Version 0.8.0 is Here, and This Update is Pretty, Pretty, Pretty Big
So ... this is a big update. Turns out that when you save up all the changes to push at once, that'll happen.
Before we get into the nitty-gritty, I just wanted to show off two of the things that excite me the most about this update.
First, we have this awesome piece of original art by Alison Cooley, which adorns the introductory section of the book:
Secondly, we have this incredible map of Last Pine courtesy of Eli Kurtz:
There are three versions included in the download: a labeled version with a key, which appears in the book; labeled but without a key, for making up your own stuff; and finally, an unlabeled version.
I'm super excited to be able to finally share these with you, and I'm hoping that this is a sign of things to come. I would love more original art in the future and that is a definite goal of mine.
There have been a number of mechanical and procedural changes, the biggest of which being switching to action dots as opposed to highlighted/marked actions. I've now got a total of almost 30 sessions of this game under my belt, including a campaign that's been running for 20 sessions, which has given me a lot of opportunities to see what works in campaign play and what doesn't. While I still love the more straight-forward approach to actions, it became clear that advancement needed a little more nuance. A number of the changes here reflect that.
So with that said, here's the full changelog:
- Change from highlighted actions to action dots, more similar to traditional BitD/FitD
- Clarified action roll procedure with more specific wording and a note for the keeper to consider gear when setting position
- Cleaned up action descriptions
- Updated "quick character templates" to accommodate action dots approach
- Changed cost for pushing your luck from 1 to 2 and clarified procedure
- New approach to conditions inspired by setbacks from Asphalt & Trouble by Jacob Segal
- Updated universal xp triggers
- Changed xp requirements for taking character and pact beats from 6 to 8 to better accommodate campaign play
- Rebalanced beats so that all advancements cost only 1 beat (makes more sense with action dots)
- Created a new downtime activity "Spend a Beat" and renamed Beat Scenes to "Advancement Scenes"
- Removed "Recover" downtime activity and folded recovery into long-term projects; added note about using a single LTP to recover from multiple conditions
- Clarified crafting and rituals procedure
- Added clarification about resisting conditions
- Changed the procedure for the Act Together teamwork action
- Clarified procedure for gaining Bond during Fallout and spending Bond during downtime
- Updated procedure for gathering strings during Fallout phase; clarified that a keeper may not hold more than four strings at a time
- Clarified and simplified some downtime activity descriptions
- Updated starting Bond during Pact Creation
- Clarified and tightened Pact Creation
- Added examples for starting allies
- Added description of and advice about using keeper actions
- Clarified keeper principle, "Hold Lightly"
- Updated and clarified rules about arcs and the void clock, tying these to the pact advancing their Trust
- Added guidance for setting the length of the countdown clock
- Added/edited setting information for Last Pine and the Sylvan Wilds
- Clarified faction tier system and procedure for running factions
- Added map of Last Pine by Eli Kurtz
- Added landscape art by Alison Cooley
- Addition of boxed text to call attention to important notes and rules
- Added hyperlinked page reference, links to websites and information about safety tools
- Added bookmarks for easier navigation of the PDF
- Updated touchstones
- Updated table of contents
- Updated index for clarification and added an entry for "Effect" which directs readers to the section on Position
- Updated front matter/credits
- Miscellaneous typo and formatting fixes, clarified wording, etc.
Playkit:
- Reconciled abilities on the character sheets with the abilities in the book
- Added checkboxes to denote multiple uses of the Hunter's Kit basic gear
Character Keeper/Quickstart:
- Updated abilities and rules in quickstart to be consistent with 0.8.0
What's Next
The next biggest project is writing more in-depth descriptions of each of the factions. I've gotten some help on that from a very special guest writer, but it's been slow-going. I also need to tackle creating a pact sheet and play aids, as well as make sure the Role sheets are all up to date. After the faction stuff is done, I'll submit the book for copy editing, and then I'd like to work on creating a text-only version and maybe even an audiobook. A physical edition is on the horizon as well, but that may still be a ways off. I've weighed doing a Kickstarter to fund a physical edition along with more original art, but it's hard to know whether that's the right next step.
Anyway. I hope y'all enjoy these changes! And if you don't? Well, let me know! I've started another round of playtesting with increased focus on pact creation and faction play, so I'm excited to see where that takes me. I've been running a series for the Gauntlet, so I'll be sure to post a link to the video playlist once that's available. Stay tuned for that in probably early October.
Until then, take care of each other.
jex
Files
Get Bump in the Dark: Revised Edition
Bump in the Dark: Revised Edition
Monster Hunting, Forged in the Dark
Status | In development |
Category | Physical game |
Author | jexjthomas |
Genre | Role Playing |
Tags | Forged in the Dark, Horror, investigation, monster-hunting, monster-of-the-week, Monsters, redacted-materials, Tabletop role-playing game |
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- Typos and ClarificationSep 21, 2023
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