play through an establishment score or two. The gaps would be filled either by applying the usual progression rules, or through opportunistic decisions in play, much like the choice of flashbacks or specific items from loads in normal score play. Eventually, something approximating the orthodox starting crew would be formed, or rather, discovered.

This would be similar to the Dungeon Crawl Classics "funnel". In that old school Dungeons & Dragons-like game, each player generates three or four  zero-level characters - that is, what would in the original games would be extremely fragile non-player characters - and the group runs them all through a dungeon adventure or two, from which only a few of them are expected to come out alive. The idea is to maintain a sense of tension and lethality, while allowing players to continue play even when the ever-present potential for death and dismemberment becomes manifest. The players then choose the characters that have survived, and that they've liked the most, to gain their first level, and become viable player characters for future adventures.

Blades doesn't need the same immediate lethality of DCC, but the basic idea of discovering a character through play, having play suggest - or even dictate - character design options, and forming the group around a sense of camaraderie generated by overcoming challenges together, seems like it might lower the barrier to starting play, which I think is a problem with Blades and games similar to it.

This idea isn't entirely original, even in Blades: if you watch the very engaging actual play series, "Oxventure Presents: Blades in the Dark", you will see that their first session is closer to an establishment score as I've been suggesting, than what you would expect going strictly by the book. However, each of the players in the Oxventure cast has put much more energy into pre-game characterization than what I'm thinking of, and mechanically they clearly have full playbooks.

This vague sketch for a Score Zero, or series of establishment scores, needs more substance - it's easy to slip into more linear adventure design when thinking of how to make them happen, especially since Blades doesn't have the more freewheeling dungeon structure to fall back on - but I hope I'll get to try it out some day. Do let me know if you've managed to accomplish something similar in your game, or if this post inspires you to do so.

No comments:

Post a Comment