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Grade the Forged in the Dark System
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<blockquote data-quote="MintRabbit" data-source="post: 9354353" data-attributes="member: 7044790"><p>I really love taking apart Forged in the Dark games and figuring out what makes them tick, kind of like rooting around in the guts of a car. In some games it's kind of difficult for me to see exactly how all of the different pieces of the game interact, but I don't usually have that problem with FitD games, and I think that's because the designers also like taking apart the game and figuring out what works and what doesn't.</p><p></p><p>Examples:</p><ul> <li data-xf-list-type="ul">Gambits in Scum & Villainy showed me how to give the players tools that make success more likely in certain situations.</li> <li data-xf-list-type="ul">Slams in Slugblaster showed me how to change Harm to make it work in a less gritty genre, especially when your characters aren't suited for grim endings.</li> <li data-xf-list-type="ul">The Theory roll in External Containment Bureau showed me how to take pieces of other game systems (in this case, Brindlewood games) and make them work for FitD.</li> <li data-xf-list-type="ul"> Masks in Brinkwood re-contextualized the Crew sheets of Blades and showed me how you can give the players the opportunity to try something new every session without necessarily having to pick up a new character.</li> <li data-xf-list-type="ul"> The way Pacts change significant parts of your character sheet in Moth-Light showed me how you can use the same system to tell stories that vary quite a bit in genre.</li> </ul></blockquote><p></p>
[QUOTE="MintRabbit, post: 9354353, member: 7044790"] I really love taking apart Forged in the Dark games and figuring out what makes them tick, kind of like rooting around in the guts of a car. In some games it's kind of difficult for me to see exactly how all of the different pieces of the game interact, but I don't usually have that problem with FitD games, and I think that's because the designers also like taking apart the game and figuring out what works and what doesn't. Examples: [LIST] [*]Gambits in Scum & Villainy showed me how to give the players tools that make success more likely in certain situations. [*]Slams in Slugblaster showed me how to change Harm to make it work in a less gritty genre, especially when your characters aren't suited for grim endings. [*]The Theory roll in External Containment Bureau showed me how to take pieces of other game systems (in this case, Brindlewood games) and make them work for FitD. [*] Masks in Brinkwood re-contextualized the Crew sheets of Blades and showed me how you can give the players the opportunity to try something new every session without necessarily having to pick up a new character. [*] The way Pacts change significant parts of your character sheet in Moth-Light showed me how you can use the same system to tell stories that vary quite a bit in genre. [/LIST] [/QUOTE]
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