Forged in the Dark (2017)

Overview

Forged in the Dark is a tabletop roleplaying game framework and System Reference Document created by John Harper. Released in 2017, it is the underlying engine that powers Blades in the Dark and has since been used by independent designers to build countless other games, such as
Scum and Villainy
Scum and VillainyScum and Villainy is a space opera tabletop roleplaying game about a crew of outlaws getting by on a...Sci-fiHeistRules-medium
and Band of Blades. It excels at telling stories about capable but flawed groups of people pulling off daring missions against overwhelming odds. The system it directly evolved from is
Blades in the Dark https://groupfinder.gg/library/blades-in-the-dark

Description

Instead of being a single game, Forged in the Dark is an open license toolkit. Players form a crew, whether they are space smugglers, military mercenaries, or rebel outcasts, and undertake dangerous missions known as Scores. The system is heavily narrative and focuses on failing forward, meaning a bad dice roll never stalls the story, but instead introduces a new complication. It completely eliminates tedious planning phases by throwing players directly into the action. System Overview & Key Features
The d6 Dice Pool To resolve a risky action, a player rolls a pool of six sided dice based on their action rating. The highest single die determines the result. A six is a full success, a four or five is a partial success with a consequence, and a one to three is a bad outcome.
Position and Effect Before the dice hit the table, the Game Master establishes the Position (Controlled, Risky, or Desperate) and the Effect (Limited, Standard, or Great). This ensures everyone understands exactly what is at stake and how much impact the action will have.
Progress Clocks The game tracks complex threats and long term projects using circular clocks divided into segments. A stealth mission might have a clock for the guards going on high alert, filling up bit by bit as the players roll partial successes or failures.
Stress and Resistance Characters have a Stress track that they can spend to push themselves for extra dice or to assist an ally. More importantly, players can spend Stress to resist any consequence the Game Master introduces, allowing characters to survive deadly situations by sheer willpower.
Flashbacks Players do not need to spend hours planning a heist or mission. When they encounter an obstacle, they can simply spend Stress to declare a flashback, narrating how their character anticipated the problem and set up a solution in the past.
Phases of Play The game flows through specific phases. Free Play is where characters gather information and choose a target. The Score is the actual mission. Finally, Downtime allows the crew to recover from injuries, reduce their heat, and work on personal projects before the cycle begins again.

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Vanirkin
The actor Drama lover Spotlight sharer Backstory architect Long-haul adventurer Balanced player
Old-timer who loves dark character-driven narratives and intrigue with the occasional splash of color 😁  My name is Erin (she/they), I'm Danish, in my 40s and I'm a retired IT specialist who enjoys fiction and games. Basically I'm looking for a new amatuer Glass Cannon / Critical Role style online experience since my previous group disbanded. Like a long campaign where people are on cam and put a bit of effort into it all. I am however also interested in more casual and voice only games if the fit and the vibe is really solid, as well as local games in the greater Copenhagen area. Some of my favorite settings are Vampire the Masquerade, Planescape, Eclipse Phase and Cyberpunk, while for systems I quite admire Wild Words and Forged in the Dark because of their reactive and collaborative nature. As a contrast, my least favorite games would be large groups that's all about combat, optimising, winning and doing progression in a strict system. Preferences • characters and narrative first • long theatrical campaigns • in-character roleplaying • trust over contraints, rule of cool • adult with lines & veils, session 0 • groups of 3-4 players • video chat, clear audio • high attendance, punctuality About me • 25 years as both player and GM • enthusiastic about writing • happy to be group secretary • flexible hours, easy to reach • cozy gremlin creature Give me a poke if you think I could be a good fit for your game ☺️
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Dungeons & Dragons 5.5E (2024)
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Michelle
The storyteller Narrative minimalist
Let’s go on an adventure together! I'm looking for a free, cooperative, consent-based, story-focused TTRPG table. I enjoy character-driven games with party relationships, meaningful combat, exploration, mystery, downtime, and earned emotional moments. Ideal balance: about 40% roleplay, 20% combat, 40% exploration. I like sincere games with humor, but not constant bits, edgelord behavior, or main character syndrome. I fit best with players who share spotlight, cooperate, respect boundaries, and care about everyone’s character mattering. Consent and safety are important to me. Heavy themes, PvP, romance/flirting, sexual content, intense character conflict, or major effects on another PC should be discussed first. Lines and veils should be respected. I’m in Hawaiʻi Time / UTC-10. Weekends are best, and I prefer 2–3 hour sessions. I’m open to voice, PBP, or hybrid formats. Not a good fit for bigotry, disruptive rules-lawyering, non-cooperative play, unconsented PvP/romance/sexual content, trauma dumping, or using RPGs as therapy.
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I enjoy trying new systems, I typically GM but would also like to join games as a player. I often host in-person one-shots where other GMs and I try out new systems, if you're in the area and interested to run or play something let me know! I'm not interested in online or paid games.
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Adam
I’m an experienced GM, have run multiyear campaigns, and I regularly run games at local conventions. Preferred Systems: Mostly not D&D or similar traditional fantasy games.  Recent games include Agon, Unknown Armies, Call of Cthulhu, Delta Green, Mothership, Pendragon, Mythic Bastionland, Alien, Blade Runner, Symbaroum, Starforged, Over the Edge, Swords of the Serpentine, and Paranoia.  But I generally enjoy learning new systems Preferred Playstyle: Narrative and investigation are my first choice. I like roleplaying heavy games where choices carry weight and the setting matters: occult conspiracy, espionage, horror, gritty sci-fi, mythic adventure. Combat is fine when it’s brief, tense, and consequential rather than a grind. Character death in earned circumstances is fine.  I'm open to romance in games if the table is bought in.  I don't need a lot of rules but I care about the rules we agree on being consistent and well understood.  I enjoy and run both traditional RPGs and GMless story games. Preferred Tone: Serious stakes with room for humor. Warm, character-driven humor or dark humor works for me; contempt-driven or goofy comedy doesn’t.   I prefer a grounded game but pulp is fine as long as we're all on the same page. I’m happy to run a one-shot when the regular GM needs a break.
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Jon J
I've been playing for a while, but am really into story games (PbtA, CfB, FitD) these days, but open to just about any TTRPG (mostly Indie, though). I play on the Open Hearth gaming community, and am open to other online games, but am hoping to meet others face to face as well. I'm based in Surrey, but can get up to London reasonably easily. I like embracing Improv, play-to-find-out principles, and prefer games that also do so.
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fictionalbeing
Long time gamer, played a variety of systems. Interested in the new and indie or the seasoned and traditional.
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Inkroll is a web platform for playing tabletop RPGs play-by-post: asynchronously, in written posts, on each player's own schedule, with a human gamemaster running the table. It sits between heavyweight real-time VTTs and plain forum software; the writing stays the point, but the platform actually understands characters, dice, secrets, and the GM's role instead of leaving them on the side. It is also, deliberately, a beautiful place to spend a campaign. Inkroll was built by play-by-post players who wanted the game to read as well as it plays: a calm, candlelit page of ink and parchment where posts get the space of a book, quoted speech and images are cleanly styled, and every table can choose the look and post layout that suit its story. The tools stay out of the way until the moment a hand reaches for them, so a session feels like reading and writing a novel with friends, not operating software. Dice are typed straight into a post, like {Perception:1d20+2}, rolled once on the server the moment the post is published, then frozen, with a per-post audit the whole table can see, so a result can never be edited or quietly re-rolled. Players post as their characters, with portraits, versioned character sheets, and quick stat updates (hit points, spell slots, conditions) committed together with the post. GMs get sealed passages delivered to exactly the players they choose, chapters, scene notes with a world map and a per-chapter battle map, and live updates with typing indicators and read markers, so an asynchronous table still feels alive. Long campaigns are first-class citizens: the Chronicle keeps a running recap of every chapter and every character met, and answers questions from the campaign's own posts, so a returning player or a newcomer catches up in minutes. And because a campaign written like a book deserves to become one, a finished game can be exported as a designed, print-ready PDF or EPUB. Games already in progress can be imported from Myth-Weavers or Discord with posts, characters, images, and dice results intact. Ready-made sheets cover D&D Fifth Edition, Pathfinder 2e, Call of Cthulhu, Shadowrun, Cortex Prime, and Grimwild, plus a system-agnostic option and a builder for custom rulesets with their own dice mechanics. New systems are also gladly added upon request.

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