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a quick Blades in the Dark tip - informed consequences

3/13/2025

i recently started up a Blades in the Dark campaign, and i’ve run into the classic BitD problem of struggling to invent interesting consequences when the PCs fail a roll. the #1 thing that’s helped me, personally, is to announce the specific consequences for failure & complications before dice are rolled. if i can’t think of any consequences, then i probably shouldn’t be calling for a roll. and if the PCs succeed with a consequence or fail their roll, the task of deciding an interesting outcome has already been completed.

if you’re like me, you didn’t realize that this advice was in the book. if you were already aware of it, then sorry for wasting your time! here is a rendition of Carol of the Bells on the hammered dulcimer to make it up to you.

on page 192 of my copy of Blades in the Dark, under the section “Tell Them the Consequences and Ask”:

“Yeah, you can run the whole way but you might be exhausted when you arrive. Want to roll for it and take the risk, or go slower?”

i’m not sure if it’s just me, or if most people miss this detail. the games i’ve played in before haven’t employed it, and a lot of the actual plays i’ve seen haven’t either (including the ones where John Harper is the GM).



i started doing this, thinking i was taking the technique from Burning Wheel. on page 32 of my copy of Burning Wheel Gold, under the section “Two Directions”:

When a player sets out a task for his character and states his intent, it is the GM’s job to inform him of the consequences of failure before dice are rolled.



“If you fail this…” should often be heard at the table. Let the players know the consequences of their actions. … Once that is said, everyone knows what’s at stake and play can continue smoothly no matter what the result of the roll is.

egg on my face for not reading the BitD rulebook thoroughly enough.

regardless, doing this for nearly every action roll has made a big difference in my experience with the game. i was a player in a short-lived BitD campaign a few years ago, and my big criticism of the sytem at the time was that, due to the fuzzy nature of the position/effect mechanic, there can often be a mismatch between what the player thinks they’re rolling for and what the GM thinks they’re rolling for. i would often sink Stress and items into boosting rolls which ended up being less impactful than i had anticipated. and the inverse was often true as well: if my definition of what failure looks like on this risky roll is “i get stuck between two guards, but not discovered”, and the GM’s definition is “three guards start wailing on you with cudgels”, there’s going to be friction.

tl;dr: tell the players exactly what will happen if they succeed, fail, or succeed with a consequence. it will make your job, and their lives, easier.