I went back to revisit a bunch of rules and the layout for Fortune Dark, a rules-light system I wrote last year for running dark and desperate one-shot adventures. Download it here for free. The biggest change is that when a player Takes a Risk, they now tell the GM what they are risking if it goes wrong, and the GM counters by telling how it’s going to be worse. I entirely ripped this from Brindlewood Bay’s Night Move because THIS RULE RULES. In my little RPG group we’ve been ta...
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