So I’ve decided on Powered by the Apocalypse (PbtA) which is the system behind Blades in the Dark. I figure that the clandestine nature of Blades lends itself towards hACCESS compared to FATE. While FATE is more open ended, it is better for shorter, more hands off type games and Blades borrows enough from FATE to keep that part of me happy. Blades skips over minutia to focus on the dynamic actions that directly effect the outcomes.
That said, I am still extremely inexperienced with Blades so feel unsure if I should be writing a system hack, even though I know that it’s the best system to cover the source material and capture the feel of the game. Though the reality is that I need a place to start from, if in time I end up revising the main system to a different one or a bespoke one so be it.
Anyway I’ve been looking over the System Reference Document for Blades in the Dark, which itself is using the ‘Powered by the Apocalypse‘ system of mechanics. To utilize the Blades variant of PbtA, the licensing is referred to as ‘Forged in the Dark’. Most of the derivative systems seem to make light of the name such as ‘Glow in the Dark’ (Post Apocalypse) etc.
Mechanics of the System
They say the best way to understand something is to explain it so here goes: The system is a d6 based dice pool. You roll a number of dice equal to a skill or attribute rating, choosing the highest single outcome. 1-3 is a failure, 4-5 is a partial success and 6 is an outright success.
Depending on the complexity and danger of the task the protagonists may suffer setbacks or take injuries. Any of these can be bought off by paying with stress which can also be spent in advance to gain bonus advantages or rewrite minor details via flashbacks. In this way its quite similar to Fate points.
So to use this system I need to, at a minimum, reframe the 12 core skills and corresponding attributes (probably into insight, logic & physique). In addition the Playbooks for each ‘class’ and type of crew (working name: collective) need to be run. Then the additional world building aspects such as gear and types of jobs. But that’s par for the course. The main take away point is that I don’t need to reinvent the wheel in order to start fleshing out my RPG and I can build on the mistakes and experiences of others who have made their own hacks via the Forged in the Dark licence.
Even the writeup licence allows one to essentially copy over their core rules and system, and then chop and change it. I have started but the main difficulty is keeping it all organised – it’s about 15,000 words and that’s without any of the worldbuilding, fluff or unique mechanics that I need to tie into the system.
Finally, it’s taken a little bit of time to get here and to have the courage and conviction to actually start working on this in an organised fashion. I couldn’t have done it without the encouragement of my good friend Simon, who’s an aspiring author. If you want to read some interesting sci-fi (and other stuff) check out his blog.