Blades in the Dark
A crew of scoundrels gathers round a stolen blueprint as they plan their big score. Their target has them outnumbered and outgunned; they’re just a no-name street gang up against the rich and powerful. But they have something their mark never expects: the stone cold audacity. The guts to risk everything. And a desperate hunger to get rich or die trying. Blades in the Dark is a tabletop roleplaying game, or TTRPG, about building a criminal empire in the industrial fantasy city of Duskwall. Inspired by video games like Thief, Dishonored, and Bloodborne, as well as crime drama films and television like Heat and Peaky Blinders, players create scrappy scoundrels who commit crimes in a haunted city. They might play a smooth-talking Slide, a bloody Cutter, an ingenious Leech, or a weird Whisper (among others) to lie, cheat, and steal their way to the top. They’ll also create a Crew, the gang they operate, and which, through a series of criminal jobs, will attempt to conquer the city’s underworld. One player, the Game Master (GM), takes on the role of the world those players inhabit; they’ll play as the rival gangs, wealthy nobles, and corrupt Bluecoats that pressure the player characters from all sides; the haunted, sunless, industrial city of Duskwall; and the ghosts, demons, and occult forces that lurk behind it all.
Originally created by John Harper, One Seven Design
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Blades In The Dark Reviews (26)
See what other Game Masters and players are saying about Blades In The Dark
My go to system. Without out a doubt my favorite system of all time with a setting and tone that can be dark and gruesome or a hilarious disaster. One of its main draws is having zero prep for the GM; and making the party as a whole its own character, incentivizing everyone to work and grow as a team. When I want a rules light game I pull out blades. But the system is not all sunshine and rainbows, it is particularly difficult to get into, if you only have traditional systems in your background. The games rules are also more of a tool box then a system. No GM runs blades the same way, even more so than with other systems. Playing blades requires you to find your own style and to pick and drop mechanics and aspects as it suits your table.
The best mechanic in BitD is one where the characters go on an adventure and don't plan everything they need because in the moment the player can do a 'flashback' and retroactively explain why they have something just right for the moment. This fosters creativity, on-the-spot improvisation and can lead to funny and outrageous moments at the table. Lots of fun! The other mechanics in the game range from very good to satisfactory. The game setting of BitD is not particularly exciting for me personally so it gets 3 out of 5 stars.
Blades in the Dark (BitD) is a fiction first system. This means that what you can do depends on the situation you're in within the game. There is no set skill list. Your imagination is what runs the game. It does take a bit of thinking on one's feet, so the GM should be ready to improvise quite a bit. If it has a downside, it's that its not particularly campaign friendly, but better for short adventures, say 10 sessions or fewer. The character progression is not tuned for long campaigns. But if you want a fun time in between adventures in other systems (e.g, D&D, Pathfinder), you can't go wrong with BitD.
How to play Blades in the Dark
Players roll pools of six-sided dice based on their character’s skill and take the highest roll; a 6 is a complete success, a 4–5 a success with consequences, and a 1–3 is a failure. Players can also spend a resource called Stress to boost their rolls, activate special abilities, and even flashback to plan retroactively. In addition to controlling their individual characters, players also collectively control their crew, a gang of scoundrels fighting to carve themselves a place in the haunted city of Duskwall.
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Frequently asked questions about Blades In The Dark
Explore Blades In The Dark Classes
Cutter
This is the fighter of the team. The Cutter can take more hits than other characters and command allies to push past their limits. This Playbook also allows you to use spirit energy to grapple spirits with your bare hands.
Hound
While it’s usually best for a crew to stick together, sometimes a lone warrior needs to scout ahead or track an enemy. The Hound excels at this set of skills. This Playbook gives you tools for tracking, sharpshooting, and surviving in hostile environments.
Leech
If you like the techie characters in heist movies, the Leech is for you. They excel in preparing gadgets and alchemical solutions even when under a short deadline. You can use certain Leech skills can also help you act as a saboteur, planting destructive devices that detonate quietly.
Slide
The Slide is your fast talker and master of disguise. Slide into a location, talk up that crucial contact, and get out before the guards even notice you were there. Their communication skills are so honed that they can even talk to ghosts!
Spider
Here’s the Playbook for those who like being the mastermind. The Spider has several ways of bailing teammates out of danger by planning for just that moment. You don’t actually have to be a genius to play the Spider, however; your master plans come out in the form of enhanced dice rolls.
Whisper
BitD is seen as a heist game, but there’s a strong supernatural element to the world as well. The Whisper is the best at channeling those ghostly powers. These abilities let you summon entities, control ghosts, and even summon storms.