This was the go-to narrative game about 5-6 years ago, and I held off because I already had a few other narrative games and my plate was full. The Cypher System was my favorite for a while, but I have cooled off a bit with the new edition; the art and layout are a bit too busy and distracting for my eyes. Blades in the Dark is also one of the games many new games copy from and borrow ideas from; one is Daggerheart, which is commonly mentioned as downstream from Blades in many concepts.
So, here I am, back again, taking a look. People compare it to FATE, but Blades is far more structured and procedural, which keeps the game from the narrative softness of either FATE or Cypher. Narrative games do rely on "out-of-game" structure, but Blades keeps the narrative action closer to the metal and avoids many of the "head jumps" that turn people off narrative gaming.
For example, in FATE, you need to jump out of character, consider what action type you are taking, apply out-of-character mechanics, and roll. You also consider various aspects and other OOC considerations, then need to "jump back into the head of the character" to keep the narrative flowing. This is why many prefer D&D to narrative gaming: there is very little head-jumping out of character, but even 5E begins to fray at the seams when you start managing its sloppy action economy.
The OSR is almost no head-jumping, and you stay in character constantly. The goblin runs up; you hit it with a sword. You see a lock; the thief picks it. You search for a trap; you find one. X does Y, and you follow the constant stream of decisions all the way to the goal.
Blades keeps you in headspace and narrative for most of the action, which feels nice for a narrative game. The only downside is the constant "yes, but..." of the 4-5 partial-success rolls, and the fatigue that comes from deciding what a "yes, but..." means on almost every roll. This is the same issue that Genesys or Daggerheart have, or any narrative game that incorporates partial success mechanics. This is the sort of thing that strikes some initially as "the best thing since sliced bread," but it can go stale just as quickly if you overuse it or make it too important, and you are "yes, butting..." every roll with bigger and bigger stakes.
People end up back in d20, and "X does Y" feels refreshing because failure is pass/fail and doesn't require interpretation. There is no interpretative fatigue. You fail. You see the next thing. You do the next thing. You succeed. And so on.
But like Genesys, the answer is almost always to reduce the importance of "yes, but..." and turn it into a quick ruling or next-turn modifier, then move on as quickly as possible. Save the big "yes, but..." for the most important moments, and don't drag the game through the mud by over-interpreting every roll.
Make a quick judgment and move on. Tick a clock. Raise the stakes. Remove a die. Break an item. Introduce a twist. Or add a wrinkle to the scene, like a crowd gathering, that is neither good nor bad, but could potentially complicate matters. A smart player could use the crowd as an asset to blend in and get away. A not-so-smart player now has a group of witnesses.
The "yes, but..." doesn't always mean "quantifiable negate game mechanic penalty measured by a number," as it does in an "X does Y" game. If you are trying to account for every point and level of negative effect, you are probably overthinking it, and that is leading to burnout.
If it takes you more than 30 seconds to think of the consequence, just pick something at random and keep playing. The first thing that comes to mind. Or ignore it because you are stuck in the narrative weeds. If it is not clear and apparent, it isn't that important, so drop it and move on.
Sometimes a "yes, but..." is just a normal success, and you don't need to overthink it. The whole thing could be a "yes, but you feel terrible about doing it that way," and move on. Let the player decide what to do with that. Make it up to the contact who took the brunt of the negative effect later? Your choice.
Blades in the Dark is a milestone game that changed a lot, and it still has plenty of fans at the table. I am looking forward to digging into this one.











