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(1 edit) (-2)

Group of experienced Blades players attempted to play this game after much recommendation online, but we found it riddled with foundational issues. Biggest one is the playbook abilities; we found them mostly incompatible with the final says ensured by the core system of Forged games, because of the specific wording. Many obviate the fiction at hand, or give guaranteed outcomes that overstep, instead of letting the game do its job. Maybe we misunderstood the intent (Forged, right??) but this one falls flat for us.

(+1)

While the impressions are still fresh, can you elaborate on what you didn't like? What abilities obviate the fiction? What abilities give guaranteed outcomes that overstep the game?

(2 edits) (-2)

I must've misspoke. I didn't mean to say obviate the fiction, so much as the judgment calls typically made by players and GM about said fiction.

In particular, we felt some abilities do too much, some not nearly enough, and some do oddly specific things. So we soldiered on using the vanilla abilities from Blades to get by for a couple sessions more. But yeah, that was our group's experience for the first few sessions. 

I mean.. my point still stands though. Take your pick off the Broken playbook. Jury Rig, Pulling the Threads, Fractured Mind, the Carriage, and Interface all missed the mark. For starters. And that's not the only playbook.. 

(+2)

If a playbook ability does something, isn't that definitionally the game doing its job?

(1 edit)

We seem to be talking about different things. But I can understand the question. If a playbook ability renders the conversation in a Forged game null and void, or isn't compatible with the players getting their final says, and GMs getting theirs, then no - it didn't do its job. In short, this game left us questioning if we misread the tin.