""RPG in Hangouts" interest post (get a raging nerd-on!)", 15th Jul 2017, 3:02 AM #1
Registration date: 13th Jan 2012
Inspired by the PC game Darker Dungeon and a number of
rules-lite RPGs, After Dark is set in a low fantasy semi-medieval
version of our world.
It's grim, it's dark, it's full of mind (and body)
bending horror and... it'll probably be a laugh-riot.
But your character will still die horribly.
Magic, miracles and monsters are rare in civilization so
adventurers (rogues, free-booters, sell-swords and the
perpetually unemployable) seek out the dark, forgotten places
of the world to fulfill their needs (Treasure, Wonder, Danger
and Sensation <anything that tantilizes the five senses>).
Unlike traditional RPGs (D&D, for example), After Dark is
primarily a game of words rather than numbers and modifiers.
Your Adventurers are defined by Traits which indicate what
they are good at. Given a finite number of Traits, think how
you might describe a fictional character like Conan, Indiana
Jones or Sinbad the Sailor.
You will have Signature Equiptment that are also Traits.
You will find unusual items that may have sorcerous Traits
beyond the norm AND you will have a great degree of freedom
in what they can do.
Traits are words, not numbers. The scope of their ability
lies in the description of what they can do, not a Modifier of
how well they can do it. Magic is dangerous and mysterious; it
will turn on you with the roll of the dice.
Each Trait comes with Advantage; you can, if you choose to,
add a third die to a roll but you risk Exhausting that Trait
(losing the Advantage die) until you Rest. This means that
Advantage is a Player controlled resource; not a reward or
cookie doled out by GM fiat.
After Dark is very much a game that can be won. Each
session must be completed in two hours. The GM has a finite
number of Challenges to be over-come in that time or your
quest will fail. But a failed quest is not a total loss.
Adventurers are driven by Motivations (aquiring Treasure,
experiencing a sense of Wonder, courting unnecessary Danger,
and experiencing new Sensations). You can fill up to two of
these Motivations per adventure to gain new Traits for the
Adventuring is not a life for the timid or weak. You can't
run back to town every time you get a boo-boo. Fear, Paranoia
and Hopelessness are types of Harm you will suffer. Fatigue
(physical) and Stress (mental/emotional) Conditions will
increase, making you more vulnerable to Harm. You may lose an
arm, an eye, your life or your sanity.
A max of four players is my comfort limit but this is a game
that easily accomadates a changing roster of players. New
Adventurers can easily keep up with old grissled ones because
there are no escalating numbers to leave you behind in the
dust. So you can play once, play every few sessions, or play
every session with a new character until you find one you
really like. There is an alternate Death rule where-by you
can suffer permanent Harm instead (a missing body part or a
phobia) so that you can keep playing a favorite character.
Every scar tells a story...
Some of you may be concerned that I'm biffboff. Well...
I kid, I kid! Those who've gamed with me can confirm this:
the RPG circle is sacred. We game to have fun. If it's not
fun for you, we can have an open, honest conversation about
it. Worst case scenario: it's just not your thing. And that's
cool. No harm, no foul.