As always, thanks for the awesome and insightful responses
Specifically regarding my last post, this is important for me to stress: That post wasn't intended as a "gosh they've got it too easy" post. I think that ground has been well-covered before. The point I was trying to express was that the stories being told in that particular episode, felt to me like stories of execution, rather than struggle - which can be a dark tone for a game to strike.
I'm kind of wondering if there's something inherent in the game dynamic that weighs games in favor of going this way (particularly with Assassin crews, as I mentioned) -- if this is some kind of emergent property. Emergent properties in systems and games are something I find immensely intriguing
Or, if this is simply what caught the attention of this particular group, this particular episode -- and this won't necessarily be a regular feature on the series, or wouldn't be particularly likely to recur in a different group of Assassins.
It kind of stood out to me this episode because, well, two different murders, two different characters taking center stage. It seemed more like a pattern than a one-off.
As I said, emergent properties are fascinating to me, and I'm always interested in seeing how different game systems aim players in directions that may seem only subtly different, but actually wind up leading to totally different tones and styles. Blades is extra compelling to me, because right out of the box it has so many different play styles (the huge variety of crew types, and soon enough, hacks and playsets as well...) -- so it's a fantastic playground for seeing the small differences add up