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Hammers In The Night: FitD 101

I’ve been elbow-deep into Forged in the Dark games here for the past several months. I ran Court of Blades for the IGRC online convention in December, and now I’m several sessions into the excellent second edition of a|state from Handiwork Games. Right now I think it’s best in class on many fronts, the current pinnacle of FitD design, although it’s got some organizational problems. I’m doing a deep dive into a|state next week.

Meanwhile, there’s been a renewed interest in FitD games on the IGRC Slack. I’ve been playing FitD games on and off since before Blades in the Dark formally dropped in 2017. I like, don’t love, the system! But I understand it incredibly well. It’s gone over like gangbusters with about half my players, so FitD games come into circulation here often. But I forgot that, somehow, not every indie gamer in the world hasn’t already played the heck out of FitD already. I offered to run a scene for someone in the community who’s been banging his head against the original Blades in the Dark text trying to make sense of it.

Rewording position/effect as risk/reward is one of the best, small quality of life improvements a|state made, otherwise this is essentially the cheat sheet.

Another user mentioned that Off Guard GamesBand of Blades was the first time the system really “clicked” with them, because the text felt more rigorous. Given this was the same version of FitD that prompted me to create my Position-Effect Cheat Sheet, which has been beautifully implemented in a|state, I think there’s something to that. Hats off to Stras Acimovic and John LeBouef-Little for their work nailing this stuff down.

Morgan Davie, co-author of a|state’s new FitD edition, suggested I post our scene as an easy-breezy introduction to how the whole thing works. For experienced FitD-heads, nothing you’re about to read will blow your mind. This is all straight up the middle stuff. But if you’re thinking about trying out a FitD game, or find yourself struggling with the text or procedures of FitD games, give it a read.

The following is a transcript of our scene. I’ve only edited it for formatting. I also made a non-crucial mistake in the rules around flashbacks, but I’ve included the error to show the game is resilient to mistakes like that. A die here or there, a position or effect shift here or there, none of it breaks the whole game. I list my player only as “A,” in the interest of privacy.


Paul: Okay, this is for a completely fake FitD game. Let’s call it Hammers In The Night. You are Alex, a sneaky thief who’s also smooth with the ladies and handy with a hammer.

Here’s a tiny passel of numbers that will matter in a minute. You have three ACTIONS with die ranks. This is how many dice you will start with when we work out the roll:

Sneaky 3

Smooth Talking 2

Hammering 1

(Resistance and Stress will also matter but I’ll get into that when we get there).

Alex needs to get inside the Palace of Hammers to visit his paramour. Needs to! But the paramour is guarded by loyal servants. And it’s daylight. But, well, the Palace of Hammers is notoriously ornate and the courtyard is not completely empty. The side door you normally use to get into the Palace currently has a loyal servant sitting near it, eating an apple. They don’t appear to be armed, but you never know with the Palace staff.

Talk to me about how you want to get inside and see your paramour. Ask questions if you need clarification.

A: Hammering presumably means fight.

Paul: Hammering, well…sure, it can mean fighting. What else might you use it for? In FITD actions =/= skills but this is maybe a distinction without a difference.

A: Got it

I’m interested in making some sort of noise to the left of the guard that will lead them to investigate it, allowing me to sneak in from the right.

(Also, it’s fair to assume that given your setup I know my way around the interior of the palace. Yes?)

Paul: Absolutely correct that you know your way around the palace. Not the first time you’ve come to visit your paramour!

I’m starting a clock: MEET YOUR PARAMOUR (4 slices)

Okay, cool. It’s well lit and the courtyard isn’t completely empty, so sneaking is the hardest thing you can do. I’m going to call that: DESPERATE. So right now you’re at DESPERATE position and NORMAL effect.

NORMAL effect in this case gets you 2 ticks on the PARAMOUR clock. You need 4 to close out the clock, right?

If you’re good with SNEAK as your action you’re at DESPERATE/NORMAL. If you want to try something else, I’m all ears.

(Note that if you stay DESPERATE you’ll get an XP on the stat that feeds SNEAK, which in BitD talk is probably uhhh Prowess.)

A: Got it. In that case, I act.

Paul: Are you sticking with SNEAK or do you want to try another approach?

A: (I’m assuming that my “need to” see my paramour is a desperate need, not just because I want to boink them.)

Paul: Yes! Your paramour has vital information you must get back to your gang before nightfall.

A: I do the sneak

Paul: Okay. You’ve got some options.

First option: you can either Push (2 stress for +1 die) or take a Devil’s Bargain (a guaranteed complication occurs for either +1 die or +1 effect level). Are you interested in either of these?

Let’s assume your Stress is currently 0 and is 8 boxes long. If you fill all your Stress boxes, you will be out of the scene and gain a Trauma. (which is like long-term hit points, get 4x Trauma and you’re out of the game. But you can also roleplay toward it).

A: Let’s do a bargain.

Paul: (When you have a character sheet in front of you this stuff is all right there).

Here’s the bargain, take it or leave it: I will start a 4-slice clock called “GUARDS ARE ALERTED”. No ticks yet! Just a clock.

A: Do it!

Paul: OKAY! There are now two clocks, each four slices big. One is “MEET YOUR PARAMOUR” and the other is “GUARDS ARE ALERTED.” Good?

Next choice, or option, and it’s very Blades-y. Did you do anything ahead of time to make the guard more easily distracted? BitD lets you do “flashbacks,” which are single action rolls that gain you benefits. Depending on how audacious your prep was, it might be 0-2 Stress to perform the flashback (plus whatever consequences come of it, often none other than the Stress.)

If you didn’t it’s fine! But it’s an option worth keeping in mind, most FitD emerges from the Ocean’s 11 school of cinematic competency porn.

A: First, the bargain is for greater effect, right?

Second, I poisoned the guards food supply, such that it makes them drowsy or dizzy. Like, nothing serious, but enough so that they’re off kilter. I did this via yesterdays delivery, knowing that the guards are interested in digging into the fresh fruit supplies when they come in.

Paul: Ooh, marvelous. Yes. Okay. You’re taking the Bargain for +effect, that puts you at GREATER and 3 ticks should you get a hit.

That flashback is gonna cost you 1 stress. Seems like the sort of thing a sneaky guy like Alex would have up his sleeve! Let’s say that gets you … +1 die. 4 dice total. (NB: This should have been -position or +effect, not a die, this was my rules error).

So now you’re at DESPERATE/GREATER, 4 dice on SNEAKY, 1 Stress.

Last decision if you’re good with all this so far — and be clear that you can go back at ANY POINT and explore a different avenue if you’re not feeling it — is deciding whether you’d like to reduce your POSITION for lesser EFFECT. Like, go a little more carefully but make less progress. Is that something you would want to do?

A: Wait, the flashback gives me an extra die, stress or bargain can give me an extra die, and help from a friend can get me an extra die? I thought I could only get a max of 2 extra dice… no?

Paul: Not that I can recall. The only either/or choice I can think of is Push vs Bargain.

A: Ok

Paul: You don’t have any friends helping you here so don’t worry about that. We can put a pin in that.

A: Yes! Let’s move forward with what we’ve got.

Paul: Go get 4 dice and roll ’em.

Or use an app or make some shit up. Don’t care.

A: 4,4,6,5

I only have 1 in front of me and it’s apparently a good one.

Paul: Okie dokie! You succeed with that 6, which is the highest die in the pool. If you had rolled 2x 6es, it would be a critical success and that would increase your effect level by one to EXTREME.

A: XTREME!!!!!

Paul: So boom, sweet, no complications other than that empty guard clock. Your MEET YOUR PARAMOUR clock is at 3 of 4 ticks, and you’re inside the Palace of Hammers. Let’s proceed.

So the Palace of Hammers is not only your paramour’s residence, it’s also the center of government. The hallways are filled with functionaries running hither and yon. Guards with hammers at the ready. Deliveries being made, messages being sent and received. You’ve found a quiet spot to watch the action.

Normally your paramour would be waiting in their room, probably reading or contemplating their orb. BUT! Oh lord, your paramour is being dragged through the central hall by their father, a stern, red-faced man. Lots of medals on his uniform, loves the military thing.

He’s clearly angry with your paramour and is dragging them out of the palace.

How do you want to proceed? You still need that information!

A: (In real life, I’m low key. I wouldn’t be yelling at the table. Oy vey.)

Does their dad know me? How many people here know me?

If I am unknown, I will quickly dress as a page and attempt to deliver a fake message (based on my previous knowledge of the situation at hand) that will force him to return to his office to deal with the troubling news.

Paul: Dad definitely knows you.

Staff…hm! You have a friend on staff at the Palace of Hammers, old school chum from hammer school.

A: I have a pages outfit ready for my incursions. Anyway.

Paul: Righteous, that’d fit into the “quantum equipment” thing of the game. You have a list of stuff and decide your loadout (light, normal, heavy) which tells you how many things you can tick off your stuff list (2,4,6) as you need them.

A: I have my friend deliver the message.

Paul: What message is this? Are you telling your paramour something? Your paramour needs to tell YOU something.

Do you want your friend to be the go-between?

A: I’m having my friend tell the father the message that will force him to return to his office.

(I planted something there yesterday, after the poisoning) that when he reads it he’ll think he’s being blackmailed by my rival gang.

This should give me a moment with my paramour so that she can give me her information.

Paul: Phew, okay, interesting. So the idea here is to let your paramour go, right? That’s great. Love it.

Okay so … your friend is a friend but also fears the father. You’re gonna need to talk your friend into this nonsense. I assume this means you are taking a SMOOTH TALK action with 2 dice, right? They’re a friend so this starts as a CONTROLLED situation. But it’s also hectic and it’s hard to reach your friend without being noticed so I’m gonna bump it up to RISKY. NORMAL effect, which is “yes of course they’ll help you out.”

Want to Push or hear a Bargain?

A: Bargain

Paul: Okay. I’ll put 1 tick on the GUARDS ARE ALERTED clock.

A: And, is talking to my friend 1 roll?

Paul: Yes, no clock! One-off action.

A: I accept your bargain, sir.

Paul: (1 more Stress for planting whatever you planted in dad’s office, Stress 2 total).

Clocks are at 3/4 for PARAMOUR and 1/4 for GUARDS.

I don’t see you getting much better than where you’re at. Just want to make the RISKY/NORMAL roll? Roll your SMOOTH TALK dice!

Oh +1 for the Bargain. 3 total I think

(You won’t get anything more out of a greater effect talking to your friend, the die’s the better deal, when I GM I elide a lot of moments like this.)

A: 6,1,6… that’s a lot of successes. That’s boring.

Paul: It is! Want to pretend you effed up your friend-talking roll instead?

A: Yeah. Let’s do that!

Paul: Okay so let’s say you rolled the hat trick, 1, 1, 1.

A: Shit. Man! What a terrible roll! What will I do! Ok. Go!

Paul: OH NO YOU FAILED TO TALK YOUR ALLEGED FRIEND INTO THIS.

So… “No, no way am I gonna risk talking to Lord Hammer! He scares me!”

There are a couple consequences that fall out of this. You can choose to Resist any of them.

First one is that I will put 2 ticks on the GUARDS clock. If you resist, it’ll still be 1 tick.

Second one is that your friendship is now frayed, and you’ll need to win them over before they do anything with/for you again. Resisting that means you’re still pals.

A: I resist losing my pal. He’s not new to my shenanigans.

Can I resist both? Any of them. Got it. I don’t resist the guards.

Paul: Okay, so as GM I get to tell you what you’re resisting with. Let’s say it’s Insight, and you have um 1 die.

Yes you can resist both! One roll after another. Resisting the GUARDS clock will be Resolve, which will be NO DICE because lordy, Alex is not a smart man.

A: But they’re drugged, right? Does that come back into play at all?

Paul: For resistance? Nah.

Resistance means you take 6 – your best roll in Stress but the thing happens. So roll.

A: 2

Paul: Saving your friendship, right? So take 4 stress (6 stress total).

A: I have two stress left. Yes?

Paul: You have 2 Stress left yes.

And your friendship is saved. But your friend returns to work laughing off your ridiculous idea, she’s not worth it man, etc.

Lord Hammer and his daughter are headed toward the front doors, which swing open to reveal an ornate carriage waiting to take them … somewhere. You don’t know where.

Paul: And the GUARDS clock is now at 3/4, just like the PARAMOUR clock.

A: I don’t know anything about the city. So, I sneak onto the bottom of the carriage. How many guards are there?

Paul: Holy god, so the idea is to catch her on the carriage when dad’s not paying attention? They’re getting into the carriage together.

There’s, you know, a couple guards at the front door, one on the carriage along with the driver as well.

A: No wait! I run through the crowd, between father and daughter, breaking his grip, and we jump on horses and run off into the sunset!

Paul: Goodness. Okay. So of your actions, which one do you think you’d be using?

Or if it’s an action you don’t have you can make an untrained roll: 2d take the worst.

A: Well, at first it’s sneak, but then it’s hammer… no? I mean, I don’t know how to judge this.

Paul: You don’t have to judge it. You just have to justify it. Do you HAMMER his hand away from hers? Love it! Let’s make it happen.

A: Yes! That’s it!

Paul: Lord Hammer is well guarded and a competent military man in his own right. It would be DESPERATE to try such a thing! And honestly, a pretty LIMITED effect (but that’s all you need since you just have 1x left in the PARAMOUR clock)

A: He had fresh fruit for breakfast, no?

Paul: Did you do something to his breakfast?

A: I poisoned the fresh fruit that was delivered yesterday in my flashback.

Paul: Hm. Well. Poisoning food going to the head of state in his own palace? That’s the hardest thing I can think of. That would be 2 stress and that would take you out of the scene with a Trauma.

Got something smaller? What are you going for here, another die? (NB: Stop with the +die already! Bad Paul, bad!)

Unfortunately Pushing is also off the table for Stress reasons. That leaves a Bargain. Wanna hear it?

A: I’m just trying to see if my previous flashback comes into play or if it can. I’m not married to the idea, I’m just trying to understand the depth of the flashback mechanic.

I’m always happy to hear a bargain with the devil, just so I can laugh in their face!

Paul: Each flashback gets you a small benefit that immediately applies. But it can also be considered a “setup” action, but in actual play I usually insist on the flashback being an Action roll, not just a statement.

Here’s the offer: last tick on the GUARD clock.

A: I’ll take it. So, both clocks finish.

Paul: If you succeed.

I think that’s 2 dice: 1 for HAMMER and +1 for the Bargain.

But the guards are definitely alerted now.

ROLL

A: 1,4

Paul: SUCCESS WITH COMPLICATIONs, best of all worlds.

Okay. You hammer through the crowd, break her father’s grip, and run out of the palace. The palace guards realize you’re kidnapping the royal princess and give chase!

A couple complications, and they’ll be real hard to resist with what little stress you have left. I think you bruised yourself crashing through the crowd (level 1 harm), and I think your gang’s relationship with the palace just became personal (-2 “status”).

And that’s how Forged in the Dark works.


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I founded the Indie Game Reading Club in 2010. I've written and developed RPGs since the mid-90s, now I mostly talk about playing them.

3 Comments on “Hammers In The Night: FitD 101

  1. Last week I hit the first three of too many games that have arrived, quite suddenly, on my doorstep. This week I continue working through the pile. I’ll keep going until someone stops me.

    Apocalypse Keys

    Apocalypse Keys is a PbtA-based game inspired by Hellboy/BPRD but over the years of development has grown into something much bigger, stranger and honestly a lot more fun. You play Omen class monsters working for a secret organization called DIVISION (it’s a complicated backronym) in a world full of magic, weird technology, parallel universes and all that. Omen class monsters have the capacity to become Harbingers, which are the big bads that threaten the world, over and over again. You won’t be surprised to hear that being an effective Omen class monster and beating Harbinger ass more or less guarantees you will eventually become the next Harbinger. And so the cycle of world-ending violence continues.

    The mechanical innovation author Rae Nedjadi has introduced is that rather than the typical miss/soft-but-complicated success/success bands you get in most other PbtA games, instead you’re rolling a miss/success/oh-shit-you-succeeded-too-hard range. You do this by directly cashing in Darkness Tokens every time you roll. No stats! Sometimes you roll too well and/or spent too many Darkness Points and badly overshoot your intended effect.

    Every playbook has its own method of generating Darkness. And if you hold on to too many of them after you make moves, you also probably do something bad. Oh and you’re also getting closer to becoming an Harbinger all the time by unlocking Ruin moves (think Corruption from Urban Shadows). The design is unsubtle and clear and eminently playable.

    My big takeaway from looking through Apocalypse Keys is that it’s a delirious froth of exciting playbook moves designed for maximum chaos as they crash into each other. You’re either doing grievous damage to others and the environment, or creating melodramatic moments with those around you. Everything is dialed up to 10 all the time.

    The campaign system involves unlocking the secrets of an as-yet-unrealized apocalypse by discovering Keys to understanding it. The GM prepares a Mystery Codex at the start of the campaign, an outline of some horrible crisis. But there’s no set answer, and the players will use their Keys to formulate a theory of how to confront the crisis through play. If they’re fast and lucky enough they can keep “the door” from opening. If not, they have to face the Harbinger behind the crisis, and then it’s a boss fight. There are five sample Mysteries and plenty of rules for how to create your own.

    Looking forward to rolling this one out at a convention but it’s the kind of title I’ll bet will have a lot of tables offering it.

    Blade Runner

    I have been a fan of Free League’s Year Zero Engine for many years now. Our Mutant: Year Zero campaign was one of the best games of my life, Mutant: Genlab Alpha was pretty good, Twilight: 2000 is outstanding and I’m hoping to do a deep dive on it at some point, Coriolis is breathtaking even if some of its systems are wonky, Forbidden Lands is my favorite not-D&D adventuring party game, Vaesen is very promising (although my short experience with it was a little flat).

    And then there are the licensed YZE games, about which I’m having a harder time getting excited.

    To be fair, Alien: the RPG is actually a pretty fun romp. But what you get is a faithful treatment of the movie Alien and/or Aliens: either truckers or soldiers. The first priority is strong fidelity to the license, not necessarily providing the tools to explore the underlying ideas of the setting/license on your own. Their upcoming campaign frame, Building Better Worlds, has me excited all over again because yes I do want to see plain old colonists and science nerds freaking out and getting eaten.

    Which brings me to Blade Runner: the RPG. As one of the biggest fans of the movie you will ever meet (and we’re getting thin on the ground as the movie and its fans get older and sensibilities evolve), I can imagine a pretty exciting Blade Runner game. I’m not sure the core rulebook hits the target that, for good or ill, I brought to my initial reading of it.

    The killer app of the Blade Runner iteration of the Year Zero Engine is the parallel, sometimes competitive, economies of the game: Procedure Points and Human Points. Yes, that’s right, you’re either good at being a cop or being human. Like the movie, the game is by no means copaganda. (NB: If you think Blade Runner valorizes police, you’ve badly misinterpreted the whole fucking point and please learn some media literacy skills.) You get Procedure Points for getting clues, stopping crime, generally doing cop things. You get Human Points for human things: making connections, feeling things, and critically (if you’re playing a replicant cop, because the game is set after Blade Runner 2049) failing to pass your baseline test. And then you spend those points on different things at different times.

    The rest of the YZE system is more or less the same as you find in Twilight: 2000 and onward. Oh and they rate things as “A/B/C/D” — just like in Twilight: 2000 — but they’re really d12/d10/d8/d6. I didn’t like replacing numbers with words in Fate and I don’t like it here either. Not a reason in the world, other than color, to do that.

    Cop/human is a pretty provocative tool. (I’m gonna write more about provocative tools in the very near future!) But the rest of the book is 90% setting material, timeline, fake media and, sigh, some gun porn. There is a very slender chapter way at the end of the book that talks about how to create a Case File, i.e. a scenario. And that’s fine I guess. There are some random tables and a general structure, as well as excellent mystery-solving advice that says mysteries aren’t about putting together clues and solving puzzles, they’re about human interactions and consequences with the mystery as the backdrop. If everyone would get on board with that, that would be swell.

    The fact of the matter is, is that the core rulebook is real thin on actual rules. There are some neat sections about Los Angeles in 2049. There’s a nice timeline laying out why Nexus 8s (the Dave Bautista models) are on the loose and why your team is tasked with hunting them down. It’s all there. But there’s just not much there there.

    Then I get to the boxed Starter Set and man…I feel like I need to recant everything I just said.

    Free League has been moving to this format, and I just don’t know what to think about it other than “I’m going to be so poor.” Their core rulebooks feel a little incomplete these days, because they assume you’re getting the Starter Set as well. I also felt this way about Alien: the RPG: the box comes with the dice and the cards and the tokens and the maps. You open up this delicious toy box and it’s like heck yeah, let’s go on a bug hunt! But without all those gewgaws? Ehhh…it’s a little flat. Twilight: 2000 I think was the beginning of this, although it’s only a boxed set. Going forward, I would not be surprised if this is just what you have to buy into if you’re gonna play a Free League Year Zero Engine game: plan on getting the box and playing what it comes with.

    The Blade Runner: the RPG Starter Set is impressive as heck as an RPG production (but get the physical box, the cards and dice are worth it). There’s a condensed rulebook that contains everything except the setting material and “how to create a Case File” chapter. Honestly, it’s all you need if you’re gonna play the Case File it comes with. There’s a stack of cards, a stack of maps, some dope dice, pregens, props! I’m not exaggerating when I say the presentation is on par with Invisible Sun here. The table presence is almost overwhelming. And you don’t need-need the rulebook but also the GM kind of does for the setting and history sections.

    While the core rulebook left me thinking I might maybe do a one-shot of this game at some point, the box left me actively considering a campaign. Electric Dreams, the Case File in the box, is the first of what I think will be a three-part campaign series (much like the campaign in Alien: the RPG). It’s an effective marketing thing and I kind of resent how it turns a $60 rulebook in a $110 investment if I want the “full experience.” Then again, I’m $220 in on Alien: the RPG at this point as well (the core book, starter box, colonial marines book, and the Building Better Worlds preorder that will deliver in October). It works. And I hate it.

    Heironymus

    Honestly? I didn’t know what I was getting into when I backed this Kickstarter. It is far weirder and cooler than I expected it to be.

    Heironymus, by Laurie O’Connel and 12 Pins Press, is a Forged in the Dark-adjacent game about medieval people escaping an abstract, existential astral entity known only as The Follower. They do this by hex crawling through paintings by medieval painter Heironymus Bosch. I shit you not. Let me say it again: it’s a FitD-based hex crawl through paintings.

    The contents of Bosch’s paintings are dense and weird, which honestly? I’ve seen worse sources of inspiration for OSR-style hex crawls. So yeah, if your band of travelers stumble upon the nun with a trumpet up her butt, that might be an actual and literal musical nun. In fact it’s probably just that, with whatever context surrounds how she might have ended up with this instrument inserted into her body cavity. Or it could be inspirational and symbolic. GM’s choice. But the game wants you to get real fuckin’ weird with it and just see where it takes you.

    The playbooks, such as they are, are printed on bookmarks and have room to doodle in “moves” you can earn as you advance across these paintings. There are six — King, Priest, Artisan, Alchemist, Scholar, Poet — and they represent broadly medieval archetypes related to institutions, classes and authority in the European feudal state. There are four skills, there’s a simplified position/effect type evaluation, you can take a Devil’s Bargain to get another die, there’s Stress. It’s all pretty straightforward FitD. It’s just the weird and unhinged setting that really sets the game apart.

    I have a long standing affection for Bosch. Here’s my ancient, bleached out print of The Garden of Earthly Delights, perhaps my first bit of home decoration ever purchased. Shout out to my fellow Gen Xers who will all remember Z Gallerie.

    What struck me hardest about this weird and beautiful book is that there are very, very few art projects in this end of the indie world that are on par with the weird and beautiful work that’s so prevalent in OSR spaces. The only other one on my shelf that jumped out at me was Casketland, a PbtA-ish game that is intensely weird and personal and very artistic. Not sure it actually works! But it’s artistic and provocative. I wish there was more of this kind of experimentation in these kinds of indie games.

    Next week: Avatar, Desperation and Claw Atlas!
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  2. Readers may remember our terrific run with Handiwork Games’ a|state earlier this year. Just a great, smart game all around. Designer Morgan Davie took an…

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