Forged in the Dark SRD · December 2017 SRD
Planning & engagement
Planning & engagement
Your crew spends time planning each score. They huddle around a flickering lantern in their lair, looking at scrawled maps, whispering plots and schemes, bickering about the best approach, lamenting the dangers ahead, and lusting after stacks of coin.
But you, the players, don't have to do the nitty-gritty planning. The characters take care of that, off-screen. All you have to do is choose what type of plan the characters have already made. There's no need to sweat all the little details and try to cover every eventuality ahead of time, because the engagement roll (detailed in the next section) ultimately determines how much trouble you're in when the plan is put in motion. No plan is ever perfect. You can't account for everything. This system assumes that there's always some unknown factors and trouble—major or minor—in every operation; you just have to make the best of it.
There are six different plans, each with a missing detail you need to provide (see the list below). To "plan an operation," simply choose the plan and supply the detail. Then the GM will cut to the action as the first moments of the operation unfold.
- Assault - Do violence to a target. Detail: The point of attack.
- Deception - Lure, trick, or manipulate. Detail: The method of deception.
- Stealth - Trespass unseen. Detail: The point of infiltration.
- Occult - Engage a supernatural power. Detail: The arcane method.
- Social - Negotiate, bargain, or persuade. Detail: The social connection.
- Transport - Carry cargo or people through danger. Detail: The route and means.