Rules now part of the Driven into Darkness Quickstart


This a quick play version of the Driven into Darkness project, a TTRPG that is currently in development. The quick play version includes 7 premade level 1 characters and a simple one-shot starting adventure. The characters include a heavily armored Squire, intelligent Mage, brave Militiamen, helpful Minstrel, holy Priest, crafty Thief, and a wise Shapeshifter.

The most distinguishing features of 'Driven into Darkness' are the 'Open Character Builder', 'Player-Facing One Roll D20 System' and how that system facilitates 'Simultaneous Combat Rounds'.

The Open Character Builder is a response to experiences I have had running class based RPGs. As the game progressed players would feel a disconnect between their growing set of abilities in relation to their personal playstyle. A disconnect caused by having class be the only strong character defining decision. A class initially chosen for the promise of a particular ability or to fulfil an archetype. Yet the class is then delivered to the player in a slow linear rollout; the player being handed a near always incomplete set of abilities that, as the game continues, may no longer feel narratively or mechanically relevant to the games subject matter, player’s characterization or the groups developed playstyle. The Open Character Builder seeks to resolve this disconnect by having many decision points in the character building process, making any character feel more pliable in relation to the evolving goals; play style and threats of an ongoing game. 

The player-facing one roll D20 system was developed with an eye toward reducing the mechanical steps involved in resolving any set of effects and actions in order to maintain the flow of the game. For example, a single dice roll can result in a martial character slaying the entire front line of an opposing force. One roll resolving the casting of multiple spells or determining how well a character defends against a spell effect, a surrounding horde of foes and a volley of missiles all at once.

Simultaneous Combat Rounds were developed in order to keep combat engaging for everyone involved by maintaining as little downtime as possible between resolving player actions and eliminating any jarring transitions between narrative and combat scenes.

All aspects of the game are subject to change during development. If you are interested in following the project I will be posting the most recent versions to my Patreon 'Oscar Watson of Driven into Darkness'.

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