Court of Blades is a tabletop roleplaying game built upon the Forged in the Dark system, focusing on political intrigue, social maneuvering, and personal drama within a vibrant, fantasy renaissance setting. Players take on the roles of retainers to noble houses in the city-state of Ilrien, navigating a complex web of alliances, rivalries, and arcane secrets. While sharing core mechanics with Blades in the Dark, Court of Blades distinguishes itself through its emphasis on romance, social conflicts, and the advancement of a noble house, offering a different player experience centered on flair, panache, and the pursuit of influence rather than criminal enterprise.
Court of Blades is set in Ilrien, a vibrant city-state reminiscent of the Renaissance, steeped in political intrigue and arcane secrets. The game draws inspiration from historical warring families like the Medicis and fictional houses such as the Montagues and Capulets or the Starks and Lannisters. Players are noble retainers of a newly risen House in the Esultare, the most powerful families. The game emphasizes social conflicts, elaborate balls, manipulation, and the uncovering of rival plots. Ilrien is not presented as a dark and oppressive city like Doskvol in Blades in the Dark. It's a city of canals, gondola races, distinct districts each with unique characteristics (Luxury, Safety, Corruption, etc.), foods, holidays, and superstitions, creating a textured and customizable environment.
Court of Blades utilizes the Forged in the Dark system, a fiction-first, d6 dice pool mechanic. Actions are resolved based on Position (Controlled, Risky, Desperate) and Effect (Limited, Great), determining the consequences and impact of a character's actions. Players roll a number of dice equal to their Action rating, taking the highest result. Like Blades in the Dark, accepting a twist grants an extra die, in Court of Blades it is called The Ladyâs Favor. Characters manage Stress and Harm, with excessive stress leading to scandals. Progress on tasks is tracked using clocks, including a unique Romance Clock for pursuing relationships. While many mechanics are similar to Blades in the Dark, the game replaces Heists with Errands to gain Influence, minimizing Exposure and avoiding Scandal, which thematically shifts the focus from criminal activities to noble pursuits. Load is simplified to Discrete or Loaded.
Court of Blades distinguishes itself through its focus on social intrigue, romance, and house advancement, contrasting with the criminal underworld theme of Blades in the Dark. The game incorporates a Paramour system and Romance Clocks to emphasize relationships and their impact on gameplay. Internal house dynamics are present, with an NPC giving assignments. The game mechanics support collaborative worldbuilding, allowing players to shape the setting through their actions. The setting provides various nationalities and leaves blank spaces to allow PCs to add details to their world. Additionally, the 'GM Turn' bookkeeping and randomized goals of the houses can make the world more unique to the game being played.
Court of Blades is aimed at players who enjoy narrative-driven games with a strong emphasis on political maneuvering and character customization. The collaborative worldbuilding aspect encourages player investment in the setting and its inhabitants. The target audience consists of groups looking for a less gritty experience compared to Blades in the Dark, favoring flair, panache, and social conflicts over criminal heists. The game is designed for campaign-length play, encouraging long-term character development and house advancement. Experienced Forged in the Dark players will find the core mechanics familiar, while newcomers will appreciate the accessible and fiction-first approach. Players who enjoy games like Game of Thrones or stories centered on courtly intrigue will likely find Court of Blades appealing.
The reviews for this role-playing game (RPG) are generally positive, with users praising its engaging gameplay, beautiful universe, and the opportunity for collaborative storytelling. The game's faction tiers, personalized items, and house management mechanics were highlighted as standout features. The game's ability to cater to different player strengths and preferences was also appreciated. However, some users expressed disappointment with the game's approach to magic and found the world proposed by the game to be uninteresting. There were also criticisms about the repetition in the gameplay chapters and the lack of tools for modifying rules. Some users also pointed out errors in the player handouts and the absence of a large map in the game materials. Despite these criticisms, the game was recommended for its narrative structure and the intrigue it offers.
Compare Court of Blades with other great ttrpg games.
Blades in the Dark and Court of Blades share a foundation in narrative-driven gameplay and character-driven storytelling, but they diverge in their thematic focus and mechanics; while Blades in the Dark emphasizes heists and criminal undertakings in a dark fantasy setting, Court of Blades centers around intricate courtly intrigue and social maneuvering within a political landscape. For example, in Blades in the Dark, players engage in tactical planning during heist missions, whereas in Court of Blades, players focus on building alliances and navigating social relationships during courtly events.
Vampire: The Masquerade and Court of Blades both explore themes of social intrigue and power dynamics, yet they differ significantly in their gameplay style and mechanics; while Vampire: The Masquerade often emphasizes horror and the psychological aspects of being a vampire within a political landscape, Court of Blades is designed as a narrative-driven game focused on courtly maneuvering and personal relationships among character factions. For example, Vampire: The Masquerade uses a dice pool system to resolve tense social confrontations steeped in horror, whereas Court of Blades utilizes a framework that allows players to weave complex narratives through negotiation and alliances, often emphasizing collaborative storytelling over direct conflict.
Monster of the Week and Court of Blades both embrace narrative-driven gameplay, but they diverge significantly in their themes and mechanics; while Monster of the Week integrates supernatural horror and mystery through a PbtA framework focused on investigation and team-based monster hunting, Court of Blades centers on political intrigue and social maneuvering within a rich world of nobility. For example, whereas Monster of the Week requires players to collaboratively face and resolve external threats, Court of Blades emphasizes individual relationships and power dynamics among characters to achieve their goals.
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