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Blades in the Dark vs Scum and Villainy

Compare Blades in the Dark and Scum and Villainy side by side. See differences in complexity, dice, genre, and more.

Blades in the DarkScum and Villainy
GenreFantasySci-Fi
TagsHeist, Mission-Based, Faction Play, Playbook-Driven, Fiction-First, Dark Fantasy, Collaborative, Character-Driven, Fear & Stress Mechanics, Low-PrepNarrative, Heist, Faction Play, Low-Prep, Roleplay-Heavy, Exploration, Atmospheric
Core MechanicRoll d6s equal to an action rating and keep the highest result. A 1–3 produces a bad outcome, 4–5 succeeds with consequences, and 6 succeeds fully. Multiple 6s produce a critical success. Before an action roll, the GM sets its position and effect to establish the danger and intended impact. Players can add a die by pushing with stress or accepting a Devil's Bargain.Forged in the Dark. Roll d6 dice pool, read highest: 6 = full success, 4–5 = partial success, 1–3 = bad outcome. Position (controlled/risky/desperate) sets stakes. Flashbacks replace planning. Progress clocks track complex obstacles.
Diced6 dice poold6 dice pool
ComplexityHighMedium
AvailabilityFree quickstartPaid
Runnability5 of 5 book tools5 of 5 book tools
LicenseCreative Commons Attribution 3.0 Unported (SRD only)Forged in the Dark
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherEvil Hat ProductionsEvil Hat Productions / Off Guard Games
Year20172018
LanguagesEnglish, French, German, Hungarian, Italian, Korean, Polish, Portuguese, Russian, Spanish, UkrainianEnglish
Best ForGroups who want a continuing criminal-crew campaign with improvised heists and consequences that change their standing among rival factions.Groups who want Firefly/Star Wars-style spaceship crew adventures with Blades in the Dark's fiction-first mechanics.
HighlightsFlashbacks establish earlier preparation during a heist, allowing the group to enter the action without planning every contingency. Resistance lets players reduce or avoid consequences at a potential stress cost. Crew advancement changes the group's influence and resources alongside its relationships with rival factions.Flashbacks eliminate tedious planning, ship playbooks level up alongside characters, detailed faction system, low GM prep
ConsiderationsAction outcomes depend on table judgments about fictional risk and effect rather than fixed difficulty numbers. Recovering harm and clearing stress compete with personal projects for limited downtime activities. Filling the trauma track normally forces a scoundrel into retirement or prison.The game is tightly tied to its specific setting. Ship playbook progression can overshadow individual characters. The faction system requires significant GM prep between sessions.