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Thoughts

on Forging
in the Dark

By Small Cool Games


version 1.3 • September 2022
Contents
Intro....................................................1 The Faction Game................................. 17
Why Forged in the Dark?.........................1 Advancement....................................... 18
How to Use This Thing.............................1 Coin and Stash..................................... 19
How Deep Does Your Hack Go?................1 Payoff.................................................. 19
If It Doesn't Belong, Take It Out...............2 Retirement.......................................... 19
Heat and Entanglements....................... 20
Setting................................................2 Turf and Claims.................................... 21
Characters and Crew....................3 Rep and Tier......................................... 21
Zero to Hero...........................................3 Crafting and Acquiring Assets............... 21
Playbooks..............................................3 Rituals................................................. 22
Contacts................................................3 Non-Player Characters.......................... 23
Character Details...................................4 Resolution Systems...................... 24
Actions and Attributes............................4 Rolling the Dice.................................... 24
Special Abilities......................................6 Action Roll........................................... 25
Advanced Abilities..................................9 Position and Effect............................... 27
Equipment and Load............................. 10 Consequences...................................... 28
Other Playbook Things.......................... 11 Resistance............................................ 30
The Crew.............................................. 11 Armor................................................. 31
Cycle of Play................................... 13 Fortune Roll......................................... 32
Game Phases........................................ 13 Progress Clocks.................................... 32
Free Play.............................................. 13 Gathering Information......................... 32
The Score............................................. 13 Teamwork ........................................... 33
Engagement Roll.................................. 14 It’s Your Game................................. 34
Flashbacks........................................... 14
Stress.................................................. 15
Credits.............................................. 35
Trauma................................................ 15 Resources......................................... 35
Downtime............................................ 16 Games and Supplements....................... 35
Vice..................................................... 16 Other Resources................................... 35

First version © 2021 by Small Cool Games. You may print a paper copy of this digital document
Version 1.3 © 2022 by Small Cool Games. for personal use. That means you have express
permission to make a copy on your printer or have
the clerk at a copy shop print one for you.
Intro
Forged in the Dark (FitD) is a rules engine for making Forged in the Dark is not one of those.
tabletop roleplaying games. It was introduced in
The FitD System Reference Document ruleset is
Blades in the Dark by John Harper in 2017 and has
optimized for the specific setting and style of play
since been used as the basis for many other games.
of the original Blades in the Dark game. Which is
If you are not already familiar with to say:
Blades in the Dark or other FitD systems, this 1. A gang of scoundrels who have banded together
guide will not make much sense to you. You to commit crimes;
can find the system reference document (SRD)
2. In a corrupt, ghost-ridden, early industrial city.
for FitD (as well as a discussion forum and
other resources) at bladesinthedark.com. There If you’re going to hack FitD, you’ll find that the
are links to other FitD games (some free) on more your game deviates from the assumptions
page 35. the system makes, the more you’ll need to change
things. So be realistic about the scope of whatever
In this guide, I’ll discuss various options for mod- project you have in mind. If your game is radically
ifying the FitD engine to fit different settings, play different from the original setting, you'll be doing
styles, and preferences. I can’t and won’t attempt to some significant system hacking.
cover every possible way to hack FitD, but I will try
to take you through all the pieces the system, talk
about what they are for, give some examples of pos-
How to Use This Thing
sible hacks, and give some guidance on when and This is a fairly long and comprehensive document
how you might change each of them to suit your (longer than I realized it would be when I started).
own purposes. If you are all in on designing FitD games, then go
ahead and read the whole thing.
Why Forged in But you can also use it as a reference. If there is a
the Dark? part of the FitD system you are thinking about or
unsatisfied with, find that section and see if it’s
FitD supports a fiction first, narrative-driven play helpful to you. Each piece of this guide is written to
style with strong player agency. With deep and be mostly independent of the rest, so you can just
elegant mechanics, the system drives a continuous check out the bits you’re interested in.
interactive conversation among all the players. The
multiple levels of success and consequential failure
built into the dice mechanics create dramatic situa-
How Deep Does
tions almost automatically, allowing low-prep play. Your Hack Go?
You can approach a hack of FitD at various levels,
Be Aware
from changing a playbook to designing a new game
There are lots of RPG game engines that are that is only distantly related to the base system. I'll
designed to be generic and easily adapted to many organize hacking FitD (somewhat arbitrarily) into
different kinds of settings and styles of play: Fate, several layers.
GURPS, Savage Worlds, Cypher System, Genesys,
and others.

1
Layers of Forged in the Dark Hacking
Doskvol, ghost field, history, NPCs,
If It Doesn't Belong,
Setting
factions, maps, lore Take It Out
Actions and attributes, playbooks,
Characters A common mistake for someone first messing with
special abilities, contacts, crew
and crew FitD (including me) is thinking that all the pieces of
sheets
Claims, cohorts, coin, crafting, the game need to be shoehorned into yours. They
Cycle of downtime, entanglements, faction really don’t.
play game, free play, heat, retirement,
If there are subsystems that do not reflect what
rituals, score, stash, trauma, vice
your game is about, don't spend any energy trying
Dice system, stress, resistance,
clocks, position & effect, to re-skin them into something that sort of fits.
Resolution consequences, harm, fortune Just remove all the bits that do not belong. Your
mechanics rolls, progress clocks, gathering game will be better without leftover, ill-fitting com-
information, armor, stress, plexity. Then create any new systems you need for
resistance your game.
You might find that someone has already done As I go through the different parts of FitD, I'll com-
something similar that you can borrow (with ment on which are likely to belong in most games,
attribution please). But if not, I'll try to give you which are most readily removed, and what kinds
some guidance on various levels of hacking, from of interdependencies you might need to take into
minor adjustments to rethinking the core systems account as you make changes.
of the game.

Setting
Here are some things you might do with setting. ⚫ Adapt a FitD game to a different setting. Maybe
⚫ Play a published FitD game, but with some you want to play Blades in the Dark, but using a
house-rule adjustments to fit your preferences. city in a different world with different kinds of
magic (or without any kind of magic). This will
⚫ Expand on the setting of a FitD game. You
require relatively few changes (such as changing
might make a new playbook, crew sheet, or
references to ghosts, the ghost field, etc.). You
move the action to a different place or time in
might re-skin some default playbooks to better
the setting. There already plenty of resources
reflect the new setting or change the names of
available at bladesinthedark.com to let you do
some parts of the game (renamed actions, etc.)
things in other parts of the Blades in the Dark
and add some new things.
setting: you can play Bluecoats, leviathan hunt-
ers, heroes conspiring against the Immortal ⚫ Make a totally new FitD game. This will require
Emperor, and other options. I will not address significant work if it’s very different from a
those in detail here, but if that kind of hack is current game, especially if you also have ideas
what you’re working on, some of the discussion about changing the core system. Go for it.
in this guide will still be of use. (Note that the
setting of Blades in the Dark is proprietary and
not part of the free-for-use SRD. You may not
use it commercially without permission.)

2
Characters and Crew
Zero to Hero Are Playbooks Required?
In standard FitD, characters by default start with Nope. You could design a game in which characters
limited capabilities, with seven dots distributed are differentiated from each other in other ways
among twelve actions, a max of two dots in any than playbooks or “character classes.” There would,
action, and one special ability. During the first few in effect, be only one playbook. This could work if
sessions, any character who takes harm is signifi- you want your game to have characters with similar
cantly impaired, and without extra coin they may backgrounds and starting roles, for example, or
have to live with that harm through multiple scores contrariwise if you want to provide so many cus-
because healing can be quite slow. (Some groups tomization options that playbooks are too limiting.
might choose to ignore, fudge, or hand-wave some
of the harsher aspects of the game for newer PCs, Contacts
but that’s not what the rules call for.)
The contact list on a playbook provides both the
The characters become progressively stronger and player and the GM with hooks to NPCs that are
more resilient as they (and the crew as a whole) gain specific to that sheet. Standard FitD gives five
advancement, until by the end of a long campaign contacts to each playbook, with a name and brief
they are very capable, with various special abilities, description. That adapts well to many kinds of
up to four dots in their best action (able to roll six settings where the PCs are likely to have access to
or more dice when they need to), the coin to take as people they already know. If appropriate, you could
many extra downtime actions for healing as needed, divide those into categories (such as family and
higher tier equipment providing potency in many non-family or professional and personal) or let the
situations, resources to manage entanglements, player define one or more contacts.
plenty of crew bonuses, etc.
The assumption here is that these contacts will be
In thinking about your game, one of the first things available to come frequently into play. That fits the
to consider is whether the FitD model (weak and standard FitD setting, in which the PCs are likely
vulnerable starting characters, steady progression) to engage with the underworld and other social
fits your game. Maybe you want more capable strata of a single city over the course of a short or
starting characters. Do you expect each player to long campaign. If you expect the PCs to travel far
have multiple characters? How many sessions of and wide, contacts can be left behind and become
play do you expect a typical game to run? How do irrelevant. Consider whether the format of contacts
characters begin and progress over that span? How fits your game, or if you want to integrate the PCs
hard should it be to challenge veteran PCs? with specific NPCs in some other way. For example,
PCs could have relationships with specific factions
Playbooks rather than with individual persons, or they could
have other kinds of game world connections.
An obvious place to start when hacking FitD is to
create new playbooks. You can download the stan- If two players want to use the same playbook, they
dard Blades in the Dark playbooks from bladesin- will get the same contacts. That might work fine in
thedark.com to use as an example of what FitD a game where the PCs run in the same social circles.
playbooks contain and how they can be organized. You could also provide alternate contacts for each
playbook, just in case.

3
⚫ In designing Vergence, family and faction con- whereby PCs recover stress by roleplaying a
nections are crucial to the setting. I wanted to scene with another PC with whom they share
provide players with more engagement and a bond.
control than just providing standard contacts ⚫ Add a structured system for generating charac-
with each playbook. Instead, players pick NPC ter history or life path. You could ask the player
contacts from several lists that depend on the to come up with two or three significant events
character’s family background. from the character’s life, or roll for them on a
random table. For example, you could generate
Character Details one critical event from the character’s child-
hood or adolescence and one more recent event
Standard FitD uses Heritage and Background as
that drove the PC to join the crew. Each event
quick ways to establish the character’s origin and
could potentially involve one or more other PCs
culture. You can modify or rename these (or the
if you want the group to have a history together.
items within each category) to fit your setting. They
act as an xp trigger, so players are motivated to
incorporate them in large or small ways. Actions and Attributes
If you wish, you can provide other mechanisms Anything challenging that a PC might do is struc-
for the player to flesh out the character. Be aware tured into a list of actions. By default, the action list
that too much extra stuff can feel like a burden for consists of 12 verbs: Attune, Command, Consort,
players who don’t have a clear sense of character at etc. Actions are evenly grouped among attributes:
creation or just want to play without having to do Insight, Prowess, and Resolve. You can mess with
homework. But here are some options: this structure in all sorts of ways.

⚫ Replace (or add to) heritage and background. Change the Action Words
Use other structured character details, such as
drive, beliefs, occupation (either what the char- You can change any or all of the words used to
acter does for a living now or did for a living describe actions. Maybe attune doesn’t really have
before being thrust into the plot of the game), the feel of how magic works in your setting, so you
family connections, etc. change it to cast. You can change one or two of the
⚫ Each PC could start the game with one trauma words, or all of them.
condition already marked. This would create Your action list should evoke the genre of your game
some level of pathos at game start. If so, you and expectations for what the PCs will be doing. If
might set retirement at 5 trauma instead of 4. the game is supposed to be about daring expedi-
See the discussion of trauma on page 15. tions into unknown space, choose words like scan
⚫ Create a system for bonds with other PCs. These and pilot. If it’s about swords and sorcery, choose
can be used as xp triggers or given additional words like cleave and enthrall. (A good thesaurus is
mechanical weight. For example, maybe you can invaluable for this. I like wordhippo.com.)
only assist a PC you share a bond with (or get
It’s probably a good idea for all of your actions to
free assists if you do share a bond). PCs might
be the same class of word. The standard game
have a specific number of bonds or do some
uses verbs (hunt), but you could change them all to
action to establish or maintain them. Instead
adjectives (quickly) or adverbs (swift) instead.
of restoring stress by indulging vice as in the
standard game, you could create a mechanism You should give a description of what kinds of
activities fall most clearly under each word. FitD
also gives examples of activities that kind of fit,

4
but not that well (another action might be better, Change the Number of Actions
depending on the circumstances). That establishes
what that action rating does uniquely and also areas Instead of twelve, you can use a different number
where it might overlap with other actions. of actions. Why would you do this? Well, twelve can
be a lot to keep track of. Every time a player makes
⚫ Band of Blades gives one unique action rating to an action roll, a short discussion can ensue about
each playbook. That action is available only to which actions might fit what the player describes
characters with that specialization. Each dot doing. Fewer actions mean less complexity in
in one of these ratings lets the PC perform a remembering which options are available.
particular action once per mission.
⚫ You could also have a actions that differ in Assuming you use the regular FitD system of
meaning from one character to another. For determining resistance using three attributes, a
example, in a game about a galactic civilization, different number of action ratings also changes
you could have a species action rating. The the cap on attribute ratings and how many dice
higher that rating, the better that PC is at doing can be rolled to resist a consequence. If there are
things specific to their particular species. You 9 actions and 3 attributes, then each attribute
could do the same thing with heritage, profes- can only go as high as 3 instead of 4.
sion, family, or other important differentiator. If you reduce the number of actions, each one will
Players could choose from a predefined list or have to carry more weight, since they establish
make up their own. what PCs do in your game. Make sure that your list
is broad enough to cover the things likely to happen
Attributes in the game. You don’t want to have players describe
Attributes (Insight, Prowess, Resolve) in FitD are what they are doing and not be able to figure out
used for resistance rolls. The higher an attribute, which action could reasonably apply. You also don’t
the lower the cost of resisting a consequence of want two actions to overlap so much that the dis-
that type will tend to be. Attributes are also used tinction between them isn’t very meaningful in play.
to see how much stress is restored when indulging It is very possible to use nine or even six carefully
a character’s vice (using the character’s lowest chosen action words. Play-testing of your actions is
attribute). The way attributes work is designed to important. You might find that players have trouble
encourage breadth of choice in actions. Having one figuring out how the actions interact with what
dot in many actions across each attribute makes their characters are doing and that different action
resistance and vice rolls more effective—easing words would improve game flow.
the economy of taking and restoring stress. If you
change those systems, consider whether you want You could also have more than 12 actions (such as
to find other ways to provide incentives for action 15), but that becomes a lot to remember. If there are
rating breadth. more than 12, the actions are likely to seem more
like skills and you might change the structure or
Just as with actions, you can change the naming scheme to reflect that.
names for attributes to better fit your game.
Brother Bear, Sister Wolf uses Mind, Body, and Soul, If you do change the number of actions, consider
for example. how many dots a character gets at game start. The
default for FitD is three pre-chosen dots for the
You could also change the number of attributes. playbook, plus four that the player assigns. If you
The Blades Hack uses four attributes: Blood, Mind, change the number of actions without changing
Persona, and Shadow. Each has two associated
actions.

5
how many dots they get, then the PCs begin with ⚫ In Moth-Light, you can mark a number of rat-
somewhat broader or narrower capabilities. ings. The total number of marked ratings under
an attribute is the dice pool for any rating that is
Max Action Rating marked under that attribute.
By default, action ratings can start as high as 2 and ⚫ In Brother Bear, Sister Wolf, you mark two attri-
can eventually go up as high as 4. When making butes. Each action within a marked attribute
a roll, a player can push or take a Devil's bargain gets 1d. You also mark three actions. A marked
for +1d, get assistance for another +1d, and might action gets an additional die.
sometimes get +1d from a special ability. So when ⚫ In Microblades, you assign three points among
the character gets up to a base rating of 4, you're four attributes and then mark two actions. You
looking at 6 or possibly 7 dice being rolled on actions use the attribute as the dice pool for any action
the players are willing to invest in. under that attribute. Instead of adding to the
dice pool, marked actions have 2  effect while
With six dice, the chance of a critical is 26%, success
unmarked actions have 1 effect.
40%, partial 32%, and failure only 2%. It is challeng-
ing for the GM to establish meaningful opposition ⚫ You could establish two different scales, each
when that many dice are rolled, because the stan- running 0 to 2. One scale could be a list of skills
dard rules do not impose a difficulty factor (other while the other could represent other resources
than for harm) the dice used in action rolls. like luck, magical power, physical and mental
talents, or other characteristics. When it's time
For that reason, you should consider how capable of to perform an action, choose one from the first
success you want PCs to be at game start and how scale and one from the other and add the two
high you want that to go with advancement, along together to form the dice pool.
with how many bonus dice are potentially available. ⚫ The PC could have descriptive tags that repre-
In Vergence, for example, the highest an action rat- sent abilities, resources, items, allies, etc. On
ing can be is 3. each action roll, the player gets one die for each
applicable tag. You might need to set a limit on
Other Ways For Ratings to Work how many tags can apply on any single roll, with
The system used in standard FitD is certainly not the special abilities or advances perhaps increasing
only way to generate a numerical rating for action that maximum in certain circumstances.
roll dice pools. Assuming you use the standard dice
mechanic, you should aim for dice pool numbers Special Abilities
that range between 0 and 3 or 4.
Special abilities customize each PC by providing
There are many inventive ways to come up with cool and useful capabilities or tricks—they are
that, including: essentially individual exceptions to the normal con-
⚫ In Blades Against Darkness, the players have two straints of play. Each playbook has seven abilities
points to distribute among three attributes. listed (except, weirdly, the Cutter, who gets eight).
Each point gives one die for any of the actions In your game, how many special abilities should a
encompassed by that attribute. The player can PC have at game start? Just the one as in standard
also underline three actions. An underlined FitD? If the game concept involves more capable
action gets +1d. PCs, give them more abilities at start. If the PCs are
absolute beginners, they might start with no special
abilities.

6
⚫ In Scum and Villainy, each playbook has a signa- designing abilities and add any necessary special
ture ability that the character has by default. The rules, such as marking some as not available to
player chooses one other ability at game start. other playbooks or requiring fictional justification.
⚫ In Vergence, the PCs have broad cosmic powers.
They start with one default playbook ability and Messing With Special Abilities
three other abilities that the player chooses. It’s fine to take the standard abilities and distribute
them among re-skinned playbooks. Maybe you
Veteran Abilities want to do a more traditional fantasy game, so you
There is a slot on each playbook for “veteran abil- make a Fighter playbook and start with most of the
ities.” It’s not well explained in the text, but the Cutter abilities.
intent (based on statements made by the designer) ⚫ As you continue to refine character types, you’ll
is that the player can take any special ability from probably find yourself making completely new
any other playbook. Don’t be confused by the three abilities. In doing that, don’t worry too much
dots in that category on the playbook: that doesn’t about “game balance” in the formal sense. What
mean (as I thought the first time I looked at it) that you want is for every player to be able to do
the cost of veteran abilities is three times that of uniquely awesome things, but not dominate
those on the PC’s playbook. Nor do those dots mean the game. From a design perspective, it’s great
you can only ever take three veteran abilities. if there are so many good choices that there is
Any PC can take any ability from any standard never any one best ability to take (that’s as close
playbook. The ones on the playbook are just sug- to balance as you need).
gestions. Over the course of advancement, you Since PCs can take abilities from other playbooks,
can take as many veteran abilities as you want. you’ll figure out in playtesting if you’ve made an
Essentially, there is only one big, freely available ability too good to not pick or so peripheral that no
list of abilities for everyone. The list happens to be one would ever want it.
divided up among specific playbooks for space and
thematic reasons. A character could, from start to Special abilities interact with the rules in the fiction
retirement, never bother with a native ability from in four basic ways:
their playbook. ⚫ Abilities that give a fictional benefit with a
fictional trigger (“you always know when some-
However, even if a GM makes sure to point that out
one is lying to you”). These have no mechanical
to players during character creation and advance-
effect in the game rules, they just require that
ment, many players will focus mainly on the abilities
the GM treat the character differently from
that are right there on the sheet. In choosing which
other characters in specific circumstances.
abilities go on the playbook, create ones that fit the
theme of that character type. At the same time, ⚫ Abilities that give a fictional benefit with a
think about how characters with other playbooks mechanical trigger (“when you spend 2 stress
might use each ability on any of them. to push yourself you learn a secret an NPC
wants to keep hidden”). This also provides a
Sometimes, an ability is a weird fit for other char- benefit in the fiction, but this time triggered
acter types. For example, an ability might assume mechanically.
availability of special items from a playbook (e.g.,
⚫ Abilities that give a mechanical benefit with
the Leech’s alchemical abilities in Blades in the Dark).
a fictional trigger (“you get +1d when you are
If the character doesn’t have those items, a special
aiding an ally”). The player must establish a
ability may not make sense. Consider this when
fictional basis to receive a mechanical benefit.

7
⚫ Abilities that give a mechanical benefit with ⚫ Give the character access to crafting, alchemy,
a mechanical trigger (“you can take +1d on a rituals, or other system that can be used to
desperate action if you also accept -1d to your create new capabilities.
resistance roll”). ⚫ Improve 1–3 results to 4/5 in specific circum-
All of these fit the structure of a special ability; none stances (making partial success the worst
of them are correct or incorrect. You may want to possible result).
have a mix of all of these available, perhaps on each ⚫ Gain +1 stress box.
playbook, to support different ways of interacting ⚫ Get extra ticks on a clock for certain activities.
with the game.
⚫ Get an extra downtime action for a specific
Here are the kinds of things the standard set of purpose.
special abilities allows: ⚫ Improve the capabilities of cohorts when
⚫ Give narrative permission to do something that instructing or acting alongside them.
might otherwise be difficult or impossible. ⚫ For playbooks that have a companion in their
⚫ Give a bonus (+1d, +1 effect, potency) when equipment list (such as the Hound’s hunting
performing a specific kind of activity (a subset pet), a special ability can give the companion
of an action’s usage). extra abilities.
⚫ Increase load limits. ⚫ Reduce the cost of flashbacks for specific pur-
poses (never less than zero) or give bonuses to
⚫ Allow the player to choose a benefit in exchange
actions performed during flashbacks.
for a penalty (such as +1d on desperate rolls
while accepting -1d to resistance rolls). ⚫ Mitigate the cost of leading a group action (e.g.,
a group action using a specified action rating
⚫ Allow the player to mark the special armor box
can’t cost you more than 1 stress).
to resist a certain kind of consequence or get a
free push for a specific purpose. ⚫ Give a bonus to your roll when leading a group
action.
⚫ Allow the player to do something extra when
pushing. Note that the character also gets the Some special abilities do one powerful thing (you
regular benefit of pushing at the same time. always know when someone is lying) and others
Many standard special abilities give a couple provide more than one benefit (+1 effect when
of different possible benefits when push- scouting a target -and- +1d to avoid detection when
ing, such as making an attack at long range concealed in shadows).
without penalty -or- unleashing a barrage of
When making a playbook in FitD format, much of
suppressing fire.
your time is likely to involve creating a coherent set
⚫ Reduce how much harm is taken in specific of special abilities. You’ll want a range of abilities
circumstances. that fit the theme of the playbook and help the player
⚫ Reduce penalties from harm by one level. embody what that kind of character can do. They
⚫ Permanently fill one segment of the character’s should be engaging and likely to get a player excited
healing clock. about trying them out. If you can, you want every
⚫ Give the character an extra downtime action player to have trouble choosing which would be the
that can be used for a specific purpose. most fun to have because they all seem so cool.
⚫ Give the character a bonus to a certain type of You’ll also want to avoid the easy mistake of having
downtime activity. the same or similar abilities on two different play-
⚫ Give the character an extra xp trigger. books—that’s pointless, since PCs can take abilities

8
from other sheets. Remember that in default FitD, capable. Since their abilities can do more,
you’re really designing one big list of abilities that players will use them more than in the standard
all the players have access to. game (but will also need to keep track).
You could choose to impose some kind of pattern to ⚫ Give a list of sub-powers within a special ability
every playbook’s special abilities. In standard FitD, and let the player pick two or three of them.
the first listed ability on each playbook is presented ⚫ Define special abilities more in the form of
as a good default starting ability if the player isn’t broad permissions. “Super strength” could just
sure which to choose. You might make sure that define the character as being vastly stronger
every playbook has one ability that is useful for than a regular person and let the effects of that
downtime actions. At least one could give narrative be defined by what seems reasonable to the
permission to do interesting things rather than group during play (and, of course, affect posi-
manipulating game mechanics. One could provide tion and effect).
a special armor box that can be checked for a free ⚫ Devise a more crunchy system of building
to resist under specified circumstances (or used abilities from constituent pieces. Many other
for some other purpose, if you wish). If your game games have gone this route, but it adds a lot of
needs it, you could have other patterns that occur in complexity.
every playbook’s list of abilities. ⚫ Have special abilities structured in levels. The
more dots you put into an ability, the more
Changing the Special Ability Format things it can do.
The special abilities in your game do not have to ⚫ Set up special ability advancement in a tree
follow the structure of the standard game. The FitD structure, with those lower down being prereq-
abilities tend to give one specific advantage. That uisites for more powerful abilities higher up in
makes sense in a heist game in which every unusual the tree.
capability is significant. It also fits many other If you don’t need advancement to be such a big part
kinds of RPG genres. of your game, you can have PCs start with some
But your game might require characters with a number of character-defining special abilities, but
broader set of abilities. If the genre is any variant on then have a set of smaller perks that they can gain
super-powered or much larger than life characters, during play. That would fit a genre (such as 19th and
the standard ability format may not reflect that. early 20th century adventure fiction) in which char-
You can design special abilities in many other ways, acters start out very capable but don’t really change
including: significantly from one story to the next.

Advanced Abilities
⚫ Use the same basic format for special abilities
as FitD, but expand to allow some abilities to do
other things. You could create a special ability Blades in the Dark includes several sets of additional
that provides a personal vehicle or magical abilities that are not available at game start. The
familiar, for example. You could specify what requirements to obtain access are not defined in the
that asset can do, perhaps allowing the player to rules, but are discovered during play. These include
chose some number of customized advantages a set of special martial arts techniques (Iruvian
from a list. sword arts), commitment to ancient and terrible
⚫ Make each special ability a thematically-related gods, and binding to a pact with a demon.
combination of advantages rather than just one.
You could include similar kinds of advancement
This will tend to make characters more broadly
paths appropriate to your setting.

9
⚫ Scum and Villainy has a different set of advanced Load can also be to represent things other than
abilities appropriate to a space opera setting. just carrying stuff—it can essentially function
⚫ Raiders in the Dark allows PCs to accept commit- as a limiter on uses per score, just like the special
ments. Each has prerequisite requirements and armor box (but more than one, and more flexible).
costs that the PC must meet. They provide access A wizard character might check off load slots when
to several special abilities unavailable to others. using magical spells (which, interestingly, would
For example, Blood Magic is available only after naturally tend to support the traditional RPG trope
traveling to some ancient place where your of magic users not tending to wear armor or carry a
blood might be infected. It requires a long-term lot of stuff), a hacker could check a load box for use
project allowing yourself to be taken over by of intrusion software, and so on.
something terrible in your body and accepting If you want to be more detailed with load, you
a trauma condition. Your vice (solace) becomes could incorporate a system in which players declare
drinking blood from sentient creatures. It gives which items they have ready to hand and which are
access to several blood-related special abilities. stored away and would take longer to get to in an

Equipment and Load


emergency.
You can change the equipment and load structure
Each playbook in standard FitD has a list of regular in large or small ways. In Raiders in the Dark, for
items everyone can have and another list of items example, I wanted wearing armor to be easier, so
specific to that playbook. Special equipment is I made standard armor cost one slot instead of two
one of the ways to make each playbook unique and heavy armor cost two additional slots instead
and interesting. The character doesn’t need to put of three.
in any extra effort to get access to an item on their
Create a standard list of equipment that showcases
list, unlike others who might be able to get it via a
the kinds of assets the PCs would reasonably make
long term project or other action to justify having
use of. You might change how many item slots
something unusual.
count as light, medium, or heavy load.
In the standard system, each playbook gets six
Another possible aspect of load is supply. In a game
special items. Generally, they are a mix of things
about exploration or travel, it might be useful to
with a mechanical effect (a fine weapon) and those
keep track of the supplies or goods that can be car-
that give narrative permission (blueprints). Some
ried by a wagon, spacecraft, porter, sailing vessel,
take up no equipment slots and can be declared for
etc. You could create a whole mini-game about
“free,” while others use one or more slots and are
managing scarce resources.
declared just like any other item in the inventory.
⚫ In Deathwish, one of the actions is called Pack.
“Items” are ways to manipulate the fiction to gain
For each dot in Pack, PCs get one point of
advantage. They do not necessarily have to represent
Supply. They can use Supply to declare access to
physical objects. Some playsheet items are really a
larger or rarer items than they would otherwise
way to give the character an extra skill or capability,
have available.
such as “fine martial arts technique.” This would
give the PC potency on martial arts actions. While You can also get rid of the equipment system entirely.
special abilities are available as "veteran" choices In Vergence, there is no formal system for items or
to all other character types, these skill "items" are load. There are no item lists. The game isn’t really
specific to a playbook and not readily available for about resource management or wealth, so players
others to pick from. can declare any equipment they could reasonably be
carrying. They can carry any fictionally appropriate

10
amount of stuff. If a character got loaded down, the playsheets, so it would automatically customize
GM could reflect that via position, effect, etc., but itself to whoever takes it).
there is no system for it.
Ancestries
Other Playbook Things In some games, players will choose an ancestry
Any number of other items could be added to play- (species, kin, race, kind, national origin, etc.). That
books to fit the setting and tone of your game. Do could be mainly a detail with no mechanical effect in
you need to track the progression of a character’s the game rules (or perhaps an xp trigger). You could
Doom, Social Credit, or Corruption? Add whatever also give some kind of ability to each PC species.
trackers you need to the sheet and develop systems ⚫ In Scum and Villainy, any PC can choose the
for making them meaningful. Structure your play- “xeno” special ability (instead of a playbook
books to represent the things that are important in ability) when created. This ability is described
your game. narratively for each character. Then, whenever
the player wants to use it, the GM assesses a
Gather Information Questions cost in stress from 0–2, depending on how
much effect it has. This xeno method from S&V
Although not in the actual rulebook, each printable
could work in almost any game with divergent
Blades in the Dark playsheet has a unique list of
species or types. If, for example, the characters
Gather Information questions. These are not the
are different kinds of intelligent animal, a Bear’s
only questions a character of that type is allowed to
special ability could let her be strong and fierce,
ask, but suggestions intended to focus the player on
a Mouse could fit through tiny spaces and be
their character type's role.
elusive, etc. The GM would assess a stress cost
I myself don't find these especially useful when those abilities have a significant effect on
for players or GMs. As far as I can tell, most the game.
groups don't seem to use them much. I would ⚫ In Band of Blades, each character is from one of
speculate (without evidence) that they might a four heritages. Each heritage has a list of traits
holdover from earlier drafts of Blades in the Dark, which give minor advantages that also act as
which evolved away from its original roots as a xp triggers. The player picks two heritage traits
Powered by the Apocalypse game with moves that for the character. Players and GMs can create
allow specific questions to be asked. The play- additional heritages for characters from places
book questions seem to fit that kind of game, but less common to the lands where the campaign
there is no mechanical support for them in the is set.
existing FitD game engine.
If you like these kinds of Gather Information The Crew
prompts, you can include them on playbook forms.
The crew is a means of binding a group of PCs
It would be possible to give them more structure together for a common purpose. The specific kind of
in the rules, such as a special ability that gives +1d crew tells us, generally, what the PCs will be doing
or +1 effect level when gathering information while together and how they will advance themselves. In a
asking a question from the list on their sheet (inter- game with high PC lethality or retirement, the crew
estingly, if you put that ability on just one playbook, also becomes the thing that the story is about. You
other character types taking it as a veteran ability might end a campaign with none of the original
would be limited to the questions on their own PCs, but their legacy remains.

11
If your game is about something other than a gang ⚫ Allow each PC to add one dot to an action rating.
of criminals, you might change this structure (or These are divided up by attribute, so that if you
eliminate it entirely). take the Prowess crew special ability, anyone
⚫ In Scum and Villainy, the crew is replaced by a can choose to add one dot to an attribute within
ship (with a literal crew); different types of ships Prowess.
suit different kinds of activities that the crew ⚫ Increase the maximum allowed action rating.
engages in. ⚫ Give some special skill or capability to everyone
⚫ In Band of Blades, the crew is replaced by mem- in the crew.
bership in a legion of mercenaries beset by mag- ⚫ Decrease a cost or increase a benefit.
ical foes. In that game there is only one type of ⚫ Give +1d to the engagement roll for a specific
“crew” because it is about a single kind of story type of plan.
(although they do choose a supernatural patron
When you create a crew sheet according to the
which is in some ways similar to choosing from
standard FitD format, you’ll create a set of special
among different crew types).
abilities that fit the setting and the tone of that type
⚫ In Vergence, the players choose an interdimen-
of crew. The standard game gives seven abilities
sional challenge to face and form an alliance
per sheet. Many repeat from one sheet to another
against it.
(sometimes mechanically the same but with differ-
⚫ In Moth-Light, the players choose a pact which ent names).
will determine the kind of goals and obstacles
the PCs face. Crew Upgrades
⚫ You could design a longer term intergenera-
Upgrades mostly create or improve crew resources:
tional game in which you only play one or two
the crew’s lair, cohorts, equipment, etc. They can
scores per decade, with the PCs retiring and
also provide more xp to crew members when they
being replaced by the next generation (who
train a specific trait.
could be their children).
If you don't have a system analogous to a crew, you Crew Contacts
may need some other mechanism for giving the
In addition to individual PC contacts, the crew also
characters a reason to work together toward com-
has a contact list, with one friend and one rival.
mon goals.
These are professional connections for the group as
a whole. Keep this if the group’s contacts should be
Crew Sheets
important to the game.
A crew sheet functions as an additional shared
playbook, giving extra bonuses and opportunities Do You Need Crew Sheets?
for advancement.
Not necessarily. Crew sheets focus the game on dif-
ferent types of play. If your game is really about one
Crew Special Abilities
kind of thing, then you can eliminate crew sheets or
Crews have their own special abilities, which apply have tracking forms for managing group resources
to everyone in the crew. These abilities work sim- (as Band of Blades does).
ilarly to those on playbooks, providing collective
advantages such as:

12
Cycle of Play
Like the rest of FitD, the various subsystems that phase sequence: the players can choose to move
you contact in the cycle of play are optimized for the freely from one phase to another as they wish.
original setting and style of the game. Depending There is a mechanism to allow players to take
on your hack, you might need to tweak or com- different kinds of phases at the same time if
pletely revise some or all of these systems. they want, so one PC can rest while others stay
in free play, for example. The game calls this a
Game Phases “phase split.”

FitD is built around a continuous cycle of free play,


score, downtime. The system is structured so that
Free Play
the characters noodle around in free play until there FitD calls out free play as a phase of the game
is a reason to initiate a score (which begins with an between other, more formally defined phases. Since
engagement roll), followed by downtime, followed it doesn't have specific game systems associated
by going back into free play. The assumption is that with it, you could mess with other game phases
the GM and players collaborate to establish score and leave free play alone (although you are likely to
opportunities and the players are motivated to change some of the systems that are used within
participate in scores because that's where most of free play).
the game resources they need come from.
You can use this basic structure, with perhaps a few The Score
tweaks, or you could change it in significant ways. With its focus on criminals committing crimes,
One option is to change the cycle itself. A forced standard FitD is structured around scores. Scores
sequence of free play, score, and downtime reflects establish a default episodic structure: each game
the constrained nature of criminals struggling to session is likely to involve a score. It is possible to
advance within a city, but not necessarily the open run a couple of scores in one session and major
ended nature of heroic fiction, for example. scores could last two or more sessions, but the
game deliberately imposes an inherent limit to how
⚫ In Vergence, the PCs are very powerful and much can reasonably happen in a score. That limit
can travel freely within an infinite multiverse. is stress, which is a precious resource that cannot
Constraining them into a limited phase in any predictable way be recovered during the
structure doesn’t fit the choices they might score itself. As the PCs use stress and start to run
reasonably make. Instead, much of the game low, they need to end the score and get to downtime
is intended to happen in free play. Play can so they can recover—even if means the score is not
move into a more detailed operation phase if successful.
an engagement roll is needed. If they need to
restore stress, the players can take a short rest You could keep the basic structure of a score while
phase (which just restores 4 stress and resets just renaming it to fit your game. Explorers of
abilities). Or, if they want to take larger scale ancient ruins could run an expedition or delve instead
actions, they can take a longer scheming phase. of a score. Commandos could conduct an operation.
A scheming phase allows the GM to check off Children could fall into a shared nightmare.
a greater number of segments on opposition Renaming might be all you need to do, or you
clocks than a rest phase. There is no constrained might adjust some of the systems that are used to

13
define a score. For example, if you want to allow for is already clear. In that case, you could provide
somewhat longer scores, you could provide some the GM with the option to skip the engagement
mechanism for recovering some amount of stress. roll and just declare that a score has begun.
⚫ In Raiders in the Dark, the crew can find a safe You might also consider whether your game should
location and rest for a few hours. During a rest, have a mechanism for disengagement.
PCs restore stress up to half their maximum, ⚫ In Raiders in the Dark, at the end of a delve the
or 1 stress if they are at more than half. They crew can make an exit roll to get themselves
also reset their armor boxes and clear any short out of a dangerous location. Depending on the
term harm. result of the roll, they might all take one or more
Not all game genres fit the episodic nature of scores. consequences or they might get away free. The
If necessary, you can change the game structure to exit roll is not required (they might just play
build the action around other kinds of events, such through the exit normally), but it is a way to
as encounters, scenes, missions, or short and long abstract that part of the delve if the group is not
rests. Just make sure you take into account the interested the details.
economy of stress and stress recovery so that the
PCs have resources to work with during play. If you Flashbacks
change the system significantly you'll probably need
to playtest and make adjustments so that stress is Flashbacks work hand in hand with the engage-
precious and limited, but not to the degree that the ment roll to encourage players to skip tedious
players are afraid to use it. preparation for a score. They can always flash back
to the work they have already done to prepare for

Engagement Roll the situation at hand. They can do that as needed


rather than making the players attempt to plan for
The engagement roll is designed to focus the players every foreseeable contingency.
on the action instead of planning and prepping. It Flashbacks fit many kinds of fiction, but not all. In
works well in games that are set up to abstract the a horror game, for example, you might eliminate
planning part of PC actions. or adjust flashbacks so that PCs are less proactive
⚫ In a game that is more about resource manage- and have less control. To limit flashbacks, you could
ment and planning, you could create a more increase the cost, so that they always require at least
formal structure for prepping before a score, 1 stress (but if you do that, the players will tend to do
such as a planning montage, scouting, build- more planning and be more hesitant).
ing super-science creations in the laboratory,
Some play groups lean into flashbacks and use
etc. This could be used to establish facts about
them constantly to flip back and forth between
what is about to happen, give extra dice to
present time and prep. Other groups (sometimes
the engagement roll, affect what items can be
with experience playing other games) use flash-
included in load, or other relevant tweaks to the
backs rarely or even think of them as “cheating.”
system.
Consider the types of people who might play your
⚫ Another change could be to make engagement game and how they might respond to a flashback
rolls optional. The purpose of an engagement mechanic. If you are likely to get a lot of tradi-
roll is to determine the starting position when tional RPG players and include flashbacks, you
the action starts. Depending on the narrative could consider ways to ease them into using that
structure of your game, free play might often narrative structure.
merge right into a score, so the starting position

14
Stress ⚫ A character taking trauma might play through
a flashback scene to address some element of
Stress is the core currency of PC activity in FitD. For the trauma condition the player has chosen—
players, it is useful and precious, especially since potentially gaining some advantage (such as a
checking your last stress box results in trauma— setup action) that applies to the current fiction.
and resistance rolls cost a random number of stress ⚫ You could have some system for a player whose
points, so trauma is a risk whenever you make a character is taken out via trauma to temporarily
resistance roll with 5 or fewer remaining stress. take some specific role while not playing the
character. That could be playing one or more
You can change how stress works in a few ways:
NPCs, flashing back to a time when the char-
⚫ If the word “stress” doesn't fit your game, you acter provided guidance or assistance to the
can rename this resource to a different word, PCs who are still in the scene, choosing the next
such as moxie, power, grit, élan, vigor, vitality, big narrative beat, or any other role that fits the
doom, or heart. theme of the game.
⚫ The standard game gives players a max stress ⚫ In FitD, trauma is permanent. If that doesn’t fit
of 9, with a couple of more points available via the setting, you can provide a mechanism for
crew upgrades. If that's too much or too little, removing trauma—using advanced technology,
change the number. magic, a boon from the gods, or any other
⚫ A crew that is connected psychically could have method that aligns with the fiction. Removing
a shared pool of stress. Each PC could have a trauma should probably be a significant under-
few personal stress points and then a stress taking that takes time (perhaps via downtime
track for the crew that they can all draw from. actions) or some other player resource.
⚫ In Deathwish, there is no trauma. When you get
Trauma to zero stress, you are exhausted. You can keep
playing the character when exhausted, but you
PCs who check off their last stress box suffer
can't do things that require spending stress.
trauma. Trauma takes the PC temporarily out of the
Some abilities let you mitigate exhaustion in
game. Trauma is a dramatic event that some players
certain ways or gain a bonus when exhausted.
enjoy. But it also keeps the player from playing for
some (not quite defined) period of time, which can Forced Retirement
feel intrusive and not so fun.
In the standard game, PCs who mark a fourth
Because resistance rolls cost a variable amount of trauma condition cannot continue as playable char-
stress, it's very possible to go into trauma unex- acters. They must retire or take a fall and become
pectedly (two very bad resistance rolls will do it). incarcerated. This reflects the standard setting
This system is designed to reflect the desperate (desperate scoundrels) and encourages campaigns
and unpredictable nature of a criminal gang on the in which players may have multiple characters. It
bottom of the social hierarchy. It might or might also gives players reason to avoid trauma.
not fit your game.
You could change this in a few ways:
⚫ You could also be more defined about what
it means to gain trauma. For example, for the ⚫ In a game like Deathwish, without trauma, there
rest of that score it could limit the actions the is no forced retirement (but there is a retirement
character can take by themselves or otherwise system for characters who have completed a
place constraints on action. campaign).

15
⚫ You could lean even harder into this mechanic so the desperate nature of the criminal gang setting of
that the fourth trauma condition doesn’t mean default FitD. It also encourages a game with more
retirement, it means going out in a blaze of than one PC per player. When one PC is too hurt to
glory. The PC could get some temporary bonus, go on a score, another one can sub in.
such as being able to ignore harm penalties and
If your game doesn’t fit that model, you can make
a fully restored stress track, but will not survive
healing easier. Here are some ways to do that.
past the current score or scene.
⚫ Make retirement fit the theme of your game. If ⚫ You could just let PCs clear all harm in between
it’s about adolescents who have a way to travel scores. If, in the fiction, the crew would normally
from our mundane world to a magical realm, be able to wait until everyone is healed (or if
then exceeding the trauma limit (or equivalent) magical or high tech healing is easily obtained)
could mean that the character has become a then letting PCs heal completely between scores
grownup and is no longer able to cross over. is nice and simple.

⚫ Instead of retirement, taking on too much ⚫ Level 1 harm is cleared automatically at the
trauma could mean some kind of transfor- start of downtime (this is how it works in
mation. Perhaps the character transcends Scum and Villainy).
from being a mortal into some altered state of ⚫ All harm drops by one level automatically each
existence, which doesn’t require retirement but downtime. A PC can take a recovery action to
does involve changing to a new playbook with heal more quickly than that.
new abilities and limitations. ⚫ Provide a more forgiving recovery system, such
as this one (which doesn’t use a clock and gen-
Downtime erates some kind of healing with each recover
action):
Downtime is a mini game within FitD that is
oriented toward longer term actions. If your Recover
game incorporates downtime, you can make it a Roll PC action rating Critical: Clear all harm
big deal, with lots of different actions that can be or NPC Tier 6: Clear two levels of
accomplished, or just a pit stop in between more Add +1d for harm
important things. assistance 4/5: Clear one level of
harm
Get +1 effect level per
1-3: Clear all level 1 harm
Long-Term Project coin spent

This simple, abstract, and versatile system is quite ⚫ Taking more downtime actions for healing
functional as written. Unless you have a reason to doesn’t cost coin, it only means the GM has
change long-term projects, they fit well into most justification to advance troublesome clocks.
types of game. ⚫ Magical or high tech rapid healing is available at
a cost in coin. If the PCs have the right connec-
Recovery tions (which could be a crew upgrade), they get
Recovery from harm in FitD can be punishing. some amount of healing for free.
Especially in the early stages of the game, when
PCs may not have access to healers or the coin to Vice
spend on extra downtime actions, a PC who goes In a game about criminals, it makes sense that
into downtime severely wounded might be just as indulging in vice is the mechanism for recovering
hurt at the beginning of the next score. This reflects stress.

16
⚫ If you want to use the same basic system but Recover Stress
make it feel less seedy, you can rename vice to
something different, such as solace or decom- Recover all Critical: Gain extra information,
pressing. Providers of stress recovery could be stress and a new contact, or other
roll worst advantage
family members and friends rather than drug
Attribute 6: No problems
dealers and bookies. rating 4/5: +1 Heat or minor narrative
The vice mechanic for recovering stress includes an complication
element of risk, since PCs who recover more than 1–3: +2 Heat or major narrative
complication
their maximum stress overindulge. The lower you
are on stress, the lower the chance of overindul-
⚫ The PCs automatically recover some set amount
gence (it’s impossible if you have more than 5 stress
of stress, such as 4, each game session. They
to recover).
could then choose to indulge vice (or some other
If you want to dissociate the likelihood of overin- mechanic, such as giving up a downtime action)
dulgence from the PC’s current stress level, you if they wish to recover more than that.
could use a table like this: ⚫ Create some other restoration method, such as
roleplaying through a small recovery scene with
Indulge Vice another PC or an important NPC.
Roll worst Critical: Recover all stress
Attribute
rating
6: Recover 5 stress
4/5: Recover 3 stress
The Faction Game
1–3: Recover 2 stress and Interacting with factions is a big part of
overindulge Blades in the Dark. You can use the standard FitD
⚫ The Blades Hack lets the player roll choose faction mechanics if they fit your game, integrating
whether to recover a small amount of stress or your own set of factions.
overindulge to recover all stress. Overindulging Here are some other ways to make factions work:
means the GM rolls to determine some extra
⚫ A simpler system would be to just use roleplay-
problem the character suffers.
ing and faction clocks. When the PCs interact
⚫ A simpler and more forgiving system is to have positively with a faction, establish a clock to fill
PCs recover all stress at each downtime. This toward gaining their confidence or earning a
could fit a game about larger than life action significant favor. When the PCs interact nega-
heroes, for example, or one in which each tively, then create a negative faction clock and,
downtime represents a significant amount of when it fills, have the faction take some kind of
time in a calm environment and a chance to reprisal.
fully reset. That could be a “free” reset, require a
⚫ If factions don't go to war in your game, change
downtime action but no roll, or it could require
the effects of being at -3 status—or remove or
a downtime action and a roll such as this:
redesign the faction status level system entirely.
⚫ In Vergence, most factions are led by a single
strong individual, so factions are presented as
a list of NPCs and what they are in charge of.
The group can earn a game currency called favor
with individual factions, which can be spent for
extra dice and other bonuses.

17
⚫ In Deathwish, there is a formal system for estab- they can easily manage their indulge vice rolls to
lishing different levels of alliance. The stronger recover stress they lose between scores). They have
the alliance, the more resources are available to plenty of coin to pay for extra downtime actions
the crew. when healing is needed. Because the game provides
few tools for a GM to provide serious challenges to
Advancement characters who have earned a lot of xp, the end of a
campaign can fall rather flat.
FitD has advancement systems for both PCs and the
crew, with xp triggers that are marked at the end of Some possible changes have been proposed else-
each game session. where in this document to address this issue (such
as limiting each action to 3 dots instead of 4), but we
If you like the basic FitD xp system, keep it, perhaps can also consider it in thinking about how advance-
reconsidering which xp triggers fit your game and ment works.
how fast characters and crews should advance.
Here are some possibilities:
⚫ Is your game designed for one-shots or just
a few sessions you could have a very simple ⚫ Scale the cost of advancement. For example,
advancement system (or none at all). you could make the first dot in an action cost
⚫ Is it designed for a range of different game 4 xp, the second 7, the third 9, and the 4th 11.
lengths? If so, how will it work for just one or Special abilities and crew advancement could
two sessions? 10 sessions? 20? 40? Is the game scale in a similar manner. This would let players
still playable once the PCs have earned many advanced quickly at the start, but slow it down
upgrades or does it become uninteresting over time.
because they’ve become too powerful and don’t ⚫ Deathwish has no xp system. The crew just gets
have much else to strive for? one advance after completion of each score.
Advances provide relatively small benefits.
Most players like advancement, so it can be a
good idea to make sure the first advances happen ⚫ Vergence also has no xp. Each type of crew
quickly. Even during a one-shot, you could allow (alliance) has milestones that are specific to
for advancement halfway through. On the other the threat they are facing. When enough mile-
hand, during a long campaign, it’s important to stones are met, the entire group earns upgrades
make sure players don’t get all the shiny things very that can be spent for group resources, new PC
quickly and then have less motivation to continue. special abilities, action dots, etc. This means
advancement happens at the same pace for
A common concern raised about Blades in the Dark everyone and is less finicky. It does not have any
and some other FitD systems is that in a long cam- individualized incentive structure, however.
paign, PCs become powerful enough that the GM
⚫ Marking xp for desperate rolls creates a weird
has great difficulty figuring out how to challenge
incentive in which players may focus on getting
them. With expected advancement, PCs are likely
game currency (xp) instead of playing within
to have 4 dots in the actions they use frequently, so
the fiction of the game. They might trade posi-
they typically roll 6 dice on important actions, which
tion for effect just to make a desperate roll, or
means a 2% chance of outright failure. Position and
tell other players not to help with a setup action
effect become less relevant with large dice pools.
because they want their action to be desperate.
Advanced PCs also often also have 3 or 4 dots in That xp trigger is also another thing to remem-
most attributes, so they roll a lot of dice when ber to keep track of. You could choose to get rid
resisting. That means resistance costs little (and of it if the incentive doesn’t fit your game.

18
Coin and Stash (who wants it back). If your game is designed to
explore betrayal, you could choose to lean into
The coin mechanic provides a way to abstract wealth those kinds of events mechanically, perhaps with a
and reward, avoiding tedious accounting of small random table of complications that must be rolled
units of currency or a cycle of petty theft and fencing after a score.
of stolen items. This system is fairly easily adapted You could also change the mechanics for payout,
to any game that is about PCs scrabbling for wealth: making the benefit from scores less predictable
cyberpunk, sword and sorcery, gangsters in 1920s or adding in other kinds of renumeration besides
Shanghai, etc. If appropriate, you can rename coin abstract coin.
to whatever fits better, such as “cash” or “cred.”
⚫ Raiders in the Dark is about venturing into
⚫ If wealth is not a driving factor in your game, ancient crypts and acquiring loot. During a
you could choose to remove this system. For delve, they can acquire loot dice to represent
example, in a game about intrepid galactic various items they’re picking up that they think
explorers from an advanced post-scarcity will be valuable. Each loot die takes up one load,
culture, a wealth system is largely irrelevant to so they must make choices about what to carry.
what the PCs are doing. You might need some There are two kinds of loot dice: red and blue.
other mechanism for determining how PCs get One red is more valuable than one blue, but
stuff and influence others. two blue are more valuable than one red. They
⚫ If you want to get more detailed and finicky, can combine two blues into a red (representing
you can make the system less abstract. For sorting and keeping only the most valuable
example, you could make the players track the stuff). When they get back to their base and can
actual amount of money or other valuables they try to convert their loot to coin, they roll on a
acquire and spend. payout table to learn what coin or special items
they have acquired.
Payoff Payout Roll
The standard game assumes that successful scores Roll your blue Each 5 or 6: 1 coin.
generate coin fairly reliably. The larger the score, loot dice Three blue sixes: special item.
the greater the payout, but otherwise the GM is Roll your red Each 4, 5, or 6: 1 coin.
directed to just give the crew a consistent reward loot dice Two red sixes: special item.
for completing a score.
If your game doesn’t use coin or some other cur- Retirement
rency equivalent, you will need to consider some
If retirement from life on the edge makes sense in
other game structure to motivate the players to take
your game, then include it. FitD has a system for
game-relevant action.
determining the quality of retirement based on
Assuming you do use coin, you can build in tropes of stash. If that’s not a theme that fits your game, you
criminal fiction—that the standard game avoids— can easily remove it.
by making payoff less certain: an erstwhile ally takes
You could also base retirement on some factor other
off with the loot, a fence cons the crew into thinking
than wealth, such as fame, honor, or legacy. Then
the loot isn’t worth much, or the crew gains access
you’d need to track or define what elements of the
to a huge payout that belongs to someone powerful
game contribute toward that kind of PC end game.

19
Heat and In many game settings, a structured incarceration
system is probably not a good fit. If that’s not what
Entanglements your game is about, you can take it out while keep-
ing heat and entanglements.
This system is a way to give mechanical weight to
troublesome attention from the powers that be. If Without incarceration, you may need another
your game is about acting illicitly within a corrupt mechanism for the crew to reduce their wanted
power structure, the heat system in FitD might not level, such as doing favors for powerful factions,
need any significant changes aside from creating paying large bribes, moving to a different territory
entanglements that fit the setting. where they are less notorious, or setting up others
to take the blame for their actions.
However, if your game is about proactive heroes
who are taking action rather than dealing with ⚫ In Scum and Villainy, heat is tracked separately
unprincipled power, you might want to just remove in each star system the crew operates in. The
this whole system. In that case, factional issues crew can avoid places where they have become
could substitute for heat and entanglements. notorious by going elsewhere.
⚫ In Asphalt & Trouble, the crew builds up heat in
Heat a specific region and can get rid of it by moving
on to some other location. But if they do so, they
The heat mechanic includes a whole subsystem
lose whatever local assets they have acquired or
involving wanted level, incarceration, prison
improved, such as a base of operations.
claims, and entanglements. This reflects dealing
with power and those who control it. It may be over- Entanglements
kill for games in which that kind of action belongs
more in the background. If you use entanglements, you may need to create a
new set of events. If giant monsters are a thing in
If legal entanglements need to be important, then your setting, then include events with giant mon-
make them important. Use the incarceration sters as entanglements. If there is a secret society
system or build something equivalent to fit your pulling all the strings, then an entanglement could
game. Make entanglements significant enough to be contact with a peripheral (or not so peripheral)
drive major game events. Create a game in which part of the Illuminati.
the crew either puts a lot of energy into minimizing
heat or pays the consequences. One issue some groups have with the entangle-
ments system is that it can be rather mechanical.
Incarceration A common complaint is that this part of the system
feels like playing a board game, which pulls players
A formal mechanical system for sending PCs to out of the feeling of role playing their characters.
prison and then giving them the means to stake Entanglement results can be repetitive over multi-
prison claims fits some genres of RPG. Note that ple downtimes, which isn't very dramatic.
incarceration can split the crew, with some in prison
and others out of it. That could be disruptive to the Many entanglement results can be bought off by
game flow (unless players are willing to create new expending resources (coin, rep, etc.). This gives the
characters). One change you can make is to not have players control of whether they play through an
one PC do a stint in the hoosegow, but the whole entanglement plot or not, but if a group just rou-
crew instead. tinely pays up so they can get to the next score, the
entanglement system is just a resource tax, not an
engaging part of the story.

20
⚫ Entanglements could happen less often, but be
a bigger deal when they come up. For example, Rep and Tier
if 1–3 on the table is that there is no significant Crews “level up” by advancing their tier. They do this
entanglement, then the other results you put on by accruing rep and spending coin. Tier is a mea-
the table will be less common. sure of how much strength the crew has acquired
⚫ If you need entanglements to be major plot vs. other gangs within the corrupt underworld. Tier
elements, then remove the option to buy them is used for dice pools when crafting or acquiring
off. The players will just have to deal with them assets and when using the crew’s influence. It also
in play. The potential problem with that is determines quality of equipment and the size of the
that they can derail the plot that the GM and gangs the crew controls.
players are interested in and force them onto a
This system can be adapted to any other way
different track.
of scaling the crew vs. opposition they might
⚫ In Asphalt & Trouble, entanglement rolls are struggle against.
made just before the score. The results are a sort
of extra consequence that will have to be dealt ⚫ In Vergence, the PCs have a static quality level
with during the action. of 2. Those they encounter might have a qual-
ity ranging from 0 to 4. When they contend
⚫ Entanglements could trigger a more free form
physically or psychically with opponents, the
consequence discussed among the players and
difference in quality (plus or minus) is used as a
decided upon by the GM. The game could give
modifier to the effect level of their actions. This
a list of examples to pick from, with discussion
makes the PCs inherently stronger than some
about fitting the entanglement to the current
opponents, while placing them at a disadvan-
fiction. They could take the form of involvement
tage against others.
with specific NPC rivals, nemeses, and factions
rather than abstract events. Triggering an ⚫ Band of Blades uses threat instead of quality or
entanglement could mean that an established tier. PCs with standard equipment are threat
NPC villain or faction interferes with the crew. level 1 and fine equipment increases their threat
to 2. Enemies also have a threat level, some-
Turf and Claims times much higher than 2. This is considered in
assessing position and effect.
Turf and claims are another mechanic that is fitting
for a game about criminals establishing control of Crafting and
territory in a corrupt city. If your game isn’t like
that, it’s fine to just take out this whole system.
Acquiring Assets
Crafting is a subsystem to allow PCs to create spe-
If you do keep it, you’ll want to establish a modified
cial assets for themselves. Acquire asset is another
claim map for each crew type, with mechanical
system to allow PCs to get special assets (items,
effects of taking over each kind of claim. Your claim
experts, cohorts) from other people or factions.
map could represent parts of a decrepit space habi-
tat, nodes in cyberspace, control of an ancient tele-
portation system, secret passages within a magical
school, or any other contested “territory.”

21
These systems can produce results that are not ⚫ Allow the PCs to start with the higher tier items
“balanced,” but that might be OK, especially in their abilities give them access to. However,
a short-term game. It’s fun to make and invent when expended, replacements must be crafted
stuff, and if the PCs get cool advantages over or acquired. If the required minimum quality
NPCs, then the GM has tools to correct that if it’s level is not achieved, those items have one extra
necessary for the story. If your game emphasizes flaw per level of difference. Flaws are negotiated
this kind of thing, you could include a discussion between the GM and players.
of the implications and what can be done to keep ⚫ Allow the PCs to replenish the higher tier items
the game both fun and challenging. on their regular item lists as long as they have
The crafting and acquire asset systems are fairly access to their lair (to make them) or a supplier
flexible, in that what is possible can be established (to obtain them). But if they lose access (such
by consensus among the group. If you have crafting as during a war with another faction), they
in your game, you’ll probably want to come up with can’t replenish other than through action in
a list of sample craft-able items to fit the setting. the fiction.

However, if you use Blades in the Dark as your model


for special items, you will notice some apparent
Rituals
inconsistencies. The crew starts at tier 0, which This is another system that can be adapted to fit
means their equipment is normally tier 0 (or tier 1 your setting, by establishing what the “rules” of
if it is of fine quality). The base tier of crafted items magical rituals are. What kinds of things can be
is also 0. But the special abilities they can access at accomplished, what are their limits, and what do
game start say they can have items of up to tier 4. they cost? If your setting has magic and this system
fits your conception of how it works, then use this
Does taking a special ability give them access to
system. Develop those rules and provide some
those higher tier items? What happens when they
examples of rituals.
are expended, as in the case of potions? Do the PCs
have to do anything to replenish, or does that just
Magnitude
happen off screen?
If you use the FitD ritual system, you’ll need this as
The standard rules don’t really answer those ques-
well. Some abilities might also depend on it. If the
tions. If you use the core game as a model, you might
scale is not right for your setting, you can adjust
want to clarify how this all works. Some options:
what each of the numbers means.
⚫ Ignore the contradictions. If a special ability
Magnitude can also be used as a formal measure of
says a PC gets access to higher tier items, they
other kinds of scale, such as effect level of magical
are freely replenished at every downtime. The
spells or size of huge kaiju monsters.
only limits imposed by tier are on those items
not available through playbooks or special ⚫ You could use the magnitude tables (or some
abilities. version of them) to set the cost of spells, super-
⚫ Create a list of basic items of tier 0 or 1 that powers, or other effects. For example, in a fan-
the crew can make use of (instead of using made Wizard playbook for Blades in the Dark, the
the higher tier items in Blades in the Dark as a PC creates a supply of a resource called Flow
model). As they increase their tier, they get by making Risky action rolls using the Attune
access to more interesting things. action. Spells are cast by spending Flow, with the
cost determined using the magnitude tables.

22
Non-Player This is a reasonable tradeoff in the core
Blades in the Dark game because NPCs mostly have
Characters mundane abilities and are pretty simple to keep
track of. But if your game might include lots of
In most traditional RPGs, the mechanical treat- NPCs who are powerful mages, mystical martial
ment of non-player characters is similar to that of artists, cyber-enhanced netrunners, powerful
the PCs. While they are usually simpler than PCs, super-villains, or other complex NPCs, consider
they have statistics and take actions like the PCs do. whether the GM needs more help with managing
The GM rolls dice for them. During action scenes, those “boss” opponents.
they take turns along with the PCs.
The game suggests using clocks to track the defen-
In FitD, that’s not the case. The PCs have a formal sive abilities of notable and competent opponents.
action resolution system, but NPCs are just part of It also has a mechanism whereby a prepared and
the fiction. If a PC is trying to convince a hotel con- capable enemy can impose consequences on a PC
cierge to tell her which room Lord Acton is staying even before any dice are rolled. Those are useful
in, there may be all sorts of rhetorical flourishes systems and they may be all that is required.
happening in the conversation, but if dice are rolled
to determine the outcome it’s the same as if she You could add others, such as:
were trying to pick a lock to get into his room. If ⚫ A list of abilities for NPCs, with guidance for
combat happens, there is no separate system for it the GM on how they can be managed. These
as there is in many RPGs. Fighting is just treated as do not have to be as narrow or clearly defined
another series of events in the fiction that the PCs as PC special abilities, but they can provide
interact with. suggestions about how those abilities will affect
This approach has great elegance and simplicity. In game play.
other games, GMs often have to spend lots of time ⚫ Examples of what the most complex and capa-
prepping before each game session to lay out all the ble opponents might be like and how to manage
statistics that define the NPCs the players might them.
(or might not) encounter. By contrast, FitD games ⚫ Deathwish provides an example of a compre-
can involve little or no prep other than just thinking hensive system for defining and managing
about the fiction, which removes a lot of drudgery opposition. Enemies have a numerical threat
from the GM’s role. The game can also more easily level that is compared to that of the PCs. The
go in any direction, because the GM has no invest- difference in threat level is reflected in bonuses
ment in having planned out encounters and scenes. or penalties to effect. Powerful opponents may
also have focus, so that when they put their
But there is a tradeoff. During play, the GM has to
attention on a particular PC, any action by that
keep track of the fictional status of all the NPCs in
PC generates an automatic consequence. A very
a scene without much help from the game system.
capable opponent might have a focus ability that
Usually, that’s fairly simple, but when a scene
applies a higher level automatic consequence or
includes multiple named and important NPCs, or
an area affect ability that applies a lower level
when an NPC should fictionally be able to bring a
consequence on any PC acting within their
broad range of abilities to bear, the GM has a lot to
reach.
remember and keep track of.

23
Resolution Systems
Deep in the core of the game are the systems for Most FitD games keep this dice resolution system.
resolving basic game actions. You can do all kinds Deviating from it makes a game “feel” less like it fits
of things with FitD without ever touching this part. into the FitD family.
But if you are dissatisfied with how FitD resolves
But it is possible to tweak the system. For example:
action (or just like to mess around with game
rules) you can make major or minor changes to ⚫ Your game doesn’t have to use six-sided dice. If
these systems. you wanted to change the range of results, you
could use d10s or some other kind of die instead
Rolling the Dice of d6s. That might be helpful in adjusting the
probability of different results, such as if you
The basic FitD dice mechanic is simple: roll a pool of want to use dice pools that involve more dice
six sided dice and count the single highest number. being rolled or if you want more kinds of results
1–3 is a fail (bad outcome), 4/5 is a partial success, 6 than fail, partial success, full success, and crit-
a full success, two or more sixes is a critical success. ical. A bigger size of dice could also fit with a
system in which the player gets a plus or minus
This resolution system is easy to teach and plays
adjustment to the highest number rolled. You
quickly at the table. It is universal to almost all of
could also use different sizes of dice for differ-
the dice mechanics in the game.
ent purposes or probability ranges.
As you can see from the table of dice probabilities, ⚫ You don’t have to use dice at all. Crash Cart uses
rolls start to lose suspense as we go above three or a deck of regular playing cards. Instead of a
four dice. Once we get to five dice, the chance of a dice pool, you draw a number of cards equal to
full success or critical is 60% and outright failures your rating. Different combinations of cards
will be very rare. determine whether the result is a success,
That’s not very dramatic, so in general you may partial success, etc. By controlling where cards
want to have a system in which most rolls involve go after drawing them, the game can change
2–3 dice, with 4 or more dice reserved for special odds over the course of a session: lots of success
circumstances or extra expenditure of player early on means failure is more likely later, while
resources. That’s something to keep in mind when early failure is balanced with more face cards
devising the mechanics for figuring out a base dice remaining in the deck, so success is more likely
pool and for gaining extra dice by pushing, assist- later on.
ing, using special abilities, etc.

Dice Critical Success Partial Fail


0 0% 3% 22% 75%
1 0% 17% 33% 50%
2 3% 28% 44% 25%
3 7% 35% 45% 13%
4 13% 39% 42% 6%
5 20% 40% 37% 3%
6 26% 40% 32% 2%

24
⚫ You can easily add a critical failure system by ⚫ it can be challenging for the GM to manage a
saying that any roll in which the highest result complex action scene without rules for how to
is a 1 is a catastrophe. (When rolling 0d, you get do that.
that if either die is 1.) The more dice you roll, the ⚫ Because NPCs don't roll and there is no turn
lower your chance of a critical fail. order, a GM can find that NPCs just passively
react to the actions of the PCs, without ever
Action Roll really taking initiative.
The action roll in FitD uses the standard dice For this reason, if you're writing a game that uses
mechanic to resolve any risky or troublesome action this system, in can be important to provide advice
a PC is likely to do. This is a useful system that is and examples of how the game is intended to
easy to design around. play. The GM needs to understand how to manage
action, move the spotlight, and how to represent
The action roll is a “fail forward” system. Every roll
both passive and active NPCs. And the players need
produces a change in the fiction; there is no such
to understand how to work with the GM to frame
thing as nothing happening when a player decides
their choices decide what each action roll should
to take action.
reasonably accomplish.

Explaining the Action Roll Alternately, you change the game to incorporate
turn taking or some other formal action economy
The standard FitD rules have a long, detailed, step-
system that standard FitD does not have.
by-step explanation of how the action roll conversa-
tion happens. Many game authors have found that
Bonuses and Penalties
they can describe it in a lot fewer words. This has the
advantage of being less overwhelming, but it also In the standard system, the chance of success is
means that you your fewer words have to explain solely a function of how many dice are being rolled,
it very well because there is no redundancy to help which does not depend on the difficulty of the task.
with clarification. Consider how much wording will You have the same chance of getting a full success
be required by people likely to play your game. on your roll regardless of whether you’re trying to
do something easy or hard.
Action Economy, or Lack Thereof Fictional actions, of course, may vary in difficulty,
FitD does not have a formally defined action econ- and most games reflect this. FitD reflects task diffi-
omy as many other role playing games do. Neither culty in several ways, some of which are not obvious
PCs nor NPCs take turns in any kind of predefined to someone first looking at the system:
sequence. 1. You only roll if the action is dangerous or trou-
This can be challenging for those who are used to blesome, so if you want to punch a blustering
other games to comprehend. And it can be tough for fool who is no challenge for your character, the
the GM to manage a complex action scene without GM might not bother calling for a roll and just
formal rules to help with that. narrate how the fool got taken out.
2. Although the difficulty of the roll does not affect
⚫ Players may be used to micromanaging their
the dice pool, it does establish the stakes of
characters in small increments of action ("I
that action (via position and effect). Getting
swing my sword") while the game system is set
a success against a mook might take him out
up so that a whole action scene can be resolved
immediately, or even take down a whole gang,
in one or two die rolls.
while a success against a boss might just stagger

25
her. And a consequence received while tangling ⚫ Allow the GM to select one additional conse-
with a mook could be much less severe than quence from a list (which might vary depending
if you are in a final battle with the big bad. If on the situation or the action rating used).
you’re used to other games in which you might, If you do use some kind of advantage and disadvan-
for example, roll against difficulty rating, this tage, you should probably also eliminate or simplify
method takes some getting used to. position and effect. Otherwise, the discussion
3. FitD is related to Powered by the Apocalypse required before rolling dice becomes redundant
(PBtA) games (a different, but related, game and tedious.
engine). Like those games, FitD does not set a
difficulty for action rolls (“moves”). Compared Pushing
to PBtA, FitD is highly engaged with action
difficulty. Compared to many other games, FitD Pushing is a simple mechanic that gives +1d or
abstracts difficulty in a weird way that can be increased effect for two stress. It works well in play.
hard, initially, to grok. How much help will the Unless you change the core dice and stress mechanic,
people picking up your game need with that? pushing should probably stay in your game.

You could change the system to include dice mod- Devil’s Bargain
ifiers for harder or easier situations. You might do
this instead of position and effect, or as part of a The devil’s bargain gives the player a way to get an
combined system. When the GM determines that extra +1d in exchange for a negotiated consequence
the situation is especially good or bad for the PC, that will happen no matter how the dice roll turns
that roll could be made with various kinds of advan- out. It cannot be resisted.
tages or disadvantages. Here are some ways you could change devil’s
Here are some ways that having an advantage could bargains.
work: ⚫ The devil’s bargain can slow down the conver-
⚫ Set the worst result at partial success, so any 1–3 sation and delay rolling the dice and getting
result is upgraded one level. a result. It may not fit a game that’s intended
⚫ Upgrade every result by one level, so 1–3 is par- to play quickly or that give players other ways
tial success, 4/5 is a full success, etc. to complicate the narrative. You can remove it
from your game without breaking anything.
⚫ Give one or more bonus dice.
⚫ Change the name of devil’s bargain to some-
⚫ Allow the player to select one benefit from a list
thing that fits better: twist, glitch, snafu, etc. Or
(which might vary depending on the situation
it could be something very specific to the lore of
or the action rating used).
your setting.
And here are some ways to impose disadvantage: ⚫ Have two levels of devil’s bargain. The standard
⚫ Make 4–6 partial success and critical a full DB could be as written in the game, while a
success. “demon’s bargain” is a greater gain (such as +2d
⚫ Downgrade every result by one level, so 1–5 is or automatic full success) that also creates a
fail, 6 is partial success, critical is success. very serious problem for the PC.
⚫ Remove 1 die. If that drops the pool below 0 ⚫ Make it random. Instead of a devil’s bargain,
dice, the action is an automatic failure. the player can accept a devil’s die. This die is a
different color from the others. If the devil’s die
⚫ After the dice are rolled, take away the highest
die before determining the result.

26
comes up 1–3, then (regardless of the result of Here are some ways to change this system:
the overall action roll) a serious consequence ⚫ In Blades Against Darkness, an action roll is
ensues, which cannot be resisted. trivial, daring, or insurmountable. That sets
⚫ Special abilities can interact with devil’s bar- both how much you will be able to accomplish
gains. For example, the PC could get +1d -and- and what kind of consequence you may face if
increased effect on a Devil’s bargain, be able to the roll is not fully successful. This combines
resist the DB consequence, or on full success position and effect into a single assessment of
take an action to try to redirect the Devil’s bar- how challenging the action is.
gain consequence onto someone else. ⚫ Slugblaster uses a simplified the system in which

Position and Effect


an action roll is risky except when the PC is try-
ing to “look cool,” in which case it's desperate.
Position and effect set the stakes for an action roll. This streamlines play in a game intended to be
On 4–6, effect tells us what has been achieved. On quick and casual.
1–5, position tells us how severe the consequence is. ⚫ It's possible to just get rid of position and effect
These overlap on 4 and 5, so partial success mixes entirely. Success is just whatever seems like
success and failure. Because the discussion hap- this action could reasonably achieve. There
pens before the dice are rolled, everyone knows the is no position: the GM just applies whatever
stakes before committing to an action. The flow dif- consequences seem reasonable in the current
fers from that of many other RPGs, in which a lot of situation. Unless some other system replaces
conversation (and dice rolling) for action resolution it, this removes any formal consideration of the
happens after determining the success of the action stakes of a roll from the game.
rather than before. ⚫ In Sig: City of Blades, the GM assesses effect. It
is then increased by one level for each of these:
For flavor, you could change the names of position
the roll was 6, the roll was multiple 6s, outnum-
or effect, or the different levels of position or effect,
bering or outclassing the opposition, having
without changing what they do in the game. For
quality equipment, and being in controlled
example, position could be changed to risk or dan-
position.
ger. Effect could be changed to reward or result.
⚫ Deathwish gives more mechanical weight to
Changing Position and Effect effect. Significant opponents have a threat level
that is compared to the capability of the PCs. For
I’m a big fan of the position and effect system and each level difference, the effect level of action
would find it hard to imagine designing in the FitD rolls are adjusted upward or downward. When
space without them. But that doesn't mean you the PCs are facing very powerful opposition,
can't change or get rid of them—others have done they often begin at zero effect and must use var-
so successfully. The usual objection is that the posi- ious mechanical and fictional manipulations to
tion and effect system requires a brief conversation achieve significant results (pushing for effect,
before every die roll, which some find  tedious. setup actions, etc.).
For some groups, especially if they don't know the
⚫ As noted earlier, you could replace position
system well, it can feel like there is a lot of talking
and effect with bonuses and penalties to the
about the game instead of actually playing it.
action roll.

27
Adding an Additional Position ⚫ The reduced effect consequence can negate all
or most of the success achieved on a 4/5 roll.
In FitD, harm goes from level 1 to level 4, but posi- That can make sense in the fiction, but it turns
tion only goes from Controlled (level 1) to Desperate a partial success into a non-success, which is
(level 3). That leaves an implied position more peril- kind of a drag. You could choose to eliminate
ous than desperate, which could be called “deadly.” this kind of consequence or provide advice to
⚫ In Deathwish, there is an additional position the GM on when it is appropriate and when
level—also called “deathwish.” At deathwish it’s not.
position, the consequence you risk is dying.
This fits a game that is explicitly designed for Harm
high lethality and multiple PCs per player. Online forums discussing Blades in the Dark and

Consequences
other FitD games are full of advice for GMs that
they should minimize how often they hand out
When the dice call for a consequence, the severity harm consequences—even though the game itself
has already been determined by position, from con- doesn’t say that. This is because harm is a different
trolled to desperate. Worse position means worse and more harsh kind of consequence. Other conse-
consequences. The GM decides on exactly what quences create interesting problems to deal with,
happens: some troublesome event in the fiction but harm makes problems harder to solve.
(reduced effect, complication, lost opportunity, or Harm makes sense as a thing that can happen in
worse position) or harm. the game (for most settings), but you may want to
⚫ You might encourage the GM to state the conse- change how it works. The game presents harm as
quence before the roll: "that's Risky/Standard. if it exists on the same scale of severity as other
You're risking a fall off the roof. OK?" Knowing kinds of consequences, but that isn’t really true.
the potential consequence can speed play a bit In theory, all Risky consequences are equally pun-
and help the player better visualize the stakes of ishing. But in practice, level 2 harm is likely to be
a roll. more of a problem, over a greater period of time,
than any other kind of Risky consequence. When
⚫ For non-harm consequences, one option sim-
a consequence is called for, and the GM chooses to
plify all them into one category. In Vergence,
impose harm, that’s an escalation. Most players will
any consequence that isn’t harm is just a
resist most harm if they have the stress available to
complication. The GM can still impose the full
do so (because, once again, harm is almost worse
range of things in the core game, but they are
than other consequences of the same level). It’s not
not formally divided up. That has the advantage
always possible to resist harm if you wish to avoid
of allowing the GM to just focus on the fiction,
going into trauma, and resistance often reduces
while providing a bit less specific structure.
severity without preventing at least level 1 harm.
⚫ You could structure consequences in various
ways. For example, you could devise a set of This issue is mitigated to some degree by the avail-
condition cards such as “confused,” “stymied,” ability of armor, which can provide a "free" resist
or “equipment malfunction.” Each condition against most kinds of harm.
would apply until the character takes action to It’s not necessarily bad that the game makes harm so
clear it. The cards could be assigned randomly bad for the character. It’s built so that it encourages
or chosen by the GM. players to have alternate characters to play while
injured characters heal up. Once the crew acquires
the resources to allow extra downtime actions for

28
healing, harm becomes much less of a long-term ⚫ You could use hit points instead of harm, as
problem. But in the early stages of a campaign (or if many other games do. PCs have a number of
the crew is at war and can take only one downtime points and taking harm subtracts from their
action per PC), it requires that players either have total. When they get to 0, they are incapacitated
multiple characters or accept that they will often (or dead). In effect, this gives each PC a health
have to go do scores while severely constrained clock. There could be some penalty that they
by harm (unless the GM knows to fudge the action face when below, say, half hit points, such as
system by avoiding harm, even when it is a reason- taking -1d or -1 effect on actions that would be
able fictional consequence). impaired by being hurt.
If an ensemble crew structure doesn’t fit your game, ⚫ You could have multiple harm tracks: physical
then you might need to take another look at how harm, emotional harm, corruption, etc. For
harm works. example, in Band of Blades, corruption is on a
different track than harm. When you fill your
One practical issue with harm is that people (GM corruption track, you take a permanent blight
and players) may tend to forget to apply the pen- condition, which causes physical change and
alties the character would normally suffer. That’s advances the character toward becoming
because it’s an extra thing to remember and the unplayable.
penalties are severe enough that they make the
⚫ In Scum and Villainy, you clear level 1 harm by
character less fun to play.
taking the recover action. Additional harm is
There are various schemes for changing how harm addressed via a healing clock.
works. These include: ⚫ In Blades Against Darkness, harm can be des-
⚫ If your game is not really about people taking ignated as magically tainted, which cannot
serious risks and potentially being seriously be healed by normal means. The PC will need
hurt, you can get rid of harm. For example, to seek out some source of special healing to
Slugblaster is about adolescents doing cool recover from that kind of injury. This makes
things on high tech skateboards. PCs can’t trained harm even more penalizing than
get seriously hurt or die, and there is no harm regular harm.
mechanic. ⚫ Band of Blades has a broader range of levels of
⚫ FitD harm can be both long term damage harm. Level 4 is a fatal wound (dying), while
(cracked ribs) and short term physical or psy- level 7 harm is “blown to bits” or equivalent.
chological problems (drunk, freaked out). As ⚫ In Vergence, level 1 harm imposes no mechanical
the rules are written, clearing all kinds of harm penalty (“it hurts but you’re OK”). This gives
is handled the same way. In effect, it could players a bit more of an “action hero” vibe in that
take weeks of game time to recover from being harm is a problem but less of an impediment to
confused or winded, which doesn’t make a lot doing things.
of sense (and in practice, most GMs probably ⚫ In Brother Bear, Sister Wolf, there is no level  1
don’t actually follow the rules in this way). In harm. A controlled consequence just can't
Band of Blades, the GM can identify harm as tem- result in harm. Level 2 harm is -1 effect level on
porary. It still takes up slots in the harm tracker, affected actions, level 3 harm is -1d, and level 4
but it disappears when that makes sense in the harm is dying.
fiction rather than requiring downtime actions. ⚫ Harm could represent "damage" to specific
action ratings or attributes. For example,
when you take harm you'd need to identify an

29
attribute it applies to, such as Resolve. Any of but those that seem especially egregious can be
the actions under Resolve would be used at a resisted. That fits the “desperate criminals” default
penalty. When all of your attributes have harm, FitD setting quite well. Since the range of possible
you're incapacitated. results of a resist roll goes from gaining +1 stress
⚫ You could use a system of predefined condi- to losing 5 stress, it’s a very swingy gamble. Any
tions instead of harm. Each type of condition time PCs have 5 or fewer stress they are gambling
could have a separate penalty and a method for on the possibility of a resistance roll pushing them
clearing that condition. For example, Ruralpunk into trauma.
(a game by Cass K. that used to exist as a web You can reasonably leave resistance as-is in almost
site but, unfortunately, appears to have been any FitD game. But there are many possible resis-
taken down) replaces harm with a set of pre- tance tweaks, such as:
defined conditions (hurt, angry, etc.), each of
which is matched to one of four attributes. If ⚫ Make the stress cost of resistance less extreme,
you have a condition and you take an action using a table such as this one:
under the matched attribute, that roll is made Resistance Roll
with an extra condition die. Depending on the 1d for each Critical: Recover 1 stress
result of that die, the action may generate extra Attribute rating 6: Spend 1 stress
problems (but on a 6 you overcome the problem 4/5: Spend 2 stress
and the condition is helpful). 1–3: Spend 3 stress

Resistance ⚫ In Blades Against Darkness, PCs don’t resist by


rolling an attribute. Instead, there is a track
Resistance is a core piece of FitD. It allows players indicating increasing levels of distress, starting
to say no to whatever consequences they don’t like. at Fresh. When you resist at Fresh, you roll with
This provides a high level of player agency compared 4d to find out the stress cost and cross off that
to most other traditional RPGs. box. The next resist is also at 4d, but crosses
But the GM still has a lot of control. The player can off the next box. Then the next resist is with 3d
resist, but the GM determines the position that and crosses off the Tired box. As the boxes are
sets up the severity of the consequence and to what crossed off, the PC has fewer dice to resist with,
degree the consequence is mitigated by resistance. eventually landing at 0d.
The GM can inflict consequences without any roll at ⚫ In Deathwish, you can avoid level 1 harm by
all and so could overwhelm a player with too many spending 1 stress. You can do that after resist-
consequences to resist (that’s not a good idea, but ing, if you want.
it’s not disallowed). Ultimately, the GM and players ⚫ You could standardize how much a resistance
need to play collaboratively in order to make the roll reduces the consequence. Instead of having
game fun, just like any other RPG (the resistance it be GM fiat, for example, you might specify
mechanic can’t protect players from a bad GM.) that resistance is two levels. That would make
resistance a bit more effective and reliable.
Resistance is also a gamble, since it has a variable
cost. With an unlucky roll, that cost can more than ⚫ You could let the player choose how much of a
half your starting stress. Thus the game makes consequence they want to mitigate (from level 2
it so that most consequences must be accepted, to level 1 harm, for example). Then roll on a table
like this:

30
Resistance Roll Who Does the Resisting?
Decide how Critical: Recover 1 stress
many levels of 6: Spend 0 stress + levels of FitD requires no fictional justification for a
consequence reduction resistance roll. The game doesn’t ask the player to
reduction. Roll 1d 4/5: Spend 1 stress + levels of describe any PC action in order to resist. Yet resis-
for each Attribute reduction tance depends on PC attributes and costs PC stress.
rating. 1–3: Spend 3 stress + levels of
reduction So who resists, the character or the player? The
game doesn’t really care.
⚫ The player chooses to pay stress a set cost in
stress and then rolls to resist and then rolls to Sometimes, it’s easy to explain resistance in terms
see if it works. For example, resistance could of the PC doing something. If the PC slips and falls,
have a flat cost of 2 stress, with a roll on this we could narrate the character starting to slip, but
table: using willpower to stay upright instead.

Resistance Roll But what if a group of drunken bravos unexpectedly


Spend 2 stress to Critical: Completely avoid the wanders around the corner and stumbles toward
resist, then roll 1d consequence and recover the the crew? If the player decides to resist bad luck, it’s
for each Attribute stress you spent harder to rationalize the character doing something
rating 6: Completely avoid the to avoid it. It’s more like the player choosing to exert
consequence control of the story, independent of the character.
4/5: Reduce the consequence
by 1 level In practice, many groups mix these modes depend-
1–3: No luck ing on what seems to make sense in the moment. But
⚫ The player chooses how many stress to spend you could change how your game views resistance.
and then rolls that many dice to see whether the ⚫ Resistance could be made into an explicit PC
conseuqence is reduced or avoided. The attri- move. Resistance could require justification
bute limits the maximum stress expenditure. and narration of something the PC does in
the fiction. That would mean that some conse-
Resistance Roll
quences could not be resisted.
Roll dice equal Critical: Avoid the
to the stress you consequence and recover the ⚫ Alternately, resistance could be a player move.
spend, limited stress you spent It is a matter of luck or fate: something that
by the attribute 6: Completely avoid the happens to the PC but is not done by the PC. You
the GM decides consequence could lean into that by personifying the fates,
on for that 4/5: Reduce the consequence gods, AIs, or other beings intervening on behalf
consequence by 1 level
1–3: No luck of the PCs. There could be a currency separate
from stress, such as divine favor, that the player
⚫ In Deathwish, the cost of resisting a consequence uses to resist.
generated by an action roll is equal to the lowest
die result (so if you rolled 3d on the action roll
and got 5, 2, 1, resisting a consequence from
Armor
that action would cost 1 stress). If you resist a Armor provides resistance at no cost in stress. The
consequence not generated by a roll, you roll an term “armor” in FitD refers to both physical protec-
action rating with the cost in stress equal to the tive gear, as well as “special armor” that may protect
lowest die (or 0 if you roll a 6). against other sorts of undesirable events. Any use
of armor requires a box to be checked off, which
refreshes at the next downtime. Since even physical

31
armor works once per score (even though you might against some category of consequence, such as
be wearing it the whole time) it functions as a kind being surprised or being magically attacked.
of plot armor rather than trying to simulate the
This system can fit many kinds of games, but it isn’t
benefit that wearing armor would provide against
required. If you do other things with resistance you
one or many attacks.
can cut special armor and nothing will break.
There are other ways to handle some or all kinds of
Some special abilities do other things than resis-
armor. These could interact with special abilities
tance when the special armor box is checked. It
where appropriate.
essentially provides a “once per score” box.
⚫ Checking an armor box could allow the player
to convert harm to some other kind of conse- You could also rename “special armor” to some-
quence of equal (or lesser) level of severity. thing else if calling it armor is confusing within the
structure of your game: special box, limit break,
⚫ Checking an armor box could improve position
extra box, etc.
(and reduce the consequence) by one level.
Alternately, being armed with shield could
improve position when applicable, while armor Fortune Roll
works as per standard FitD. The fortune roll is a simple way for the GM to allow
⚫ In Sig: City of Blades, if you have a kind of armor a decision to be made randomly rather than by fiat.
that applies to a consequence you suffer, you GMs have been using the equivalent of fortune
can pay 1 stress to resist instead of making a roll. rolls for decades, but FitD provides a neat system
You can also resist to reduce the consequence for resolving questions not addressed by other
further. mechanics.
⚫ Checking an armor box could add +1d or +2d to It depends on ratings in the game all being on the
a resistance roll instead of providing an auto- same (usually 0–4) scale to use the standard FitD
matic resist. dice mechanic. It's one of the few times in the game
⚫ Armor could give a +1d to relevant resistance that the GM rolls the dice instead of the players.
rolls throughout a score (not just once). This generally works well enough that there isn't
⚫ Wearing armor could allow the character to much hacking that needs to be done.
spend 1 stress to reduce applicable harm by
1 level (or 2 levels for heavy armor) throughout Progress Clocks
a score.
If you make armor less useful, you could provide
more armor boxes to compensate.
Note, also, that you might want to specify whether Clocks are a simple concept that can be easily
you can both resist-and- use armor on the same adapted to tracking many kinds of progressive
consequence. It’s implied in the rules that you can, events in the game. It’s probably best to retain clocks
but it’s not fully clear. in some form, although you could simplify your text
by removing the long description in the SRD of the
Special Armor many different uses for clocks. You could also use a
Each playbook in the standard game has at least one track or other visual indicator, instead of a clock, if
ability that gives access to special armor. When the that better fits the theme of your game.
special armor box is checked, it gives a free resist

32
If your game has a specific use for a progressive Critical Information: Depending on the kind
event, such as a “doom clock” leading to some sort of game, you might take an idea from the (non-
of plot twist, you can build that special kind of clock FitD) Gumshoe system and declare that the GM
into your system. never calls for roll to see whether the PCs get
the basic information they need to make sure
Gathering Information the game doesn’t stall. They always get those
important clues that will keep the plot moving,
Gathering information is just a way to formalize no matter what. Rolls can still be made for extra
the regular systems in the game as they apply to detail.
learning things. It is possible to cut this section
out and, by implication, the PCs will still be able
to make action rolls that let them find things out.
Teamwork
Nevertheless, if your game will involve investiga- The teamwork maneuvers give the PCs ways to help
tion, it can be useful to include it. each other and share game resources.
I think standard FitD is a little confusing about how
gather information rolls are supposed to work (the
Assist
text implies it’s a fortune roll but the table says it Assisting, by taking 1 stress, is half as costly as
could also be an action roll). In writing Vergence, I pushing, which costs 2 stress. This seems to work
clarified that there are three kinds of gather infor- quite well and encourage player reciprocity. If you
mation rolls: use the standard FitD stress system, assisting is a
⚫ Gather information action roll. This roll is quick and easy way to drive cooperation.
made when the act of information gathering ⚫ You could limit assists to only actions that the
could be dangerous or troublesome. Position assisting character has one dot in.
is handled normally, determined by how much ⚫ You could allow the assist to happen after
risk is involved in getting the information. the action roll, adding +1d afterward rather
Effect determines the detail of the information than before. This could be a special ability.
acquired. ⚫ You can allow a higher level of assistance, such
⚫ Gather information fortune roll. This roll is as +2d if the assisting character pays 1 stress
made when there isn’t any risk to gathering and also takes a separate Devil’s bargain.
information but the GM wants there to be ⚫ In Sig: City of Blades, a character can also spend
a random factor involved. The result of the 1 stress to give another character +1d to a resis-
roll determines the detail of the information tance roll.
acquired.
⚫ Gather information long term project. When Group Action
research will involve multiple activities that will
Lots of FitD games make no change to group
take significant time, the GM sets up a project
actions. I am not the biggest fan of this mechanic
clock and the PC can use downtime actions to
because, if several PCs participate in a group
fill it.
action then the chance of no one getting any kind
of success becomes vanishingly small. Thus, it
can take away the tension as group rolls become a
virtual automatic success. It can also seem strange
that five people sneaking past a guard have a much
better chance of success than one person does.

33
⚫ Deathwish eliminates group actions. The game rolls, of course, affect what happens later). But it
runs fine without them. does make it more clear that you can do it if it is
⚫ In Vergence, group actions are limited to those called out as a specific thing.
situations in which they make sense, such as The standard rules state that a setup action provides
three people throwing their weight against a either +1 effect level or improved position. What
door to bash it down. The GM considers position that means is that a setup action roll can basically
and effect based on whether having a group do have only one possible effect level. If you want to
the action is a help or hindrance, then the lead encourage more teamwork, you could leave this less
PC makes a roll for the group. The participants defined, so that the GM and player set the stakes for
share any consequences, but there is no special a setup action like they do for other actions, with
stress cost. higher effect level producing greater benefit.

Protect For example, perhaps if the PC succeeded on a roll


after trading position for effect, that might generate
This maneuver lets players accept consequences for
both improved position and effect for a subsequent
others fairly freely (as long as it can be fictionally
roll. Or the benefit might last longer. This could be
justified). It encourages cooperation and sharing of
negotiated as part of the stakes of the setup action
problems.
roll and how the fiction plays out.
If you want to focus the use of protecting, you could
limit it so that you can only protect a character if Other Kinds of Teamwork
you assisted on that roll. Or if you use some kind
You could establish other teamwork maneuvers.
of bond system (page  4), you can only protect a
For example, if your game is about sailing across a
character with whom you share a bond (or you get
sea of dead souls, you could have a kind of group
+1d to resist when you protect a bond-mate).
action for the PC piloting the ship for the group
over a portion of the journey. If your game is about
Set Up harnessing the power of friendship to combine into
Set up is taking action in the fiction that can affect a super-powered magical robot, there could be a
what happens later. You could technically eliminate teamwork action for that. Create teamwork actions
this from the rules and it could still happen accord- that reflect what the PCs will do together within the
ing to the regular action roll system (because action scope of the game.

It’s Your Game


Any experienced FitD designer will find many In writing this I’ve chosen to stay mostly within
points of disagreement with what I’ve written here. the FitD design space. That means I’ve discussed
There is no single way to look at hacking a game as changes that are consistent with what is already
deep as FitD. You might use this guide mainly to in the system. But you don’t have to! Scratch the
help you identify all the ways you think I don’t know paint, take out the windows, stick in a bunch of
what I’m talking about and thereby clarify your aftermarket parts, add racing stripes, and make it
own thoughts. completely yours. Your game can have as much or
as little FitD in it as you wish.
Have fun and make a great game.

34
Credits
Text and layout by David Rourke Cover image by Hush Nadoo
Game stuff: smallcoolgames.itch.io Typeface: Alegreya by Juan Pablo del Peral
Twitter: twitter.com/SmallCoolGames1
Email: smallcoolgames@gmail.com Software: Adobe Creative Suite

Blades in the Dark and Forged in the Dark are by John Thanks to all the participants at the Blades in the
Harper Dark Discord hack talk channels

Resources
Games and Supplements Other Resources
There are so many excellent and innovative ◆ An Amateur's Guide to Hacking Blades in the Dark,
Forged in the Dark games that I cannot begin to by Michael Elliot
present them all. John Harper maintains a list ◆ Austin Ramsay’s FitD Tech for #TechJam by Austin
at itch.io and there is a partial list at the official Ramsay
Blades in the Dark site.
◆ The official Blades in the Dark web site and
Here are the games and game supplements men- community forum: https://bladesinthedark.com
tioned in this text:
◆ The Blades in the Dark Discord server: discord.gg/
◆ Asphalt & Trouble by Jacob Segal JWJYp7RH
◆ Blades in the Dark, Scum and Villainy, and ◆ The Reddit Blades in the Dark channel: reddit.
Band of Blades and are published by Evil Hat com/r/bladesinthedark
Productions
◆ The Hacked in the Dark YouTube channel: youtube.
◆ Blades Against Darkness by Dylan Green com/c/HackedintheDark
◆ Brother Bear, Sister Wolf by Small Cool Games ◆ The Hacked in the Dark podcast can be found at
◆ Deathwish by Ian Hart Apple, Stitcher, iHeartRadio, and Player.fm
◆ Crash Cart by Galen Pejeau
◆ Microblades by Vandel Arden
◆ Moth-Light by Justin Ford
◆ Raiders in the Dark by Small Cool Games
◆ Sig: City of Blades by Jason Pitre
◆ Slugblaster by Mikey Hamm
◆ The Blades Hack by Skelpie Limmer
◆ Vergence by Small Cool Games
◆ Wizard playbook by eatyourcereal

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