![]() If a player ever reaches 10 stress, they abandon the heist. There is absolutely no limit to how extravagant these flashbacks can be, only a cost in “Stress points” decided by the GM. We threatened his family last week.” The game then jumps back in time, and you spend a minute roleplaying the scene where the players threaten the guard’s family, rolling dice to see if your threat was successful, before jumping back to present. So when a guard sees a player, a player can say “That’s ok. ![]() Imagine a Georgian George Clooney walking everybody through an Oceans 11-style heist, revealing bits of the plan as obstacles come up. While players do hardly any actual planning, they are instead allowed to narrate flashbacks. What happens next is virtuosic. I’m aware that we throw around hyperbaton like it’s confetti in these RPG reviews, but stick with me for just a second. All of the actual planning happens “off-camera”. In what will initially feel to your players like jumping out of a plane, when a Score begins the players simply name the style of their approach (Deception, Stealth or Assault are the common ones) and our movie “cuts” to the crew arriving at the building, ready to put their plan into action. In any other RPG performing a heist would involve an hour-long discussion of plans and contingencies amongst the players, only for said plan to evaporate within 5 minutes of you entering the building. After all, your campaign of Blades will probably begin with an action-packed score, in the same way that a game of D&D usually begins with a lot of goblins charging out of the woods at your caravan. It’s probably simplest to start with the rules for the cool crimes themselves, called “Scores”. You see, not only is Blades the most fun that my friends and I have ever had playing an RPG, it’s also like nothing I’ve ever played. This is going to be a long review, and not just because this is a huge book. Oh, yes. This is a scoundrel simulator, and whether you want to play a crew of classy vice dealers, some down-and-dirty brawlers, or even a worrisome cult is simply the first of one million entertaining decisions that you’ll be making.īlades in the Dark also offers a vast, seductive backdrop to your escapades: The haunted city of Doskvol, which will be familiar to anyone who’s ever escaped into gloompunk videogames like Thief, Dishonored, Sunless Sea or Fallen London. Which is very good news if (like me) you’re a fan of Scott Lynch’s Locke Lamora books or the heist genre in general, because Blades is a game of playing regency-era criminals. But while that game was an improbable 15 pages, Blades is 336 pages. Quinns: Remember last month when we reviewed Tales from the Loop, the charming sci-fi RPG of bicycles, bottle rockets and 1980s theme songs? Today we’re going to look at the other new role-playing game that’s been turning heads among my friends, and we’re going as villainous as Tales from the Loop was innocent.īlades in the Dark is a game by John Harper, who you might remember from Cynthia’s review of superb free RPG Lady Blackbird. Blades in the Dark, SU&SD Recommends, Role-Playing Games
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