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Download Critical Role’s New RPG Quickstart

Free guide to Candela Obscura, powered by the new Illuminated Worlds system

The QuickStart rules for Critical Role’s upcoming game, Candela Obscura, powered by their new Illuminated Worlds system, is available as a free download in advance of the livestream of the game which starts this week.

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Candela Obscura (bestowed the hashtag #CandelaObscura) is a new tabletop roleplaying game that places you in the roles of investigators working for an esoteric order. In this game of gothic horror, individuals of varied talents are brought together under the organization Candela Obscura. You’ll pursue strange occurrences and encounter dangerous magicks, fighting back against a mysterious source of corruption and bleed. Candela Obscura is the first to use the Illuminated Worlds System, a newly designed system that uses 6-sided dice and lends itself to narrative, arc-driven play.
 

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WanderingMystic

Adventurer
So I really love the concept and setting but the mechanics are not my cup of tea. After watching the live play it feels like the gm makes no roles and just determines when to damage the PC whenever they see fit. While I need a rp heavy game I also need a bit more mechanics than this game seems to have. I also feel like the recovery mechanics might be a little to restrictive than I prefer.
 

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DarkCrisis

Reeks of Jedi
So I really love the concept and setting but the mechanics are not my cup of tea. After watching the live play it feels like the gm makes no roles and just determines when to damage the PC whenever they see fit. While I need a rp heavy game I also need a bit more mechanics than this game seems to have. I also feel like the recovery mechanics might be a little to restrictive than I prefer.
I believe its more of if they fail a roll they get a mark. So many mark equals a scar (a perm injury) and they are taken out of the current situation. IE KOed in a fight.

As someone who has been looking for a way to make a game easier, Ive seen a couple of games where they characters get damaged by the goblin if they fail to hit it or whatever. Streamlines things.
 

overgeeked

B/X Known World
Candela Obscura is a Blades in the Dark / Forged in the Dark game, so it works like most of those. The failure results in a problem or complication for the PC. The mixed result gives the PC a lesser problem or complication. But either one can result in marks, stress, damage, whatever if the GM so chooses…usually based on what makes sense in the fiction. Not every failed roll means damage, but in combat, dangerous situations, etc it likely will.

I really love the player-facing rolls and something always happens when you roll design of the BitD, FitD, and PbtA lines of games. Streamlines game play, speeds up combat, and effectively eliminates the whiff factor.
 

WanderingMystic

Adventurer
I like a dangerous game and all but 3 marks equaling a scar, 3 scars and your dead or permanently incapacitated means that any type of combat is rough. Based in last night show its not just combat thTs quite dangerous but mearly having memories. Then the only way of healing being using a very finite resource that only refreshes every 4 games seems to me that that by the 3rd or 4th game it's going to be very rough.
 

overgeeked

B/X Known World
I like a dangerous game and all but 3 marks equaling a scar, 3 scars and your dead or permanently incapacitated means that any type of combat is rough. Based in last night show its not just combat thTs quite dangerous but mearly having memories. Then the only way of healing being using a very finite resource that only refreshes every 4 games seems to me that that by the 3rd or 4th game it's going to be very rough.
It is a horror game.
 

Micah Sweet

Level Up & OSR Enthusiast
I like a dangerous game and all but 3 marks equaling a scar, 3 scars and your dead or permanently incapacitated means that any type of combat is rough. Based in last night show its not just combat thTs quite dangerous but mearly having memories. Then the only way of healing being using a very finite resource that only refreshes every 4 games seems to me that that by the 3rd or 4th game it's going to be very rough.
That's actually the part of the rules I like the most.
 

Aldarc

Legend
So I really love the concept and setting but the mechanics are not my cup of tea. After watching the live play it feels like the gm makes no roles and just determines when to damage the PC whenever they see fit. While I need a rp heavy game I also need a bit more mechanics than this game seems to have. I also feel like the recovery mechanics might be a little to restrictive than I prefer.
I like a dangerous game and all but 3 marks equaling a scar, 3 scars and your dead or permanently incapacitated means that any type of combat is rough. Based in last night show its not just combat thTs quite dangerous but mearly having memories. Then the only way of healing being using a very finite resource that only refreshes every 4 games seems to me that that by the 3rd or 4th game it's going to be very rough.
While the "Illuminated Worlds System" may not fully be a FitD game, it's probably easier to understand the underlying mechanics and design philosophy by looking at Blades in the Dark and even seeing what sort of makes changes CO makes to BitD.

Blades in the Dark is a pretty tight game where players take on the role of criminals in a gang trying to expand their territory in an enclosed city surrounded by a fantasy post-apocalypstic hellscape. I would recommend reading the rules for Blades in the Dark on the SRD here. There are a number of Forged in the Dark games out there that do change the game in different ways. But much like with Powered by the Apocalypse games, I feel like there are also a fair number of PbtA and FitD games out there that come from designers who don't fundamentally understand or appreciate how everything works together as part of the game design. So the changes that these people make to the underlying game design tend to lead to pretty underperforming, forgettable games. I will admit that I am kinda worried that Candela Obscura and the Illuminated Worlds System will be one of these game systems, at least based upon what I am reading in the Quickstart.

Candela Obscura (Illuminated Worlds System) seems to have stripped down and changed A LOT of the finer points of Blades in the Dark. One major difference that leaps out to me is with the Actions. According to the CO Quickstart,...
Ultimately it is up to the GM to decide when dice are rolled and which actions are used.
This may not seem like a big deal, especially if you are coming from D&D. However, if you are coming from BitD, this change is a really big deal, because that is not the case in BitD, as seen below:

  1. The player states their goal for the action.
  2. The player chooses the action rating.
  3. The GM sets the position for the roll.
  4. The GM sets the effect level for the action.
  5. Add bonus dice.
  6. The player rolls the dice and we judge the result.
In BitD, the player states their goal and the player chooses the action (i.e., the approach) they would like their character to use. So for example, a player could decide that when sneaking up behind a guard to assassinate them, they could choose to use the Prowl action to make the kill, but a player could have also potentially chosen to use Hunt or Skirmish or even Wreck actions.

The GM doesn't roll in BitD; however, the GM determines the Position/Effect of that action based on the situation. The Position represents how risky the action is to the player: i.e., controlled, risky, desperate. The Effect represents the effectiveness of the outcome based on that action: limited, standard, great. There is a chart in BitD for what the results - 1-3 / 4-5 / 6 / Critical - may look on a Controlled/Risky/Desperate roll. But also here in the CO Quickstart, the GM only has one set of dials for establishing the stakes of the roll: low, normal, or high. No Position or Effect.

The player can even trade greater risk for greater effect! The player can also take Devil's Bargains that give them an extra die but usually with lingering consequences or a countdown clock for some other future negative consequence down the road. So the stakes of the outcome should be pretty clear by everyone when the roll is made. There are also differences with how a player can resist a consequence for their character in BitD and the sort of consequences/scars that this may involve, but I've rambled enough.

Candela Obscura / Illuminated Worlds clearly does take heavy, if not direct, inspiration from Blades in the Dark. But the changes that it makes to the game change it in some substantial and significant ways. And I'm not sure if these changes make for a better or more engaging game experience. (It seems like there are so many better ways the designers could have made a "Forged in the Dark version of Vaesen.") So I'm now even more worried that my initial concern, which I voiced elsewhere - that the talented roleplay by the cast may be doing the heavy lifting for this new game system - is coming to pass.
 


WanderingMystic

Adventurer
It is a horror game.
I am an avid player of CoC, Chill, CoD, WoD as well as games like Vaesen and Rippers so I am quite familiar with the horror genre and horror RPGs. In a game where you are encouraged to not just have one shots but to have a series of one shots the concept that you can only heal once maybe twice in-between games over the course of 4 gaming sessions means that by the time you gain enough xp to level up you will have taken a permanent scare of which you can only ever have three and they can never be healed or recovered from. It means that long term okay is going to be difficult if not impossible. With how the rules are written (from what we have seen so far) I doubt that you will survive more than a dozen games. In CoC or Chill this is fine but this game in premise is closer to Vaesen.
 


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