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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 talking a lot about the burden that failing forward and success-with-consequences rules impose on GMs as they try to come up with interesting repercussions for every action. I appreciate the way the Night Move reduces some of that pressure. It balances the load across player and GM by involving the player more deeply in their situation and choices, and it grants players some agency in their fate plus a chance to enter into a little barter-play as they carefully choose a risk in the knowledge that the GM will make it worse. More interplay between GM and players equals more fun, yeah?
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