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#fitd


I got half of the guilds feats added to the official document today, which for those counting is 614 words.

Though some of the feats have "????" names because names are hard! If you don't believe me ask me about the NPC named Herkat sometime.

I should be able to get the other feats in tomorrow and then start the process of researching and noodling on guild upgrades. Doing the guild upgrades will most likely take the most time during Nanowrimo since before Nanowrimo I had done most of the researching and noodling for the guild feats.



dawnbreak
@dawnbreak

If you haven't heard, Glamour of Our Youth is the supernatural teen drama FITD game August and I have been working on for a long time now. It was actually what got us collaborating in the first place, although it wasn't our first release by a long shot, given the scale of the project.

I want to talk about some exciting changes we've included in Glamour when compared to Blades, to really hit on some things we felt the system was missing and to better hit the themes and tone we were going for. In a way, Glamour is a love letter to all our favourite games and I'm incredibly proud of what we've achieved!

  1. Modular Playbooks! While I'm a big fan of the customisability of your character in many Forged games, it can sometimes come at the cost of playbook identity. When creating your character, it can feel like very little of your initial playbook really matters, unless you make it matter. Some games try and get around this by limiting veteran advances (which we also did in a way), but I thought it'd be interesting to also try a somewhat different approach! We've cleaved your character playbook in two. Instead of a single identity, your character is made up of an Archetype (which is a playbook inspired by teen drama tropes) and an Arcana (which is a playbook inspired by supernatural powers). This allowed us to offer a broader spectrum of character options and also made writing playbooks a lot easier, since they were much smaller in scale (which might explain why we wound up with over 30 of them).

  2. Series Playbooks! Another thing we felt was lacking in many Forged games we've played is how the crew playbook you choose only marginally affects the game. That's not necessarily a bad thing, but we wanted to really push the limits of what you could do with a collective playbook, so we came up with the idea of Series playbooks. Your Series playbook not only gives you access to some cool abilities, but it also changes the very way the game itself works! If you want to enjoy faction-level play alongside your characters' adventures, perhaps Dawnborough is for you, whereas if you want to disentangle a complex conspiracy (by coming up with it together collectively as you play) Dead Pines might be your jam. We wanted to provide tools to help tell many kinds of teen drama stories in meaningful ways.

  3. No more Harm! The stickiness of Harm in Forged games felt straight up inappropriate with the serialised nature of teen drama shows. We also wanted to hit on the fact that often times for teens it doesn't matter if they wind up hurting themselves in their adventures, but how others perceive them because of it. To hit on this, we replaced Harm with the broader Conditions mechanics, where Conditions come in two types - fleeting and lasting. This allows for Conditions to feel a lot more dynamic and less of a burden to take on than in Blades.

  4. Darkest Self! One of my absolute favourite things in Monsterhearts is the Darkest Self and I wanted to see how to adapt that for Forged in the Dark, especially as it felt fitting for a teen drama game. Instead of retiring when you take on your final Blemish (our kinda-equivalent to Traumas or Scars or Quirks or what have you), you enter your Darkest Self. You can either continue playing your character as an antagonist, or hand control over to the Director until the rest of the youths manage to pull them back from the brink. We also retooled some PvP rules to make this run smoother, although we're also considering adding an option where the Darkest Self player takes over for the Director for the next arc, until their Darkest Self is resolved, giving the Director a chance to take a break and play a PC for a little while themself!

There's a lot more, but hashing it all out here would take way too long. I definitely recommend checking out the game here to see for yourself. The playtest version is completely free!


princess-icky
@princess-icky

This game is excellent as hell, and yuri is a fantastic game designer! I highly recommend checking this game out :)



If you haven't heard, Glamour of Our Youth is the supernatural teen drama FITD game August and I have been working on for a long time now. It was actually what got us collaborating in the first place, although it wasn't our first release by a long shot, given the scale of the project.

I want to talk about some exciting changes we've included in Glamour when compared to Blades, to really hit on some things we felt the system was missing and to better hit the themes and tone we were going for. In a way, Glamour is a love letter to all our favourite games and I'm incredibly proud of what we've achieved!

  1. Modular Playbooks! While I'm a big fan of the customisability of your character in many Forged games, it can sometimes come at the cost of playbook identity. When creating your character, it can feel like very little of your initial playbook really matters, unless you make it matter. Some games try and get around this by limiting veteran advances (which we also did in a way), but I thought it'd be interesting to also try a somewhat different approach! We've cleaved your character playbook in two. Instead of a single identity, your character is made up of an Archetype (which is a playbook inspired by teen drama tropes) and an Arcana (which is a playbook inspired by supernatural powers). This allowed us to offer a broader spectrum of character options and also made writing playbooks a lot easier, since they were much smaller in scale (which might explain why we wound up with over 30 of them).

  2. Series Playbooks! Another thing we felt was lacking in many Forged games we've played is how the crew playbook you choose only marginally affects the game. That's not necessarily a bad thing, but we wanted to really push the limits of what you could do with a collective playbook, so we came up with the idea of Series playbooks. Your Series playbook not only gives you access to some cool abilities, but it also changes the very way the game itself works! If you want to enjoy faction-level play alongside your characters' adventures, perhaps Dawnborough is for you, whereas if you want to disentangle a complex conspiracy (by coming up with it together collectively as you play) Dead Pines might be your jam. We wanted to provide tools to help tell many kinds of teen drama stories in meaningful ways.

  3. No more Harm! The stickiness of Harm in Forged games felt straight up inappropriate with the serialised nature of teen drama shows. We also wanted to hit on the fact that often times for teens it doesn't matter if they wind up hurting themselves in their adventures, but how others perceive them because of it. To hit on this, we replaced Harm with the broader Conditions mechanics, where Conditions come in two types - fleeting and lasting. This allows for Conditions to feel a lot more dynamic and less of a burden to take on than in Blades.

  4. Darkest Self! One of my absolute favourite things in Monsterhearts is the Darkest Self and I wanted to see how to adapt that for Forged in the Dark, especially as it felt fitting for a teen drama game. Instead of retiring when you take on your final Blemish (our kinda-equivalent to Traumas or Scars or Quirks or what have you), you enter your Darkest Self. You can either continue playing your character as an antagonist, or hand control over to the Director until the rest of the youths manage to pull them back from the brink. We also retooled some PvP rules to make this run smoother, although we're also considering adding an option where the Darkest Self player takes over for the Director for the next arc, until their Darkest Self is resolved, giving the Director a chance to take a break and play a PC for a little while themself!

There's a lot more, but hashing it all out here would take way too long. I definitely recommend checking out the game here to see for yourself. The playtest version is completely free!