It’s super early to be talking about this, but I’ve been working on a new Forged in the Dark game.

It’s super early to be talking about this, but I’ve been working on a new Forged in the Dark game.

It’s super early to be talking about this, but I’ve been working on a new Forged in the Dark game.

It will replace the dice with a modified deck of playing cards shared by the whole table, success cards will get moved in and out to show the EMT crew’s fatigue and fraying nerves.

It will be “Bringing Out the Dead,” but cyberpunk, and I think it’s got a lot of potential.

I’ll let you folks know how it goes, as it goes.

9 thoughts on “It’s super early to be talking about this, but I’ve been working on a new Forged in the Dark game.”

  1. Thank you all, a few more local sessions to make sure the card mechanics aren’t junk, and then I’ll be running them and the playbooks by you. This communities help has been indispensable on past efforts.

  2. Could you explain how the card mechanics work for the game? I’ve been looking for a card-based RPG for a while now and Blades mechanics combined with it would be superb!

  3. Antimatter Yes, in more depth later, but in brief: the group shares a deck that simulates Blades’ percentage of successes, failures and crits. Players draw cards instead of rolling dice.

    As the run goes on, and the EMT’s get more exhausted, successes and crits are removed from the deck.

    This accelerates the PC beating machine that is Blades, and the crew has a variety of teamwork powers to mitigate this, (putting cards back in, putting off failures, etc)

    Back at HQ, the players get downtime and a few cards back, but never back to start state.

    If I do this right (big if) then the game will be a tight little thrill ride that leaves the players feeling like overworked wage slaves who at least held back the tide for another night.

    Lot of power balancing still to do, and I’d appreciate any thoughts even at this early stage. I’m still very new to this game design thing.

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