neilnjae

joined 1 year ago
[–] neilnjae@ttrpg.network 1 points 1 year ago

It's easy enough to say that all wounds drop one level per Downtime phase. It's equivalent to filling the Healing clock once per downtime. Players can always spend additional actions to heal faster.

I agree with your assessment that wounds fun to hand out, but the cost of removing them makes me think twice about doing so.

3
A|State session writeup (theraspyraven.substack.com)
submitted 1 year ago* (last edited 1 year ago) by neilnjae@ttrpg.network to c/rpg@ttrpg.network
 

One of the players in the A|State game I'm running has written up a report of our latest session. Some of the behind-the-scenes machinations are coming to light!

People seem to be enjoying A|State, especially the change of pace of playing characters who avoid fights rather than engage in them.

Any questions about this game, or A|State in general?

[–] neilnjae@ttrpg.network 2 points 1 year ago

Trust to the game system: it will deliver a good time if you do what it says in the book. The few times I've seen Blades be unfun was when people were trying to play it like D&D.

If you've got specific questions, ask away!

[–] neilnjae@ttrpg.network 4 points 1 year ago

A good article. Solid advice, and chimes well with my experience with the game. Yes, there's a lot in the article (and it's all good), but running and playing it isn't hard. Just jump in feet-first, and trust to the game to catch you and give you all a good time.