I loved Blades In The Dark at first, and ran it for several groups of players, as often as I could. I managed to get a campaign going, and found out very quickly that the players were able to exploit the fact that they choose which Action to use every time, and so they used the same actions over and over, no matter the consquences.
Sure, they would fail, and something bad would happen.
I was about to give an example of how in my campaign one player literally used Prowl for EVERYTHING and two others of my players used Skirmish for EVERYTHING.
After three sessions of them literally always using the same exact actions, I asked them, “Why not use a action that’s more appropriate to the situation and have a better position?”
One of the players answered, “Because I can always fight my way out of anything.” and the other player said, “Yeah, my Skirmish has the highest chance of success, why would I bother to use anything else?”
I said, “So the consequences wouldn’t be so bad.”
They said, “But if I succeed there are no consequences, and if I fail, I just spend stress or fight my way out of it.”
I said, “Well, could you at least use different actions for variety? Things more appropriate to the story, so it’s not just skirmish over and over and over?”
They said no. And then the stealth player who used Prowl for everything said, “Yeah, I find this boring using Prowl all the time.”
I said, “Why not use something else then?”
He said, “Because I suck at everything else.”
And we never met again, and it’s sad, because I like Blades In The Dark’s world, and so much about it. But, it’s true, the players have to work against the system to make the story more interesting. Or the GM has to deal with the same Actions over and over, and try to make that interesting which can be a lot of work for the GM, and boring. I mean, you’re hoping your players sit down and have a conversation with a mob boss (faction officer) or something, and instead they’re just beating the hell out of that mob boss and taking his lunch money. Then when his gang comes after them, they just beat the hell out of them too. Next thing you know, you’re just waiting for them to fail so you can end it, but then, they come back as ghosts or hollows, etc. They don’t die, and they just keep Skirmishing for all eternity.
In summery it might sound a little interesting, like gods fighting for all eternity, but as a GM it gets really old, really fast. And, apparently for some players too, who use Prowl all the time, it gets old for them too, but they feel it’s not worth it when their Prowl is 2, 3, or 4, and everything else is 1 or Zero.