Forged in the Dark (2017)

Overview

Forged in the Dark is a tabletop roleplaying game framework and System Reference Document created by John Harper. Released in 2017, it is the underlying engine that powers Blades in the Dark and has since been used by independent designers to build countless other games, such as Scum and Villainy and Band of Blades. It excels at telling stories about capable but flawed groups of people pulling off daring missions against overwhelming odds. The system it directly evolved from is
Blades in the Dark https://groupfinder.eu/library/blades-in-the-dark
Description Instead of being a single game, Forged in the Dark is an open license toolkit. Players form a crew, whether they are space smugglers, military mercenaries, or rebel outcasts, and undertake dangerous missions known as Scores. The system is heavily narrative and focuses on failing forward, meaning a bad dice roll never stalls the story, but instead introduces a new complication. It completely eliminates tedious planning phases by throwing players directly into the action. System Overview & Key Features
The d6 Dice Pool To resolve a risky action, a player rolls a pool of six sided dice based on their action rating. The highest single die determines the result. A six is a full success, a four or five is a partial success with a consequence, and a one to three is a bad outcome.
Position and Effect Before the dice hit the table, the Game Master establishes the Position (Controlled, Risky, or Desperate) and the Effect (Limited, Standard, or Great). This ensures everyone understands exactly what is at stake and how much impact the action will have.
Progress Clocks The game tracks complex threats and long term projects using circular clocks divided into segments. A stealth mission might have a clock for the guards going on high alert, filling up bit by bit as the players roll partial successes or failures.
Stress and Resistance Characters have a Stress track that they can spend to push themselves for extra dice or to assist an ally. More importantly, players can spend Stress to resist any consequence the Game Master introduces, allowing characters to survive deadly situations by sheer willpower.
Flashbacks Players do not need to spend hours planning a heist or mission. When they encounter an obstacle, they can simply spend Stress to declare a flashback, narrating how their character anticipated the problem and set up a solution in the past.
Phases of Play The game flows through specific phases. Free Play is where characters gather information and choose a target. The Score is the actual mission. Finally, Downtime allows the crew to recover from injuries, reduce their heat, and work on personal projects before the cycle begins again.
Additional links bladesinthedark.com https://bladesinthedark.com - Official System Reference Document and rules database evilhat.com https://evilhat.com - Official Evil Hat Productions website

Active games and players

en English
Homebrew
Homebrew
BitD
Blades in the Dark
...
Online
Michelle
Let’s go on an adventure together! I'm looking for a cooperative, consent-based, story-focused TTRPG table. I enjoy character-driven games with party relationships, meaningful combat, exploration, mystery, downtime, and earned emotional moments. Ideal balance: about 50% roleplay, 30% combat, 20% exploration. I like sincere games with humor, but not constant bits, edgelord behavior, or main character syndrome. I fit best with players who share spotlight, cooperate, respect boundaries, and care about everyone’s character mattering. Consent and safety are important to me. Heavy themes, PvP, romance/flirting, sexual content, intense character conflict, or major effects on another PC should be discussed first. Lines and veils should be respected. I’m in Hawaiʻi Time / UTC-10. Weekends are best, and I prefer 2–3 hour sessions. I’m open to voice, PBP, or hybrid formats. Not a good fit for bigotry, disruptive rules-lawyering, non-cooperative play, unconsented PvP/romance/sexual content, trauma dumping, or using RPGs as therapy. Message me on Discord; I’m more responsive there. Please say you saw my Groupfinder post and send a short game pitch. Discord: goldaline
en English
PbtA
Powered By The Apocalypse
...
Berkeley
Online
Cameron
Looking to join some narrative or OSR games! Really want to play in Monster of the Week and Apocalypse World.
en English
DND5E
Dungeons & Dragons 5E
DND5.5E
Dungeons & Dragons 5.5E (2024)
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Online
hisownsidekick
Hi! All told, I only have about a year of experience playing and GMing, and it's been a looong time, so I'm sure I'm quite rusty. My time zone is CST and my schedule is open. I have no strong preferences when it comes to frequency of sessions, system, or setting. Back when my friends and I actively played, I mostly GMed, using DnD 3.0/3.5, with a little Spycraft on the side. Even though that was years ago, I've never stopped thinking about RPGs, listening to actual play podcasts like The Adventure Zone and Acquisitions, Inc., reading random supplements and forum posts, and playing video games based on tabletop systems/adventures. I love backstory, lore, and worldbuilding and enjoy combat and dungeoncrawling, too. I remember my very first RPG session, when I was a kid, immediately opened my eyes to the creativity and improvisation that the format allows. All I'd done in our first battle was ready my weapon and lightly wound an unlucky bandit... while the far more experienced players of the group spent their first few turns positioning themselves technically, slinging buffs and debuffs, and throwing a tarp over the intimidating-as-hell bandit leader and then setting it ablaze with a torch. I was astounded; I knew I had to have more. The Discworld and Hitchhiker's Guide series of books are dear to me, though I'm down for nearly any fantastical story and setting (much like Pratchett and Adams themselves). Potentially relevant-to-tabletop video game series I've enjoyed are The Witcher, Knights of the Old Republic, Fallout, Mass Effect, Dragon Age, The Elder Scrolls, Divinity, Baldur's Gate, Final Fantasy, World of Warcraft, Legend of Grimrock, and many more. I like to let other players choose their specializations first, so I can try to fill any gaps we have, then build the character's background and motivation from there. That way, everyone who really wants to play a specific role is happy and the group as a whole is well-rounded. Plus, it's just fun to mix things up from game to game, so I've never really had a favorite class, though I do enjoy playing support (gotta have a healer/medic!). If you have the patience to help me shake off the rust and adapt to your setting and system, I'll do as much or as little reading, roleplaying, and rolling as you need. Ugh, this is really starting to sound like a sales pitch, ha ha... sorry. I'll finish by simply saying that I'm excited to meet you and see what adventures you've got brewing!

Other entries

VVD (Vivid)
Tools & Platforms

VVD (Vivid)

English
Worldbuilding
Free
VVD is a visually driven world-building and campaign management platform launched in 2024. Created by an independent developer, it positions itself as a streamlined, "distraction-free" alternative to complex wikis like World Anvil. In 2025, the platform gained massive popularity on social media for its "clean UI" and its strict No-AI pledge, promising that all art and assets on the platform are created by human artists.  Description VVD is built for the "sparks of inspiration." It uses a card-based system to organize NPCs, locations, and magic items, allowing users to connect them visually through an interactive graph. Unlike traditional folder-heavy organizers, VVD feels like a digital corkboard or a personalized Wikipedia that prioritizes aesthetics and ease of use. It is a web-based tool, meaning it requires an internet connection, but it is highly optimized for mobile devices, making it a favorite for GMs who need to jot down world-building notes on the go. System Overview & Key Features The Infinite Canvas VVD features a spatial "Canvas" mode where users can drag and drop their lore cards to create mind maps. This allows you to visually plot out character relationships, political factions, or historical timelines, with lines and labels connecting each element in a fluid, non-linear way. Interactive Map Pins Users can upload high-resolution maps and place interactive pins that link directly to lore cards. If a player visits a new town, the GM can click the pin to instantly pull up the town’s description, NPCs, and local rumors without searching through a menu. Auto-Linking Wiki System The platform automatically recognizes the names of your lore cards within your writing. If you mention a specific character in a location description, VVD will create a hyperlink to that character's card automatically, ensuring your world remains interconnected and easy to navigate. Human-Artist Focus In a direct response to industry trends, VVD has built its brand on supporting human creativity. They pledge 10% of their revenue to supporting real artists and feature a marketplace of hand-drawn assets, ensuring the platform remains a haven for traditional and digital illustrators. Quill (Story Writing Tool) New for 2026, "Quill" is an integrated manuscript editor. It allows authors to write their novels or campaign guides side-by-side with their lore cards, enabling them to reference character stats or world history in a split-screen view while they draft. Publishable World Wikis Paid users can turn their private world-building into a "public wiki" with a single click. This generates a sleek, readable website that GMs can share with their players or authors can share with their readers to show off their setting's depth and art. Additional links vvd.world - Official website and application portal

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Blades in the Dark (2017)
Tabletop Roleplaying Games

Blades in the Dark (2017)

TTRPG
English
Heist
Blades in the Dark is a heist-themed tabletop roleplaying game system about a crew of daring misfits  on the streets of an industrial fantasy city. Published by Evil Hat Productions in 2017 and designed by John Harper, it introduced the highly influential Forged in the Dark rules engine. BitD revolutionized the heist genre in tabletop gaming by pushing players straight into the act, eliminating the "planning phase". The system it loosely evolved from is Apocalypse World Description In Blades in the Dark, players are part of a criminal organization in Doskvol, a grim Victorian era city. The city is protected by a wall of lightning, to keep any threat on the outside. Players create their characters as either smugglers, thieves, assassins or cultists and explore the criminal underworld, perform dangerous heists, manage gang warfare and grow their criminal organization. The game focuses heavily on narrative momentum and failing forward. Characters are competent but flawed, constantly accumulating stress, trauma, and heat from the law as their gang rises to power. System Overview & Key Features Action Roll (d6 Dice Pool) The core mechanic uses a pool of six-sided dice(d6) based on a character's action rating. The highest die result will determine the outcome of the action. 6 is considered a full success, 4-5 is a partial success with a consequence, and 1-3 is a failure. Rolling multiple full successes is considered a critical success. Position and Effect Before every roll, the Game Master explicitly states the character's Position (Controlled, Risky, or Desperate) and Effect (Limited, Standard, or Great). This transparently communicates the exact stakes and potential fallout of the action before the dice hit the table. Stress and Resistance Characters have a Stress track. Players can spend Stress to give themselves for extra dice when rolling. They can also use it to assist an ally, or fuel their special abilities. Players can also spend Stress when facing any situation or consequence the GM throws at them, this makes the characters very skilled, but forces them to consider when to spend it. The Flashback Mechanic Instead of spending hours planning a heist, the crew simply chooses a target, picks a detail, and jumps right into the action. Later, they can use Stress, to envoke a flashback moment, where they explain how they had already planned for such a situation, or had "solved" it beforehand. Progress Clocks The game uses circular progress tracks called Clocks to visually represent approaching danger or the progress of a complex task. A clock might represent the alert level of the city watch, the structural integrity of a safe vault, or the patience of a rival gang leader. The Crew as a Character The criminal organization the players run has its own character sheet. The organization gains experience, levels up, claims territory, and unlocks special abilities, ensuring that the gang's rise to power is just as mechanically significant as the characters' Additional links evilhat.com - Official Evil Hat Productions website bladesinthedark.com - Official System Reference Document and rules database

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Basic Roleplaying (2023)
Tabletop Roleplaying Games

Basic Roleplaying (2023)

TTRPG
Rules-light
Chaosium
Basic Roleplaying is the venerable "D100" engine that has powered Chaosium’s greatest hits for over four decades. Originally appearing as a slim booklet in 1980, it was most recently revitalized as the Basic Roleplaying: Universal Game Engine in 2023. In 2026, it stands as one of the industry's most important open-source platforms, released under the ORC License, allowing independent creators to build and sell their own games using its legendary, time-tested mechanics. Description BRP is a "genre-neutral" toolkit that discards character levels and rigid classes in favor of a pure skill-based system. Whether you are playing a Bronze Age warrior, a 1920s detective, or a futuristic mech pilot, the core experience remains the same: your character is defined by what they can do. Because it uses percentages (e.g., "I have a 65% chance to climb this wall"), it is widely considered the most intuitive and "transparent" RPG system for new players to understand at a glance. System Overview & Key Features The Universal D100 Engine Every action is resolved by rolling two ten-sided (d10) dice to get a result from 1 to 100. If you roll is equal to or under your skill rating, the action is deemed a success. This approach simplifies the mechanical process of the game, as there are no complex tables to keep track of and compare to decypher whether it is a success or failure. Organic Character Growth There is no "Experience Points" system in the traditional sense. Instead, when you succeed in using a skill, you mark a "Skill Check" on your character sheet. At certain stops in the game/story, the player rolls to see if the character improves in those skills, meaning your character evolves based specifically on the actions they performed (and succeeded at) during the game. Modular Rule Design The Universal Game Engine is designed with variations and systems to choose from. GMs can choose whether they prefer to just use "Hit Points" or add a more detailed wound system with "Hit Locations" for more realistic tactical consequences. Systems for Magic, Sorcery, Mutations, or Superpowers (depending on the setting) can be added, instead of being baked in the core mechanics, ensuring the mechanics always fit the theme of the game. Deadly and Tactical Combat BRP combat is grounded and dangerous. Unlike high-fantasy games where adventurers have a vast health pool, a single strike of a sword or bullet in BRP can be fatal. This encourages players to think creatively and use mechanics and terrain to their advantage. Talking their way out of situations is often seen as more reasonable (and survivable), than just treating every conflict as a forced combat situation. The ORC License Revolution By introducing to the Open RPG Creative (ORC) license, BRP started a wave of third-party "Powered by BRP". This has expanded the system into new genres like Cyberpunk, Wuxia, and Cozy Fantasy, all supported by a single, unified ruleset and system, compatible with most themes. Compatibility with "The Big Three" Because the core mechanics have remained the same since the beginning, a monster or spell from a 1980s supplement is almost always compatible with the modern 2026 engine. This gives GMs access to one of the largest libraries of pre-written adventures in tabletop gaming, spanning Call of Cthulhu, RuneQuest, and Pendragon. Additional links chaosium.com/brp : Official BRP Universal Game Engine portal basicroleplaying.org : The primary community hub and "BRP Central" forums

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