
In the Dark
A downloadable game
What is this?
In the Dark is a streamlined, multi-setting roleplaying game, using the Forged in the Dark system.
The game allows you to play as a team of highly-skilled individuals operating on the fringes of law & society. You could be master thieves pulling casino heists, pirates raiding along the Spanish Main, or interplanetary bounty hunters roving the galaxy.
Who is this for?
- Gaming groups who like Blades in the Dark but want to play in a different setting
- Roleplayers who prefer rules-light, improvisational play
- Players who want a simple intro to Forged in the Dark style RPGs
What does the game include?
A 2-page rules quick-reference & setup guide
9 player character playbooks covering a range of roles (Ace, Burglar, Engineer, Face, Hunter, Mastermind, Medic, Muscle, & Mystic), and 1 bonus playbook (Enhanced)
A GM playbook for notes & reference
A blank playbook & playset to make your own roles & settings
6 themed playsets (Operators, Cyber Runners, Starfarers, Desperados, Buccaneers, & Wise Guys), with more to come
How does this differ from Blades in the Dark?
In the Dark simplifies the core rules of Blades in the Dark. Gameplay is snappier & more improvisational, like a Powered by the Apocalypse Game.
- Condensed Sheets: Individual & crew playbooks are a single sheet.
- Simplified Rolling: Add & subtract dice for difficulty, no position & effect.
- Simplified Rules: Simplified stats, group actions, gear, crew setup, & harm/healing.
- Generalized Playbooks: All-new roles cover a wider range of ensemble stories.
- Freeform Play: Gameplay flows freely in & out of missions, with streamlined downtime.
- Multiple Settings: Modular playsets allow for a variety of settings.
The rules are easier than BitD's, but play relies more on player collaboration & inventiveness. Think Monster of the Week or Lasers & Feelings.
Are there more detailed rules?
See the in-progress Game Guide. This web-based guide has more detailed info on how to play than the quick-reference, but is still incomplete. It will continue to be updated over time.
Where did this come from?
In the Dark originated as a hack of Scum & Villainy. The goal was to make that game more friendly & engaging for live-streamed actual-play. Versions of it have been played on ManaPot Studios' Flights of Fandom & Streets of Gotham streams, in settings ranging from Star Wars to Dishonored to Batman.
What's the release status of the game?
In the Dark is in full release! It has been extensively playtested at conventions & on livestreams. The game will continue to recieve updates, such as new playsets & additions to the game guide. Feedback for future revisions is always welcome.
This game and all associated materials are distributed under a Creative Commons BY-NC-SA 4.0 License.
This work is based on Blades in the Dark (found at http://www.bladesinthedark.com/), product of One Seven Design, developed and authored by John Harper, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).
| Status | Released |
| Category | Physical game |
| Rating | Rated 5.0 out of 5 stars (41 total ratings) |
| Author | David Brunell-Brutman |
| Genre | Role Playing |
| Tags | Forged in the Dark, Heist, rules-lite, Tabletop, Tabletop role-playing game |
| Asset license | Creative Commons Attribution_ShareAlike v4.0 International |
| Average session | A few hours |
| Languages | English |
| Links | Patreon |
| Content | No generative AI was used |
Download
Click download now to get access to the following files:
Development log
- In the Dark is OUT OF BETANov 17, 2025
- In the Dark @ Gen ConJul 31, 2025
- In the Dark v0.3Dec 07, 2022




Comments
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Hi David! Huge fan of what you’ve built here. I really love how minimal systems invite really fun roleplay, as seen in those streams. I was wondering if you’d be open to sharing a bit about your prep process as well. You seem very comfortable running light hacks, and I’d genuinely love a peek into how to prep light without losing... well, momentum. I find free-form prep quite confusing 😅
Hey Alex! Glad you like the game.
There will eventually be a section on this in the game guide. But for now, here are some mostly unedited thoughts on prep for ItD –
The most important thing is don’t overdo it.
You don’t have to prep as much as you think. You don’t have to come up with the cleverest idea for everything. You don’t have to plan out every possibility.
Trust your instincts. Trust your players. Trust the game system.
As GM, your tasks are:
Notice how prep isn’t on that list? Prep just a tool to support what you actually do to run the game. So do less of it.
When I run a 4-hr one-shot at a convention, I do all my prep at the table. I can get away with this because…
What does this look like?
First, I do world & character building with the group (this is steps 1-4 on the Quick Start page).
Discussing what playset the group wants tells you what genre & tone they’re interested in. Creating key places with the players gives you a set of locales the group is already invested in (because they made them). Picking the crew type tells you what kind of mission the group wants to play. Picking factions gives you the groups they want to interact with, and how. Picking a contact gives you a starting NPC to act as a mission giver, guide, ally, or rescue objective. Playbook selection tells you what each player wants to do on their mission.
Second, I ask for a 10-15 min pause. Then I take everything the group created & link it together in a basic structure.
The crew starts en route to or at one of the locations they created. They have an objective based on their crew type (assassins have a target to eliminate, thieves have something to steal, smugglers have something to transport, etc). Make the mission simple – your 1st idea is likely your best. The mission can be given by their contact, who may or may not be with them (or they may be en route to meet the contact). A faction who dislikes the crew wants to interfere with the mission (give them a leader & a reason to interfere). Start with an immediate hook – a mystery, an attack, an obstacle.
Once the group is in the action, any prep you would’ve done is out the window anyway. Follow the cause & effect of introducing new obstacles to the mission, the group trying to overcome them, and the dice determining how that goes (& potentially introducing new obstacles to start the cycle over). Think about what (simple things!) NPCs & Factions want, and how they’ll try to get those things if the crew wasn’t helping or interfering.
A practical example:
The group picks the Desperados playset & the bandits crew type, so they’re a gang of Old West robbers. What’s a classic Old West robbery? A train heist. The group has already created a few locations – Deadrock Springs (a boom town), Spire City (a desolate maze of rock towers), and Fort Fredericks (a Union Army fort) – so the train can start at Deadrock, go through Spire City, & end at the Fort.
What’s the crew stealing from the train? Well, it’s going to an Army fort, so how about the Army payroll? Now you have a train guarded by soldiers, with a lockbox of greenbacks the crew wants to steal. And there’s a built-in ticking clock – the crew has to get the money off the train before it gets inside the fort.
The players invented a contact – another outlaw named Hawk, who’s actually in a rival gang. So that’s the mission giver. Why is Hawk giving the mission? Maybe his gang is planning to rob the train, but he thinks he can get a bigger cut from the PC crew, because the leader of his gang (let’s call him Dalton) takes an overly large share. So now there’s a 2nd faction interfering.
Now all we need is a hook. Let’s start them as close to the action as possible – ask how they’re getting on board the train and throw them right into the moment the plan begins. No need for much more prep if you’re just going to react to the players’ plan.
So that’s the method! Ask players for interesting aspects of the world, ask yourself how they’re connected, and go from there.
(That was a real example, by the way – I put it together in about 10 minutes at PAX Unplugged 2024. My entire “prep” was the filled crew playset & 4 bullet points. Setup ran an hour & gameplay ran about 3 hours.)
Definitely wrote more of an essay than I intended, but hope that’s helpful! I know it's a lot to keep in your head and can seem distressingly abstract, but try it out with a group you trust. You'll probably stumble a bit, and that's okay. Keep at it, practice, & I promise it will get easier every time.
As I said, I’ll add a game guide section on this at some point (and will probably use the above as a 1st draft).
Cheers!
Just a heads up to purchasers, the update today is a whole new $15 USD, not taking into account what you did before. Just donated another $8 USD thinking it would account for the prior purchases, it did not.
Hi – this is not the intention. There seem to be limits to how I'm able to update files & set suggested prices on Itch. If you previously donated at an amount that gave you bonus materials, you should get the updated versions of those materials for free.
I'm going to work on a solve for this. Please sit tight while I figure out the best way to handle. Thanks for your patience & understanding!
Thank you! No Ill will here, just wanted to let you know.
Will there be more crew playsets coming soon?
Yes! The next update will add 2 genre playsets – a space opera playset & a jazz age/film noir playset – and 4 free fandom playsets for the Batman, Firefly, Star Wars, and Grishaverse universes.
These will release with version 1.0, which I'll put out when I've finished the game's full how-to-play document.
Is there any understanding - when to expect the next update and v1.0 at least approximately?
I don't have a set timeline, but I'm aiming for early-mid 2025. All the updated game sheets are complete – email me at david (at) davidbrunellbrutman.com if you'd like copies.
Sent an e-mail. Mostly interested in Star Wars and Firefly.
Just sent – see your email!
Any updates about this game?
Hi there, thanks for your continued interest! No updates yet, I've been working on the expanded how-to-play guide but have had to take time away for other projects. The timeline for an update has likely pushed back to late this year at the earliest.
Is there a form fillable version of the playset sheet and playbooks? I've been trying to get the editable sheets to load and they wont load properly on any programs I've tried.
I'd love to be able to type up a playset instead of filling a sheet with my lousy handwriting, haha.
There isn't yet, unfortunately. I've got form-fillable pdfs roadmapped for a future update
The editable sheets open in Adobe InDesign. They're for editing the layout & design of the sheets if you want to modify or hack the game
Right now the best option for typing on the game sheets is opening in something like Adobe Acrobat. It's pretty good at guessing where the text boxes need to go. Hope that helps until I'm able to release a more polished solution!
That is very helpful, thank you for the response. I really like the Hogwarts game you made too.
how exactly do I open the Editable Sheets? It keeps redirecting me to my browser and doesn't open any form of sheet.
Hm, not sure why your browser would open! These are IDML files that should open in any app that supports Adobe InDesign files
In the Downtime part it says
“When you’re resting in a safe place, like your base or a friendly bar, you can take each of the following actions once:”
Does this mean that each character can do every one of those actions, or do they just pick one?
Each player character can do every action on the downtime list one time.
Note they’re not required to do all 4 actions – they can choose to to 4, 3, 2, 1, or none.
Hope that clears it up!
would love to see the “Streets of Gotham” version…
Oh yeah! Streets of Gotham uses the Operators playset, with custom factions
I'll create a page for for free bonus playbooks & add it
I love the first XP Trigger,
"Addressed a challenge in line with your role."
It gives the players and characters more flexibility on how to solve the challenges.
Thanks! I can barely claim credit; it's just a generalized restatement of the more specific XP triggers in the original BitD playbooks. But I do love an XP trigger that leads to thematic problem-solving
I like this system. It makes the fitd games more welcoming. I have a question about the licence : I would like to borrow the action roll for a game I’m creating. Should my whole game be attribution share alike or only the action roll chapter?
Thanks! For licensing: Any material borrowed or adapted from this game should be released under a CC BY-NC-SA license, but any original material you develop can be released under whatever license you'd like. You can include a note in your copyright section or a footnote in the rules text
And let me know what you make! I'd love to see it
Thanks for the explanation! It’s a game about Vikings trying to create a thriving colony in England. It’s still in early development.
I would LOVE to see an affinity template for playsets!!
I built the sheets in InDesign – let me see what I can do about exporting to an Affinity-friendly format
The Affinity PDF editor seems to work fairly well, but I'd love something a bit cleaner! Thanks for your work!
Sorry this took so long, but I've added a IDML file of the playbook & playset layouts. This should open in InDesign or Affinity and allow you to fill in your own info for custom playbooks & playsets
I'm just glad it's done! Thank you so much!