Blades in the Dark Dark Fantasy; Dark; Heist; Forged in the Dark (FitD); Narrative-Driven; Team-Based

Blades in the Dark is a tabletop role-playing game (TTRPG) focused on a crew of scoundrels operating in the dark fantasy, industrial-era city of Doskvol. Utilizing the Forged in the Dark system, the game emphasizes narrative-driven gameplay, team-based heists, and resource management within a dangerous and haunted setting. Its unique mechanics, like flashbacks and position/effect dice rolls, streamline gameplay and encourage player agency, making it appealing to both experienced and novice RPG players seeking a darker, more strategic experience.

Theme and Setting

Blades in the Dark plunges players into Doskvol, a perpetually dark and haunted city reminiscent of Victorian London. The sun is gone, replaced by electric lights powered by ghost-derived energy. This industrial-fantasy setting is steeped in gothic horror, with ghosts, demons, and other supernatural entities playing a significant role. Players take on the roles of criminals navigating a city rife with rival gangs, corrupt officials (Bluecoats), and powerful noble families, creating a compelling backdrop for illicit activities. The oppressive atmosphere and emphasis on survival and scoundrel-like behavior define the game's unique theme, pushing players to make morally ambiguous choices to thrive in a harsh environment.

Core Mechanics and Rules

The Forged in the Dark system drives Blades in the Dark's core gameplay. Actions are resolved using a pool of six-sided dice, with the highest roll determining the outcome. A key element is the position and effect system, where the GM determines the character's position (controlled, risky, desperate) and potential effect before the dice are rolled. This shifts the focus from simple pass/fail outcomes to a more nuanced approach, emphasizing narrative consequences.

Flashbacks are another crucial mechanic, allowing players to retroactively introduce elements into a scene by spending resources. This eliminates extensive pre-planning and allows for dynamic, in-the-moment decision-making. Stress is a resource players can spend to improve their rolls or avoid negative consequences, but accumulating too much stress can lead to trauma and long-term complications. Downtime activities, such as indulging in vices or acquiring assets, are essential for managing stress and preparing for future scores. The crew itself also has stats like wealth, reputation and heat (attention from law enforcement).

What Makes it Unique

Blades in the Dark stands out due to its streamlined mechanics and focus on collaborative storytelling. The Forged in the Dark system emphasizes player agency and narrative consequences over rigid rules. The flashback mechanic provides a unique way to handle planning, allowing players to be creative and reactive in their approach to heists. The interconnected nature of the city and its factions creates a dynamic sandbox environment where player actions have lasting repercussions. The game also uniquely handles failure, which is often considered more interesting than success. Furthermore, characters can quickly become traumatized, which results in short lifespans.

Target Audience and Player Experience

Blades in the Dark appeals to players who enjoy narrative-driven games with a focus on strategic decision-making and team-based gameplay. It's suitable for both experienced RPG players seeking a more streamlined and collaborative experience and newcomers drawn to its dark fantasy setting and accessible mechanics. Players should be comfortable with morally gray choices and the potential for failure, as the game emphasizes the challenges and consequences of a life of crime. The game may not appeal to players seeking traditional high-fantasy adventures or those who prefer highly structured, rules-heavy systems. Some players have noted a heavy emphasis on meta-gaming, which is something that other players may enjoy.

Blades in the Dark logo

What do players think?

Blades in the Dark is a highly praised role-playing game (RPG) that offers a unique and engaging system. Users appreciate its smooth design that allows them to jump right in, with an emphasis on rewarding actions with both mechanical and narrative results. The game's stress system, flashback feature, and position/effect system are particularly lauded. The game's setting is detailed yet leaves room for players to invent their own games. Some users found it challenging to shift from traditional RPGs to this fiction-first approach, and others noted that the game requires a fair amount of preparation from the game master (GM). There were also comments about the lack of a useful preview and the absence of certain versions or features. Despite these minor issues, Blades in the Dark is considered a gold standard for criminal heist RPGs and has become a favorite among many gaming groups.

Related TTRPG Games

Compare Blades in the Dark with other great ttrpg games.

Scum and Villainy logo

Scum and Villainy

Scum and Villainy is a space-western tabletop RPG that builds on the mechanics of Blades in the Dark, incorporating its signature "Forged in the Dark" system while shifting from urban crime to the vast expanse of space opera. While both games emphasize teamwork and narrative-driven play, Scum and Villainy focuses more on exploration and encounters in a sci-fi setting, differing from the heist-centric, more structured missions found in Blades in the Dark; for example, players in Scum and Villainy frequently engage in ship-based travel and crew dynamics, whereas Blades in the Dark centers around specific score jobs within a city.

Monster of the Week logo

Monster of the Week

Monster of the Week and Blades in the Dark both emphasize narrative-driven gameplay and team-based mechanics, but they diverge in their focus and structure; while Monster of the Week centers on episodic adventures involving supernatural mysteries in a horror setting, leveraging the Powered by the Apocalypse (PbtA) system, Blades in the Dark offers a heist-focused experience with a more intricate character progression and resource management system. For example, the former utilizes simple moves and prompts for investigation and combat, whereas the latter employs a more elaborate framework for planning and executing criminal jobs, complete with a clock system for tracking progress and complications.

Apocalypse World logo

Apocalypse World

Apocalypse World and Blades in the Dark share a focus on narrative-driven gameplay and player agency, both utilizing unique mechanics to foster collaborative storytelling in distinct settings; however, while Apocalypse World emphasizes survival and exploration in a post-apocalyptic world through its Powered by the Apocalypse (PbtA) system, Blades in the Dark leans into heist-focused missions with a clear structure for planning and executing criminal activities. For example, in Apocalypse World, players may navigate interpersonal relationships and resource scarcity, whereas in Blades in the Dark, the game is driven by the mechanics of crew advancement and the intricacies of satisfying risk versus reward during heists.

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