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#fitd


I have a lot of soft social pressures building up to get the guild system drafted in November. So I am using Nanowrimo as a vehicle to also pressure me into getting it done. I highly doubt I'll need to write 50k words to get the system done. But, we'll see how it goes!

Right now I'm planning on six guild types, Adventure, Slayer, Thieves, Divine, Arcane, and Politics. I do not have names for the last three. If you have any suggestions let me know in the comments~

I really want to get back to running FitD games but I have to get this guild system in place first. x.x



The post Gen Con update! (Life got in the way but the update is finally available.)

I ran Forged in the Dungeon 8 times at Gen Con and got great data and feedback and also had a wonderful time.

The major changes are as follows:

Removed the term Load and replaced it with Inventory Slots. - Skip the middle man, Load, and just call it as it is on the character sheet, Inventory Slots. It should reduce confusion for players that have not played a FitD game before.

Added a section about Magic and Magic Items. - Realized I never gave some guidance on how magic works, oops!

Tweaked Stressing Out based on play test data. - Allows for players to get back into the action sooner if they want. However, still ensures there is a story building moment for the character.

Added missing content for Rivals. - Realized I did not include all the original information from Beam Saber, oops!

Added missing content from Cut Loose. - Realized I did not include all the original information from Beam Saber, oops!

Added section on Player vs Player / PC vs PC. - PVP came up a couple times at Gen Con and thus guidance needed to be created.

You can get the new content at https://labawesome.itch.io/forged-in-the-dungeon



“Cadeuceus Wings”
When you want to catch a darkened star, roll +Flow. On a full success you fly over to their side and restore them to flickering. On a mixed success fly to their side or restore them to flickering, and choose one

  • you expose yourself to danger
  • you put yourself in a worse position
  • you expend your charge.

On a failure, you’re caught before you can take to the wind.