A while back our group ran Band of Blades. It was a great game overall, but it became notorious in our group because of the ending. It's a long story that I'll cover if I ever write about the game, but the important bit is that the final outcome of the defense of Skydagger Keep is determined by standard Forged in the Dark style roll. For my PCs, after going through all the various relevant stuff, their pool consisted of a single d6.

This lead to cries of "we did all that and the outcome is decided by rolling a single die!?!??!". They still regularly take the opportunity to jab me over this. Whether it's a fair characterization or not, I understand the perception and was thinking about it after the last bit harassment.

I would assert that most RPG campaigns have an implicit win condition - a big final battle of some sort at the end. It is usually an unspoken assumption that if losing the overall campaign is a possibility, it ties directly to losing that final battle. In many games it is assumed (but often carefully unspoken) that losing is not a real possibility, and the real questions are "what did it cost us?" or "how did we win?".

My hypothesis is that part of the reason the Band of Blades ending stands out so much, years later, is that it was an explicit win/lose check that was detached from the "final battle in front of the gates" outcome. Players reasonably assume that victory in that battle equates to victory in the campaign, so when there is a separate "everything is determined by one die" step it comes across as jarring, even if that is an oversimplification of what is happening.

What Can We Learn?

This has several implications that are worth keeping in mind:

If there are separate mechanics:

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Updated: 2025/11/05