Blades in the Dark (2017)

Overview

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

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SavageArtificer
I'm a real-life ranger (hunter) and father to three awesome kids. My family and I love games of all kinds. I'm looking forward to rolling the dice with you!
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FrumptyBlumbo
Hi all! I'm Nick a 35 year old man who has been playing D&D since 3.5. Looking for some casual tables since I am currently going back to school. Also very open to trying new systems. A hard no for me is toxic behavior at the table. I try to be accepting of people and expect that from others. I have been a GM in the past but going through GM burnout at the moment. If I do agree to GM there are ground rules like no main character syndromes and no edgelords (I hate murderhobo campaigns). Feel free to reach out if you have any questions. Fair warning I have no set days off at the moment but that could change with the right group.
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notlola
Hey.  I'm not-lola.  I'm a mid-thirties australian roleplayer who's been rolling dice and acting characters and creating worlds and all that jazz for a real long time.  This hobby is kinda wild.  You can have some real good times, and some real bad times.  You can be bored out of your mind or on the absolute edge of your seat.  It all depends on the people at the table, the story that's being created, the creativity and energy that is being brought to bear. I like high emotion, high roleplaying, smart storytelling, expansive worlds and unexpected outcomes.  I've got a weakness for red spaceships, last stands, and extending trust against all the odds. My strength as a roleplayer is conveying character identity.  For whatever reason the people I create tend to inspire some kind of emotion in other people, which tends to be good as it makes people care, even if it's caring about making sure that someone gets punched in the face.  My weakness is memory.  I don't hugely remember what i've done, which makes me double back, meander, over-emphasize or forget to follow through on something I set up earlier.  This tends to make me a stronger player than a GM but I still run games and people still show up for them, so i'm probably doing something right.

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