Blades In The Dark

Started by Nefaro, March 28, 2017, 02:55:33 PM

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Nefaro

This recently released, and somewhat unusual, RPG has been getting some glowing words from people who've played.

The player group starts & runs it's own gang of cutthroats and ne'er-do-wells.  The scoundrels build up their crime syndicate in an industrial revolution Victorian-style fantasy world "Sandbox" campaign.  In which the criminal enterprise also has it's own sheet & characteristics, and PCs can come, go, and change characters as they want.

Seems rather light on rules 'crunch', and has some cool ease-of-play things.  Could be a good candidate for future play-by-forum chicanery.


http://www.drivethrurpg.com/product/170689/Blades-in-the-Dark?src=hottest

http://www.evilhat.com/home/blades-in-the-dark/


QuoteBlades in the Dark is a tabletop role-playing game about a crew of daring scoundrels seeking their fortunes on the haunted streets of an industrial-fantasy city. There are heists, chases, occult mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had — if you're bold enough to seize them.

You and your fledgling crew must thrive amidst the threats of rival gangs, powerful noble families, vengeful ghosts, the Bluecoats of the city watch, and the siren song of your scoundrel's own vices. Will you rise to power in the criminal underworld? What are you willing to do to get to the top?

In this stand-alone game, you'll find:

    Rules to create your scoundrel using the following character archetypes: the Cutter, the Hound, the Leech, the Lurk, the Slide, the Spider, or the Whisper.

    Rules to create your crew, built from types like Assassins, Bravos, a Cult, Hawkers, Shadows, or Smugglers.

    A robust core mechanic which puts the fiction first—the strength of a character's position (desperate, risky, or controlled) matters just as much as the character's ability scores.

    A lightning-fast mechanic for planning criminal operations to cut through the usual slog of planning at the game table.

    Rules for alchemical experiments, gadget tinkering, and weird occult powers—including rules for playing Ghosts and other strange beings.

    A setting guide to the haunted city of Doskvol, with all the maps, factions, NPCs, schemes, and opportunities you need to run an exciting sandbox game.


airboy

They are playing this at origins.

Nefaro

Quote from: airboy on March 28, 2017, 07:21:41 PM
They are playing this at origins.


Where's Mirth when I need him? 


Halp!  It's spreading!

:))