Tag Archives: john harper

The Burning Hells Beckon as the Gates of Hell Open for Diablo: The Roleplaying Game

Diablo: The Roleplaying Game

Glass Cannon Unplugged and Genuine Entertainment have shared the details on the upcoming Diablo: The Roleplaying Game, which brings the hordes and Lords of Hell to Kickstarter this Fall for a late Summer 2026 retail release – just in time for BlizzCon 2026, Blizzard’s ultimate celebration of its games and community.

Diablo: The Roleplaying Game is a co-production from GCU and Genuine Entertainment, with Genuine’s Joe LeFavi behind the GM screen as lead producer, setting writer, and loremaster on the RPG series. After years of development, the adaptation of Blizzard’s icon of isometric action features a custom d6 dice pool system forged by a roundtable of top designers, with LeFavi and GCU’s Head of Game Development Przemyslaw Zub working alongside Cam Banks, John Harper, Mike Olson, and Shawn Tomkin on the core rules.

In this fast, fun, and fearless grim dark adventure, Diablo: The Roleplaying Game delivers the video game’s signature power fantasy by flipping the script on character creation, fully equipping players to live the epic-level dream of tabletop roleplaying games from session zero. With magic gear equipped and mastery skills unlocked from day one, fan-favorite classes like Barbarians, Druids, Necromancers, Rogues, and Sorcerers come alive at the game table as players can hack and slash to their heart’s content – plowing through mobs and impossible odds in cinematic, tactical combat exploding with all the phenomenal powers, devastating combos, and legendary loot that fans know and love.

Though you begin as a force to be reckoned with, Sanctuary makes no apologies for the unspeakable horrors you’ll face. Every choice matters in this rich, immersive adventure, as relentless mobs and moral peril wear down your defenses, and story, stats, and synergies all hold sway over life & death stakes rarely decided by dice alone.

Gloriously grim dark, brutal choices await players on and off the battlefield as they root out all evils, even those within – daring inner angels and demons to roll the dice and discover who they truly are. And all the while, the Burning Hells beckon as the Eternal Conflict forever looms overhead, testing and tempting with twists of fate in a push-your-luck meta-mechanic after your very soul.

Set after the climactic events of Diablo IV, the tabletop RPG series will begin with a robust Core Rulebook – bursting with over 300 pages of game rules, rich lore, detailed maps, and gorgeous artwork, including book covers by Antonio De Luca and Blizzard Principal Concept Artist, Igor Sidorenko, with original interior art from Sidorenko, De Luca, and other fan favorites like Mark Molnar, Tomasz Larek, Joseph Lacroix, Damien Mammoliti, Scotty Newman, Pixoloid, and more.

Alongside the Corebook is Volume 1 of an ongoing anthology of one-shot adventures; each stand-alone tale from a different designer on a RPG dream team including Cullen Bunn, John Harper, Graham McNeill, Micky Neilson, Francesco Nepitello and Umberto Pignatelli, MJ Newman, Grégory Thomazo, Shawn Tomkin and Matt Click, and more.

Game Review: Blades In The Dark

bitd-logoBlades in the Dark by John Harper is a tabletop games set in a fictional post-post-apocalypse, gaslight fantasy London-Venice-Prague mashup called Doskvol. The world essentially ended long ago with the destruction of the gates of death, land masses breaking apart to form the massive island nations of the Shattered Isles. No one has seen the sun clearly in ages. The dead never seem to find peace. The seas are a black ink full of horrors but the blood of those horrors is needed to power massive lightning barriers around cities that try to keep out the dead. The governments and their agencies are corrupt. More often than not, gangs and shadowy secret societies rule the streets. In all of this, you play as a crew of upstart scoundrels new to the scene of the criminal underworld.

The setting of Blades is definitely an interesting one. A new normal has been established after the world as people knew it stopped existing. Technology and magic sit comfortably side by side, often needing each other to pull off the largest and most flashy of feats. Most importantly, I feel, is that you as a PC are not considered to be the hero in any capacity. Very few people within the setting could be considered heroes. Within the first paragraph of the manual, you are told that you are playing a scoundrel and part of a gang committing criminal acts. In a world of tabletop games in the heritage of Dungeons & Dragons that consistently frame you as heroes despite the fact that you rarely do more than leave death and destruction in your wake, Blades is refreshing. As a player, it also encourages you to explore some of the darker sides of humanity through its use of mechanics as they relate to fiction. And in Blades, fiction is king.

blades-in-the-dark-1Blades uses a d6-based pool system for rolling, based on skills and the situation. That may sound off-putting to someone who has dealt with games like Shadowrun and Vampire: the Masquerade with massive handfuls of dice to deal with what should be simple tasks. No one wants to slowly tally up 27d10s or 46d6s anymore. Blades is closer to a happy marriage between Burning Wheel and Apocalypse World: the acting player and GM work out what will fictionally happen then find the skills that best fit that. Other players can choose to help in the same way. You can gain more dice for your roll by, very literally, pushing yourself and getting stressed out or making a deal with the devil and taking a negative to gamble on a chance of doing better. You can attempt something even if the stats sheet says you have no idea what you’re doing or flashback to having planned for your current situation.

Once the dirty deeds are done, your crew has a chance to take stock and deal with payouts, heat from the Bluecoats (the beat cops of the Blades universe) and other gangs, attempt to de-stress by indulging in your vices, and generally deal with a life of crime. Then you work together and decide what you want to do next and how, using the engagement roll to drop yourselves in media res to do it all again.

The mechanics are modular and progressive, moving smoothly from one to the next. Doing certain actions on the job leads to stress which can lead to either indulging in vices or not dealing with that stress and gaining traumas and complications which then can gain you experience to allow you to do more while on a job and more likely than not will cause stress. And so the cycle continues.

blades-in-the-dark-2From the other side of the screen, things are far less extensive than most games would demand of you. There are no dice to roll by default. A GM can choose to roll dice for decision making if they wish and that’s it. Even though there are times when it makes the most sense, like when choosing entanglements as the result of a score, you can instead just cherry pick from the listed table. The only thing that is absolutely demanded of the GM, aside from facilitating and guiding the game, is tracking factions within the world. If you’ve played or especially GMed Stars Without Number, you may have just recoiled at that. In Blades, this is much less arduous of a process and doesn’t involve spreadsheets unless you want it to. You don’t need to decide what’s happening with a gang until the players are or might end up interacting with them. For instance, a gang may have no ties to and never interact with the various consulates of countries. You don’t need to decide what high-powered political games they’ve been playing until the gang decides to kill, kidnap, steal from, or smuggle out a foreign dignitary. And trust me, kidnapping a foreign dignitary will probably be one of the less far fetched ideas you get from a crew.

Looking at just the mechanics of Blades, it sounds like it should be an endless grinding slog that burns through characters like paper a la Advanced D&D. In practice, it’s a very real feeling trek through the murky waters of criminality in an enclosed fictional setting where it’s hard for a PC to simply die and stay dead but easy to hyper-complicate their lives and make things interesting.

With how planning a score and the engagement rolls are set up, it takes a lot of the tedium and arguing out of a plan. You simply pick a type of plan, fill in the single detail for that type, the GM answers a few questions based on the fiction that fill out a dice pool that someone rolls. Based on that, you are dropped into the situation. Nothing more than that is needed to start.

Your characters can act towards their goals in pretty much any way they see fit and applicable. A Cutter (a character archetype all about dealing with problems physically and usually permanently), a Spider (the ever-plotting brains of the outfit), and a Whisper (your probably friendly gang occultist) can all deal with the same challenge in wildly different ways. Or the exact same way. Their chances of success may change but the choice is always there. That’s something that seems to come up constantly when playing Blades: there’s always a choice to move down one path or another.

Speaking of choice, one big one that was made in development of that game is that the focus would be on the characters and their interpersonal and tangential relationships. A large part of the game can be spent in the downtime phase, where PCs recover after missions, pursue their vices and personal goals, and maneuver themselves to set up for the next score. Alternately, your group might focus more on the action or find some other aspect of play that they latch on to. Here a few examples of actual play to give you an idea of how the game flows:

Since Blades was partly funded through Kickstarter, there are a lot of stretch goals that will be fulfilled over time. One of the first is an alternate setting for the base game, U’duasha. There’s also multiple hacks there were stretch goals. Harper himself will be penning a cyberpunk hack called Null Vector. There’s Stras Acimovic and John LeBoeuf-Little’s Scum and Villainy, for a mix of Star Wars-style rogues and Firefly/Serenity. Adam Koebel’s Womb of Night takes a more psychedelic metal approach with the Sword’s Warp Riders album as a touchstone. Sean Nittner chose to be a little more true to the source with Blades Against Darkness, where you play as vigilantes. One look at the Google+ community for the game will show you even more hacks of the game that have been in development since before its release. There’s Fallout-inspired Gamma World, a mashup of HGTV and Lovecraftian horror in Mortally Bankrupt, the American South crime drama of Copperhead County, and many more. A full list will be available on bladesinthedark.com when it launches.

This is definitely a game I would recommend picking up, even if you think your group might be put off by the idea of it at first. If you have a group that’s most interested in weaving a story together, this is definitely one to try pitching to them. You can buy the game via BackerKit or DriveThruRPG and take a look at the downloadable materials here. The digital version is available now with print version due out this spring.

Note: I am also one of those people writing a hack of Blades and John Harper is one of my backers on Patreon for it. However, he didn’t ask me to write this review. I just really love Blades and what it accomplishes with regards to gameplay, storytelling, and table dynamics. Consider this me spreading the word.