Any recommendations for Blades in the Dark actual plays? I'm finding the game incredibly hard to get into as a player. Coming up with a heist and expecting the GM to deliver there and then seems so hard for them. Are actions meant to be more broad in their effects?

There's quite a few times where "I sprint at the guard and try to take him unaware" turns into a partial success and we're in a brawl, to a fail/partial success...still in a brawl... taking harm...

#TTRPG #BladesInTheDark

@Pathos There is a player and GM responsibility section I would recommend reading as it lays out the key elements of play.

It is an improvisation focused game for sure. You can talk about the outcome of a failed/partial role. For instance maybe instead of being in the brawl you get away but the alarm is raised and you can start a clock.

@TheGiantBrain It feels like there's been a carry-over of what success/failure looks like from D20-style systems. For instance, attempting to convince someone with a partial success has the GM often asking for more work/another roll to convince them.

Maybe conversation with group needed to say we need to be painting with broader strokes

@Pathos I would say that most rolls should be a one and done affair. You shouldn't keep rolling. The exception to that might be if you want a longer dramatic fight/ social situation. Then you might use clocks to advance one side or the other until victory or defeat is reached.

If the GM hasn't read the advice section I strongly recommend they do so. Blades has a way it likes to be run and if you try and run it in a more DnD style manner it will definitely not work.