2014-07-02 Darkening Skies

The other day we played Darkening Skies, an unofficial Lady Blackbird sequel. It went very well. My prep was minimal (a few minutes at most), the rules were easy to understand, the setting quick to get into. Rules, plot and setting borrow so heavily from current sensibilities, it’s incredibly easy to digest. Everybody at the table sees within the material the things they like: Firefly, Star Wars, The City of Lost Children, Solar System, Apocalypse World, Fate, Mouse Guard, it can all be there if you start looking for it.

One thing to look out for is the additional freedoms built into the setup. Lady Blackbird had characters with diverging goals, but they were all going to a particular destination on a ship. So even if the stories diverged on the way, characters always returned to the ship an proceeded on to the next chapter. In Darkening Skies, the characters all have a reason to come to the ship, but they have different reasons for leaving the ship.

As soon as Jezebel had found her target, for example, she was ready to leave the ship. After contacting all the factions on board, the remaining party soon decided that they needed to split up. Half of them were going to blow up the bridge while the other half was going to find a lander. The bridge fight was going very, very badly. The two characters ended up “presumed dead”.

Should I run it again, I’ll have to push harder in order for the party to feel the need to stick together. Perhaps I was to lax in the beginning and when players realized how deep the shit was they were getting themselves into, it was too late. No more refreshment scenes, no more helping dice, no more group efforts. I think players where surprised to see this happy Hackbird go into survival horror mode.

I loved it, 4/5 stars.

★ ★ ★ ★ ☆



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