Negocios turbios. Escaramuzas con blásteres. Grandes aventuras entre las estrellas.
Bienvenido al mundo de Escoria y Vileza.
Escoria y Vileza es un juego Forged in the Dark sobre la tripulación de una nave espacial que intenta llegar a fin de mes bajo el tiránico gobierno de la Hegemonía Galáctica.
Únete a los miembros de tu tripulación para prosperar entre poderosos sindicatos criminales, familias nobles enfrentadas, alienígenas peligrosos y extraños místicos.
Explora las ruinas de civilizaciones perdidas solo por diversión y de paso algunos beneficios. ¿Podrá tu variopinta tripulación mantenerse unida el tiempo suficiente para dar el gran golpe y asegurar su fama en todo el sector?
Escoria y Vileza es un juego de rol independiente basado en el motor de juego Forged in the Dark. En este libro encontrarás: - Una estructura de juego que pone el foco en las tareas criminales de la tripulación. Una sesión de juego consiste en un trabajo seguido de recuperación, proyectos en descanso y mejoras. - «Hojas de personaje» para las naves que les permiten ganar experiencia y mejorar al mismo tiempo que los personajes. - Oportunidades de avance para la tripulación para reflejar el cambio de un grupo harapiento, que simplemente vuela en el vacío del espacio, a una tripulación afamada que se ha hecho un nombre en el sector. - Todo lo que el sistema Forged in the Dark puede dar para ayudar a mantener el enfoque en la acción en lugar de centrarse en la planificación. - Tipos de personajes y naves para ayudar a crear una tripulación única e interesante a la velocidad de la luz.
Que tu nave vuele bien y que tus blásteres nunca se encasquillen.
Blades in the Dark is one of my favorite fantasy roleplaying games. The system is exceptional, and this scifi adaptation doesn't vary far from the core. What you get is a tightly tuned and evocative game about scoundrels on the rim of space, in the vein of Firefly, Cowboy Bebop, Killjoys, Mass Effect, and of course the Mos Eisley cantina.
KILLJOYS: My favorite underappreciated scifi show.
Scum & Villany comes with seven character classes that cover the usual crew, from Mechanics and Pilots to Mystics and Doctors. The clever bit is that your ship is like a character itself, covering much the same area as your gang did in Blades. The Stardancer is a light freighter specializing in smuggling jobs; the Cerberus is a swift hunter for retrieval of difficult people and artifacts; and the Firedrake is a bruiser of a corvette that can take the fight to the corrupt Hegemony. The rest of the system is pretty much the same as Blades, with three exceptions: The action list has been rejiggered to be appropriate for scifi; character action ratings (think skills) are limited to a max of three instead of four; and Gambits are a new meta-currency that can add dice or an effect increase to a roll, and are recharged on a six or crit on a risky action.
The setting is an eminently gameable mashup of things you've seen before. There's an oppressive and corrupt Hegemony, with many officious factions in opposition all declaring what can't be done, and a spectrum of outlaw groups doing it anyway. Moderate magitech is an integral part of the setting, with Precursor artifacts enabling travel along hyperspace lanes, semi-sentient AI, and other effects. The mystical Way and the Precursors are fortunately less overbearing than Blades ghost field, and can be mapped to your choice of spooky unknown effects in fiction, from The Force in Star Wars to Mass Effect biotics or River Tam's psychic abilities. It'd be hard to remove entirely, so this system may not be suited for rock hard scifi.
Compared to Blades, I think the downtime sections are a little more streamlined, and the setting is a hell of a lot more gameable, or at least it is with my taste in fiction. I have some quibbles with the economy, and the lack of a 'last score' mechanic, but this is a great game, and a solid goto for science fiction.
What? Do you remember Blades in the Dark, the RPG about a bunch of scoundrels trying to pull jobs in a fantastical Victorian-esque city, avoiding (or beating) the cops and other criminal factions? This is that, but in space.
Yeah, so? After Blades in the Dark came out, they licensed/made free the core rules so that other games could be played with the same mechanics; this model is referred to as "Forged in the Dark." (That's one trend the D&D OGL/SRD helped formalize: even small games will sometimes put out their core rules for other people to make new games of.)
I'm playing in a Forged in the Dark game right now called "Slugblaster", about a crew of high school skateboarders (who cross dimensions) trying to make a name for themselves. It's fun, but I'm still getting my head around the rules and the lingo. (Some of the game lingo in Slugblaster may be specifically confusing because it's skater talk.)
Which is all a lead in to say: there's still some things about "in the Dark" games that feel a little confusing to me; and while being fiction first (i.e., the goal of the game is to tell a story, you invoke rules by doing things in the fiction), there's still a lot of rules here.
I confess I found my eyes sort of gliding off the descriptions of the characters -- yes, yes, this is a mechanic, this is a pilot, I know what they do -- and off the description of the setting -- yes, yes, there's precursor artifacts and ruin, there's a mysterious Force that some people are attuned to. But that's sort of the point, innit? This isn't meant to be ground-breaking in the setting; this is meant to be Star Wars: the Han Solo and Friends story. And I'm sure it can be very fun at what it does, it just doesn't (for me) make a very compelling read at this length.
Having played the game, I’d give it 4 or 4.5 stars, but the book itself was not doing it for me. I found it confusing. I don’t know if it was the order in which things were presented, the explanations themselves, the lack of charts and tables to help me make sense of things; all I know is that I was more confused about the rules after reading them, even though it is a relatively rules light game.
There are some great ideas, and I love the vice system, but I felt there was an imbalance. For instance, after the Ashen Knives were mentioned in example after example throughout the book, I was looking forward to learning more about them, but they get a vague half a page. I wish I got a little more detail on the factions, planets, and technology. Also, there were more typos than typical; I’m not bothered by a few typos, but when there are more than a few, I wonder how much care was put into the product.
Although the game itself leans into a genre or style of sci fi that is not my style ( a feeling of more whimsical space opera more akin to Star Wars) I am still impressed by its creation. Stras is the leader is probably the great face of the Forged in the Dark community.
My biggest qualm with the game is that it seems to make things very easy on the players. Giving new characters two starting special abilities and introducing Gambits into the game (which also prioritize Risky rolls as opposed to Desperate ones) cuts the early game struggle even shorter. Blades is my favorite RPG of all time and Ive gotten to Gm a lot of sessions of it and I can count on one hand the number of scores the PCs have had to abandon. Chances of getting a partial success are already so high I am surprised by the perceived need to make it even higher.
Seems like a really fun game. I like the whole space scoundrel vibe (I was inspired to get this after watching The Mandalorian). The setting is pretty cool too, with plenty of locations, factions, and characters to work with. But my struggle with this, as it was with Blades in the Dark (which this game is based on), is that I just don't think I have the chops to run a game in this system. I have yet to even be a player in a Forged in the Dark game, and until I get that chance, I don't think I could run a game like this. I'm still pretty inexperienced, and I suspect that this system might be good for new players, but not so much for new game masters. I hope I get the chance one day.
Sci-fi systems are hit or miss personally. I'd prefer something with a little more fiction baked in to every step of a system. Love the Forged in the Dark core gameplay, just doesn't provide me the tools to functionally run a game outside of my expertise. If you already love and know sci-fi with a Cowboy Bebop feel? Go for it.
Blades in the Dark kicked off a rabbit's hole of reading, and this was the third book in my delve. I didn't find Band of Blades intriguing enough to get it, sorry, no quadrology for you.
I think the space-opera setting is a bit more interesting and fun than Dark Dunwall present in BitD itself, so this game got the Five Star the system itself deserves. I feel the action first madness fits the dashing space-rogue better than the bullying criminal scum of BitD, just my opinion. The system leaves plenty of room for The Wierd and the Wild, and Space just feels "more right."
I also think, after reading three of these, that the GM has a bit of a hard task with Risk-Effect rulings and I can see some tables bogging down in politic and logic-wrangling to try to get the ideal Risk-Effect without catastrophic consequences or, even worse, futile rolls - which are both very possible.
These are Player First games that emphasize action and story over rule interactions and power-efficiency builds, and that is the best part to me. These games reward vibrant descriptions and not just reading the description already printed and parroting it. I really like what EvilHat is doing, I just don't want to run it!
It seems like a fine system, but it didn’t resonate with me in 2019. However, looking to play a Star Wars campaign in 2021, I looked again and it clicked.