I don't have any particular plans around any next version, but I also haven't had the chance yet to check out the Deep Cuts myself, so who knows!
Calum Grace
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Hey there! Perfectly understandable. For my part as the designer, I've playtested A Nocturne many times through a mix of one-shots and multiple lengthy campaigns. The game was in development for several years, beginning in the early days when Blades in the Dark was only just out and there was still the Blades Google community, so I've had plenty of time to go back and forth over the design to make sure it's doing what I want it to be doing. However, I know mileage may vary, and I know of a couple different groups who've given me feedback, so I'll let folks chime in here with their thoughts.
I still have a roll20 sheet from a few years ago that was developed during the Google days, but it's woefully out of date version-wise and now a little buggy after some updates to the roll20 API as far as I can tell. Also it requires a premium account 'cos it's literally just a bundle of code dropped into the custom sheet setup.
I am however going to be doing a small update to A NOCTURNE soon to correct some spelling mistakes, rules inconsistencies, etc. that've been caught in testing and proofreading, and with that update I'm going to see if I can put together some handy Google Sheets, because I too am currently doing 100% of my gaming online and know how handy these things are :)
Yeah, a lot of the harm stuff as per the craft itself is very implied right now, i.e. you might take it as consequences for craft-related actions like getting a 1-3 or 4/5 on a craft maneuver action for instance. and then acting through the craft means you take the penalties related to that harm, sort of like when you act yourself with harm. And the idea was that, when the craft takes harm, the crew also takes some level of harm. S'pose it is something to elucidate on in future, and tbh I'm still in active playtest when it comes to a lot of these very specific bits and pieces.
Work is moving along on it, although slower than I'd like. I recently did a big once-over of all the playbooks and suchlike, and am currently in the process of writing up the GM and player advice sections. I'll then likely be working on adding some additional art, and proof-reading the hell out of it! Year's end release is looking somewhat unlikely at this point, but I'll likely be putting out a general progress update in December regardless.
Oh wow, good catch on Red Leader! I swear, I keep coming across typos, although I suppose it's inevitable when you end up writing a book this size.
Yep, the base cost of an armature is 2 Profit, plus Scale #, plus the number of edges, minus the number of flaws. I suppose there's no technical limit to the Scale of armatures rules-as-written at the moment, but my notional limit is essentially craft-scale, if you can muster that much Profit (and have the space within your existing craft to build such an armature, of course). This is definitely something I want to write into the book, or at least delineate my thinking on - remember, you're using the light-fab to build the armature, and the light-fab is embedded within the craft, so the craft's Scale itself limits the size of object you can print using it.
The scale of a war-shell is Scale 1 - remember, the maximum Scale of an object contained within another object is the Scale # of the other object -1, so things like war-shells, small fighters, etc. are generally going to be around Scale 1 so they can contain Scale 0 human meat-bags.
Hope that answers your questions, and good luck with the game! Let me know how it goes :)
Hey! Sorry for the late reply. So, if you purchased A NOCTURNE here, you should have access through itch to the current, most up to date version, v1.0. The itch page still has "play-test" in the URL simply because a lot of existing pages have linked to it and I don't want to break those links. As far as I'm aware, there shouldn't be two separate pages for the play-test and full version at the moment?
Hey there all! I'm Calum (he/him), and I've been running games for just over a decade now, and designing them (at first tentatively) for about half of that. I'm currently deep into the process of working on A NOCTURNE, my Forged in the Dark game about transhuman space bastards, interstellar warfare, entropy, and the horrors of hyper-capitalism. I'm also working on my as-yet nowhere-to-be-found rpg Free Company, where you play as mercenaries in late-14th century Italy, a project which is ballooning into something huge and unwieldy and oddly Traveller-like, and probably won't see the light of day for a while.
As you can probably tell, I love running and playing (and designing for) player-driven sandbox games.
I just last week put out Abkronos, which is a World of Dungeons-derived game based on the old Continuum RPG! It's about travelling in time and space to mess up history and rebel against a time-travelling society that refuses to interfere, with weird and horrifying consequences. It's also just 3 slim pages and designed for quick deployment for one-shots (although there are some mechanics in there that can facilitate multi-session play). It's got me jazzed about making more mini-games while I work on my bigger ongoing projects.
I will say that the rules (and thus some of the GMing assumptions) are changing a little in the latest version, but core Apocalypse World et al. guidelines apply to GMing, since that's my preferred style, what I'm aiming for with the game, and what the game its kind of based on (John Harper's Blades in the Dark) does best: 1) Start with a bang, but let things go where they'll go after that. 2) Fiction first! Let everything, including rolls, dangers, challenges, Scale, etc. flow from the conversation you and the rest of the players are having at the table. 3) Have some basic prep (a cluster ready to go, maybe with some ideas for dangers, opportunities, or factions jotted down), but don't go too far before play begins - you don't know where play will take you, so run with it! Check in with your prep after every session or couple of sessions to make sure you're keeping things straight or to embellish stuff/push the pieces around as needed. Don't spend too long on this. Roll dice to figure stuff out if needed. Rinse, repeat. 4) As always, be a fan of the player characters, and play your NPCs like you're taking joyrides in stolen cars.
The game as is on this page isn't the friendliest game to run or play, but that should be remedied in the next version. Lots of changes to come!