Yet another of our RPGs to watch from last Fall has arrived and, while it isn’t the FINAL final version of Blades in the Dark we’re seeing, everything is in place outside of a last proofreading to catch any typos before going to print. This really looks like a truly unique sort of roleplaying game with interesting new mechanics and wrinkles coming to the hobby. In Blades in the Dark, designed by John Harper, players take on the roles of criminals who have joined together as a gang aiming to rise to the top on the haunted streets of Dunwall.
I won’t go out on a limb and say BitD is going to be a game changer but it does look mighty interesting and I’m keen to get a closer look for a review. The PDF is now available through One Seven Design Studio and DriveThruRPG with a print edition on the horizon from the good folks at Evil Hat Productions. You can grab the PDF for $20.00 and, have no fear, once any lingering typos are stamped out you’ll receive the updated file.
About the game:
The streets of Duskwall are haunted. By vengeful ghosts and cruel demons. By the masked spirit wardens and their lightning-hooks. By sharp-eyed inspectors and their gossiping crows. By the alluring hawkers of vice and pleasure. By thieves and killers and scoundrels like you — the Blades in the Dark.
The noble elite grow ever richer from the profits of their leviathan-hunting fleets and electroplasm refineries. The Bluecoats of the constabulary crack skulls and line their pockets with graft. The powerful crime syndicates leech coin from every business, brothel, drug den, and gambling house. And then there’s your crew of scoundrels: all the way down at the bottom rung. Can you make it to the top? What are you willing to do to get there? There’s only one way to find out…
THE GAME
Blades in the Dark is a tabletop role-playing game about a gang of criminals seeking their fortunes on the haunted streets of Duskwall. There are heists, chases, occult mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had if you’re bold enough.
You play to find out if your fledgling crew can thrive amidst the threats of rival gangs, powerful noble families, malicious ghosts, the Bluecoats of the city watch, and the siren song of your scoundrel’s own vices.
Gameplay focuses on criminal endeavors called scores. A session of play usually consists of 1 or 2 scores, each followed by recovery, downtime projects, and advancement for the scoundrels and the crew.
In Blades in the Dark, your crew gets its own “character sheet” (chosen from different crew classes, like Cult, Thieves, or Smugglers), earns XP, and levels up alongside the characters. As you advance the crew, you unlock new options and abilities for the scoundrels and climb up the ladder of factions within the city.
The game features a robust core resolution mechanic which asks the group to characterize actions as desperate, risky, or dominant. Each choice provides a range of multiple outcomes, beyond simple success or failure. To highlight the roguish nature of the characters, players can accept a devil’s bargain (a bonus die with strings attached) to bolster their chances.
Many RPG sessions grind to a halt when planning is required. The group ends up discussing options for hours — talking about the game rather than playing the game. Blades in the Darkcuts through all that with a lightning-fast planning technique that takes less than one minute. You make a few simple decisions and you’re off and running. In addition, the players can use flashback scenes to roll for a setup actions their characters performed in the past.
Check out a Google Hangouts game play video for Blades in the Dark:
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