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Tabletop Roleplaying Games

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Blades in the Dark (2017)
3 groups 32 players
Tabletop Roleplaying Games

Blades in the Dark (2017)

English
Heist
Blades in the Dark is a heist-themed tabletop roleplaying game system about a crew of daring misfits  on the streets of an industrial fantasy city. Published by Evil Hat Productions in 2017 and designed by John Harper, it introduced the highly influential Forged in the Dark rules engine. BitD revolutionized the heist genre in tabletop gaming by pushing players straight into the act, eliminating the "planning phase". The system it loosely evolved from is Apocalypse World Description In Blades in the Dark, players are part of a criminal organization in Doskvol, a grim Victorian era city. The city is protected by a wall of lightning, to keep any threat on the outside. Players create their characters as either smugglers, thieves, assassins or cultists and explore the criminal underworld, perform dangerous heists, manage gang warfare and grow their criminal organization. The game focuses heavily on narrative momentum and failing forward. Characters are competent but flawed, constantly accumulating stress, trauma, and heat from the law as their gang rises to power. System Overview & Key Features Action Roll (d6 Dice Pool) The core mechanic uses a pool of six-sided dice(d6) based on a character's action rating. The highest die result will determine the outcome of the action. 6 is considered a full success, 4-5 is a partial success with a consequence, and 1-3 is a failure. Rolling multiple full successes is considered a critical success. Position and Effect Before every roll, the Game Master explicitly states the character's Position (Controlled, Risky, or Desperate) and Effect (Limited, Standard, or Great). This transparently communicates the exact stakes and potential fallout of the action before the dice hit the table. Stress and Resistance Characters have a Stress track. Players can spend Stress to give themselves for extra dice when rolling. They can also use it to assist an ally, or fuel their special abilities. Players can also spend Stress when facing any situation or consequence the GM throws at them, this makes the characters very skilled, but forces them to consider when to spend it. The Flashback Mechanic Instead of spending hours planning a heist, the crew simply chooses a target, picks a detail, and jumps right into the action. Later, they can use Stress, to envoke a flashback moment, where they explain how they had already planned for such a situation, or had "solved" it beforehand. Progress Clocks The game uses circular progress tracks called Clocks to visually represent approaching danger or the progress of a complex task. A clock might represent the alert level of the city watch, the structural integrity of a safe vault, or the patience of a rival gang leader. The Crew as a Character The criminal organization the players run has its own character sheet. The organization gains experience, levels up, claims territory, and unlocks special abilities, ensuring that the gang's rise to power is just as mechanically significant as the characters'

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Monster of the Week (2012)
3 groups 21 players
Tabletop Roleplaying Games

Monster of the Week (2012)

English
Rules-light
Monster of the Week (MOTW) is an urban fantasy-horror tabletop role-playing game developed by Michael Sands. It was first published in 2012, and a revised edition was published by Evil Hat Productions in 2015. The entire theme of the game is heavily inspired by TV shows like Buffy, Supernatural, X-Files, Fringe and many others. The system it directly evolved from is Apocalypse World Description Players in the MOTW system take on the role of monster hunters. Capable of dealing with most creatures that might get in their way. Using skills to solve mysteries, track monsters and eventually defeat them.  System Overview & Key Features Powered by the Apocalypse Engine (2d6) Players roll two six-sided dice (2d6) when performing actions, adding relevant character modifiers to the result. Rolling a 10 or higher is considered a success. 7-9 is a partial success, which will also carry some added consequences. Getting a 6 or lower means failure - you have not succeeded in whatever you attempted and dire consequences are soon to follow. Basic and Playbook Moves Game mechanics are categorized into discrete actions called "Moves." Basic Moves are universally available to all characters and cover common actions such as "Investigate a Mystery," "Kick Some Ass," or "Act Under Pressure." Playbook Moves are exclusive, specialized abilities granted by a character's chosen Playbook, allowing them to manipulate the narrative or game mechanics in unique ways. Finite Luck Points Each character possesses a limited track of Luck points. A player may permanently expend a point of Luck to retroactively alter a dice roll to a 12 (a complete success) or to entirely negate a single instance of sustained damage. Luck is a resource the players have to keep an eye on. Using too much can get you out of trouble, but if you don't have it when you need it most - trouble awaits. Harm and Exploiting Weaknesses Physical trauma is tracked using a short monitor called "Harm." Player characters and adversaries possess low thresholds for sustaining Harm, making direct combat inherently dangerous. To successfully defeat a primary antagonist, players are mechanically required to investigate and utilize the creature's specific weakness, as standard physical attacks are often insufficient to achieve a permanent victory. The Mystery Countdown To structure a gameplay session, the Keeper utilizes a tool called the Countdown. This is a chronological timeline detailing the sequence of events that will occur if the player characters fail to intervene. The Countdown is divided into escalating phases, ending with a catastrophic event. It serves to govern the pacing of the investigation and provide a sense of urgency.

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Forged in the Dark (2017)
6 players
Tabletop Roleplaying Games

Forged in the Dark (2017)

English
Evil Hat Productions
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 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 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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Thirsty Sword Lesbians
Tabletop Roleplaying Games

Thirsty Sword Lesbians

High-Fantasy
English
Thirsty sword lesbians battle a tyrannical ruler when her enforcers march down from the frosty north. They rocket through the stars to safeguard diplomats ending a generations-old conflict. They sip tea together and share shy glances at the corner cafe, until they need to take up their swords to defend their community. Even in conflict, they seek peace with their opponents—and sometimes connect more deeply than anyone expects. Your thirsty sword lesbians may be fantasy heroes, or may inhabit a galaxy of laser swords and starships. Anywhere that swords cross and hearts race, thirsty sword lesbians are there. A sword duel can end in kissing, a witch can gain her power by helping others find love, and an entire campaign can be built around wandering matchmakers flying from planet to planet. Thirsty Sword Lesbians is a roleplaying game for telling queer stories with friends.

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Fate Core
3 groups 11 players
Tabletop Roleplaying Games · Fate

Fate Core

English
Evil Hat Productions
Fate Core is a generic tabletop roleplaying game system for character-driven stories in any genre, written by Fred Hicks, Rob Donoghue and Leonard Balsera among others and published by Evil Hat Productions in 2013. It is the fourth edition of Fate, a system that Hicks and Donoghue first released through a Yahoo! group in early 2003 and that Evil Hat published that summer, as a derivative of Fudge. The third edition (2006) powered Spirit of the Century and The Dresden Files Roleplaying Game. Fate Core was funded on Kickstarter, where it raised $433,365 against a $3,000 goal, and it was released under the Creative Commons Attribution 3.0 licence (CC BY 3.0) and the Open Game License (OGL), so anyone can publish a Fate game without asking permission. The system has won multiple ENnie Awards and Indie RPG Awards. The system directly evolved from Fudge, and it has two published variants in Fate Accelerated Edition and Fate Condensed. Description Players take on competent protagonists defined by a few phrases about who they are, and the Game Master (GM) frames scenes in which those phrases get tested. Fate has no fixed setting, so the group first decides what kind of story it is telling, from pulp adventure to a modern urban fantasy, and builds characters to suit it. The game asks a table to talk about the fiction as much as roll for it. Players must be willing to let their own characters' flaws make trouble for them, in exchange for a resource they will spend later, and the system works best when everyone pitches in ideas. It tends to be less satisfying for groups who want a tactical simulation of weapons and gear.

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Scum and Villainy
Tabletop Roleplaying Games

Scum and Villainy

English
Sci-fi
Scum and Villainy is a space opera tabletop roleplaying game about a crew of outlaws getting by on a ship under the Galactic Hegemony, written by Stras Acimovic and John LeBoeuf-Little. It is a stand-alone game based on the Blades in the Dark system, using the Forged in the Dark engine, and its setting draws on Star Wars, Firefly and Cowboy Bebop. Evil Hat Productions published the hardcover edition on 2 August 2018, produced in partnership with Off Guard Games, the studio behind the original. The Evil Hat book runs to 368 pages in black and white. A 2018 Gnome Stew review recommended it for players who want narrative play with enough rules to support a story arc. The system is a Forged in the Dark game built on Blades in the Dark, and it is the space version of that heist game. Description Players take on a ship's crew in the Procyon Sector, a region of four star systems with factions grouped as Hegemony, Weirdness and Criminal. Their jobs involve dealing with syndicates, noble families, aliens and mystics, and exploring ruins. The Game Master (GM) runs the jobs and the crew's progress from a struggling outfit to a well-known one. The Way, an energy field, underpins the rules for artifacts. The game asks a table to improvise and to commit to a plan late. Jobs start in the middle of the action through an engagement roll, so a group does not spend a session planning. The ship has its own sheet and upgrades, and the crew's rise through the sector is part of the game. It suits groups who like heists, found-family crews and a space setting without a fixed plot.

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