In Which We Live And Breathe, my Shadowrun inspired cyberpunk fantasy Blades In The Dark hack is currently the most…

In Which We Live And Breathe, my Shadowrun inspired cyberpunk fantasy Blades In The Dark hack is currently the most…

In Which We Live And Breathe, my Shadowrun inspired cyberpunk fantasy Blades In The Dark hack is currently the most popular physical game on itch.io!

It’s currently in early access and I’ve been working hard releasing a bunch of updates and trying to get as much playtesting done as I can and it’s super lovely to see people being so enthusiastic about it! In celebration I’ve also put it up on driveThruRpg and thought I’d share it with all you lovely folks!

You can find it and more info at the website https://iwwlab.machinespirit.net where you can also share gear, contacts, corps, and job postings for other crews!

https://iwwlab.machinespirit.net

10 thoughts on “In Which We Live And Breathe, my Shadowrun inspired cyberpunk fantasy Blades In The Dark hack is currently the most…”

  1. That community/contacts map and upgrades system is cool. I like the focus on representing, being seen, and staying solid with numerous contacts.

  2. That community/contacts map and upgrades system is cool. I like the focus on representing, being seen, and staying solid with numerous contacts.

  3. Wow Ashton McAllan, there is so much clever design in here. The extra character bits like digital/mystical spheres, capabilities, place, and hard limits; the collective approach to strain; the impactful but often overlooked setting elements like Child Care, those look/quirk/name tables; the elegant mechanization of Corp pressure through Strategy; the succinct yet evocative definitions like this, “Corporations are legal entities made up of legal, human, and technological resources that exist to grow themselves by extracting profit and capital from anything within their grasp”; and the subtly powerful renaming of things like Advertise instead of “Forecast future badness”; GM moves with a handy acronym; and tying xp to things like helping your community, flashing cool gear, and putting a ding in a corp. So much cool stuff.

    My word. This is awesome cyberpunk empowerment. It’s bumped to the top of my need-to-play list.

    Does crew type only narratively define what you do, how you get xp, and rumors you’re aware of? Am I missing some mechanical variation by crew type or is that offloaded to things like hideout type, contacts, crew gear, etc.?

  4. Wow Ashton McAllan, there is so much clever design in here. The extra character bits like digital/mystical spheres, capabilities, place, and hard limits; the collective approach to strain; the impactful but often overlooked setting elements like Child Care, those look/quirk/name tables; the elegant mechanization of Corp pressure through Strategy; the succinct yet evocative definitions like this, “Corporations are legal entities made up of legal, human, and technological resources that exist to grow themselves by extracting profit and capital from anything within their grasp”; and the subtly powerful renaming of things like Advertise instead of “Forecast future badness”; GM moves with a handy acronym; and tying xp to things like helping your community, flashing cool gear, and putting a ding in a corp. So much cool stuff.

    My word. This is awesome cyberpunk empowerment. It’s bumped to the top of my need-to-play list.

    Does crew type only narratively define what you do, how you get xp, and rumors you’re aware of? Am I missing some mechanical variation by crew type or is that offloaded to things like hideout type, contacts, crew gear, etc.?

  5. Adam Minnie Thanks so much! Ive been working hard on it so it’s nice to see it’s paid off. And yeah, “built it yourself” happens a lot in my designs which is sometimes a weakness, so crew differentiation definitely happens in your gear, contacts, and hideout. The crew type is there for fictional scaffolding and for the group to buy into a common narrative together with the xp trigger.

  6. Adam Minnie Thanks so much! Ive been working hard on it so it’s nice to see it’s paid off. And yeah, “built it yourself” happens a lot in my designs which is sometimes a weakness, so crew differentiation definitely happens in your gear, contacts, and hideout. The crew type is there for fictional scaffolding and for the group to buy into a common narrative together with the xp trigger.

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