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The RPG that broke me out of DnD and inspired me to become a DM proper. Fantastic world building, answers to almost every question you could about the inspired system on display. Marked as one of my favorite RPG's ive read over, and the first to push me into the deep end of TTRPGS.
Would like to come back to this and make notes before running for myself
I absolutely love this system but the book was organized in a confusing manner, especially the beginning parts.
Really happy I read this so I understand more of what's going on around me and about my own character's possibilities. Made me somehow even more impressed by Coops' GMs of this. Excited to start playing again!
Super excited to try this RPG! My d&d DM suggested running a 1 shot to try it out & I ran with it…
Read the book, made a character, feel in love with the potential of living the grimy scoundrel life as a Leech. Very excited to play and explore the world.
Read the book, made a character, feel in love with the potential of living the grimy scoundrel life as a Leech. Very excited to play and explore the world.
adventurous
dark
informative
inspiring
medium-paced
This is a very interesting game, inspired by the Apocalypse World engine, where the players are members of a criminal enterprise in a dark fantasy world. The focus is on building up that enterprise.
The core mechanics are relatively simple, replacing the 2d6 system of the AW engine with a d6 dice pool mechanic. The results still normally break down into a full success, partial success, or failure result, the exact details of which are determined by the circumstances. There's a bit more to it than that, but it will be familiar to those who have played AW games before.
I had the opportunity to playtest an earlier iteration, and have already managed to run a one-shot of the final result, and I really like it despite some reservations.
Those reservations are twofold, one with the system and the other with the setting.
The system one is one of preference. The d6 pool system feels more swingy to me than does a 2d6 plus modifiers system. I may very well change my mind on this as I play it more. I know that getting a 10+ on 2d6 and a 6 on 1d6 has the same odds, but am unsure how the rest of the math breaks down.
I initially found the setting way too dark, both literally and figuratively (there is no sun in the setting). It's growing on me, but I think I'd prefer running or playing in a more traditional setting. Fortunately there are a lot of settings being worked on, including one set in the Draegaran setting of Vlad Taltos.
Still, if I wasn't already running another game, I'd probably go ahead and run this in the default setting despite my reservations. It's that good.
Edit: I've had a chance to play this several times now, and like it less each time. Part is the swinginess of the system, but I think more importantly it's the way that Resistance works. It feels like resource management where you have no idea how much of said resource you are going to have to spend ahead of your choice of whether or not to spend it. The book tells me to spend my Stress, but this randomness when it comes to Resistance makes me want to hoard it. I hate it.
I've pretty much soured on the whole "Forged In The Dark" branch of the PbtA ecosystem at this point, so I'm adjusting my rating downward to reflect that.
The core mechanics are relatively simple, replacing the 2d6 system of the AW engine with a d6 dice pool mechanic. The results still normally break down into a full success, partial success, or failure result, the exact details of which are determined by the circumstances. There's a bit more to it than that, but it will be familiar to those who have played AW games before.
I had the opportunity to playtest an earlier iteration, and have already managed to run a one-shot of the final result, and I really like it despite some reservations.
Those reservations are twofold, one with the system and the other with the setting.
The system one is one of preference. The d6 pool system feels more swingy to me than does a 2d6 plus modifiers system. I may very well change my mind on this as I play it more. I know that getting a 10+ on 2d6 and a 6 on 1d6 has the same odds, but am unsure how the rest of the math breaks down.
I initially found the setting way too dark, both literally and figuratively (there is no sun in the setting). It's growing on me, but I think I'd prefer running or playing in a more traditional setting. Fortunately there are a lot of settings being worked on, including one set in the Draegaran setting of Vlad Taltos.
Still, if I wasn't already running another game, I'd probably go ahead and run this in the default setting despite my reservations. It's that good.
Edit: I've had a chance to play this several times now, and like it less each time. Part is the swinginess of the system, but I think more importantly it's the way that Resistance works. It feels like resource management where you have no idea how much of said resource you are going to have to spend ahead of your choice of whether or not to spend it. The book tells me to spend my Stress, but this randomness when it comes to Resistance makes me want to hoard it. I hate it.
I've pretty much soured on the whole "Forged In The Dark" branch of the PbtA ecosystem at this point, so I'm adjusting my rating downward to reflect that.
In my opinion, this is one of the most well written and designed ttrpg games I have read. I look forward to either running or playing in a campaign using this system.
informative
inspiring
medium-paced
adventurous
dark
informative
medium-paced
Excited to play a game of this one day!