Blades in the Dark is a tabletop role-playing game about a crew of daring scoundrels seeking their fortunes on the haunted streets of an industrial-fantasy city. There are heists, chases, occult mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had — if you’re bold enough to seize them.
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Pros
Pro Rich sandbox world
The book outlines a lot of options (factions, disctricts, characters) to build upon while leaving the players and the master a lot of space to make the world their own.
Pro Cinematic and fast playstyle
You rarely have to look up rules/tables in the book and rolling dice always leads to a direct result. No 30 min rolling dice before something significant happens.
Pro Improvisation
As a DM you don't have to prepare a detailed story because this system favours improvisation and makes sure the story takes a natural flow which will often surprise even the DM.
Pro Heist system
The game is primarily built around heists. Instead of spending 3/4 of your playtime preparing for them, the game throws you right into the action and lets you use flashbacks to show how you prepared for a situation once you encounter it.
Pro Simple dice mechanics
You can resolve almost every possible action with the roll of a few D6.
Cons
Con Recovery of 'Health' is 'uncomfortable' for some
You have to indulge in your vices to recover health, this can lead to discomfort for some players - especially some who are recovering from some addiction in real life!
Con Simple rules
If you like to have detailed rules for every possible action, item and situation, this game will disappoint you. While you can easily use the rules to resolve all situations, the game goes more like "does my customized sniper scope give me an advantage in this situation?" than the usual "at the exact range of 33.25 meters this scope of model BR5638 gives me a bonus of +3 to hit"
Con More narrative focused, so it may not be for all players
Con Focused on one playstyle
The whole game plays in one town (there are good reasons why the players should not usually leave town in the background) and is mainly focused on heists. It is structured around heist -> downtime -> free play -> repeat. If you don't like this structure or heists in general (though heists can be anything from a social dinner party, an infiltration to steal a valuable artifact, to a frontal assault of a faction's main stronghold) you will find it difficult to make the rules work for you.