Showing posts with label Shadowbreaker. Show all posts
Showing posts with label Shadowbreaker. Show all posts

Sunday, March 1, 2026

Resolution Systems

I've been thinking a lot recently about resolution systems. How can we make a system that is:

  • Fast to resolve
  • Consistent across different types of roll/areas of play
  • Nuanced in the outcomes it can produce
  • Feels good to players

I've been struggling with this a bit in my own game, Shadowbreaker, and recently went through several different resolution methods (more on that below) faster than I was able to really playtest them, to the point where it kinda just feels like I'm spinning my wheels. I decided that I'm not letting myself tinker any more until I have a chance to test out the most recent version sufficiently.

In the meantime, I've been thinking a lot about the core system of Blades in the Dark - I remember about 5 years ago, it was a common sentiment online that a lot of folks wanted the narrative of BitD but the Tactics of game like D&D. There have been many attempts at finding ways to replicate the virtues of BitD with other resolution systems, but now I'm wondering if I can't go the opposite way.

What would it look like to create a tactical combat system in a Forged in the Dark game?

Thursday, October 16, 2025

Shadowbreaker RPG (Beta): Grounded, Narrative, Tactical Fantasy

Hey folks!

Those of you following my PF2 design posts might have noticed a dip in that type of post over the last few months. In particular, I'd gestured towards fleshing out a lot of different PF2 scenario structures, and have not done so beyond Dungeons. There are two main reasons for this. The first is boring and kinda sad, which is that I've had very low capacity for doing things that involve screens due to a pretty bad concussion that I've been struggling with for the past couple of months. The second, however, is much more exciting.

For the last several years, I've been tinkering with my own homebrew system, called Shadowbreaker, and it is finally in a form that I feel comfortable sharing. In the spirit of Prismatic Wasteland's 2025 challenge, this is still very much a beta - there's a lot missing, especially monsters, treasure (and other rewards), and scenario structures. I have playtested it in one-shots and with 2 PCs, but am only just now starting my first full-group playtest - I'm sure things will change, but I'm also really happy with where it's at.

If all you want is the straight dope, as Matt Colville says, here is a link to the most up to date playtest document! As well as the Character Sheet front and back. If you want more on my thought process, as well as an explanation of what sets this game apart from others, read on!

Hexagnome in Dolmenwood

 I've been in love with the Dolmenwood  setting since the kickstarter first launched (I know, late to the party) , and I've finally ...