Binged my way through the Haunted City blades in the dark actual play on the glass cannon network and now I've been bitten by the blades in the dark bug again and need to run another game.

I amused myself too much with this entirely off-the-cuff quote from my character in last nights game: "For someone called the Minister of Spheres, you sure don't care about your balls much 'cos you're gonna lose them if you talk to her like that again!"

Nobody says "shush woman" to his bestie.

The core game fits well into the Forged in the Dark PCs/Crew dynamic, so it feels _easier_ to make the generational play a bolt-on, but also kinda cheapens it, especially when one of the key design goals for this is explicitly to _do_ multi-generational play and focus on the themes of passing the torch from one generation to the next, as well as dealing with the boons and troubles left behind by your forebears.

I want a much larger macro-game to the typical more micro-focused individual PC play

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My current design struggle is around my current long term project Emberheart. The rough sketch of the play style is thus: the game has a fixed-length meta-game - 25 generations and the world ends. Players play individual PCs, but it is the community they venture out for that is the thing that survives between generations, and whilst some PCs may be multi-generational, ultimately by game-end no original PCs will remain.

I'm unsure whether to decouple the generational meta-game from the main game

Hi peeps, I'm darkliquid, a coder and TTRPG enthusiast with a few things published, namely Rusthaven: a source book for Numenera, Non-Player Cards: an NPC generation toolkit, Mother's Milk: a trophy gold incursion, Roommates Wanted: a trophy dark incursion and various other bits dotted around here and there. Slowly working away on a few more projects, hopefully some of which will see the light of day at some point. Cypher system, rooted in trophy and forged in the dark is my jam.

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