As The Light Dims | TTRPG



As the Light Dims or "Light Dims" is a dark fantasy tabletop rpg system and setting being developed by Mikko Anttila.
The setting takes place within medieval times in a world where something has caused the darkness to become dangerous to humanity,
forcing them to rely on oil and the assistance of dubious deities for survival.



Download UNAVAILABLE
Release date: To be announced


Mikko Anttila - Writing, Design, Art, And everything else


Click here to go back

Development Images - Current Era

There are currently no images from the Current Era, mostly due to the lack of additional visual flare
and the difficulty in getting screenshots since the game requires two players for it.




>

Development Log

The World of Brakkus

The campaign takes place in the continent of "Brakkus" where humanity has been stranded for years unknown.

In a past long lost, something happened causing the "Hungering Dark" to turn against humanity, turning the very concept of shadow against mankind.

Now whenever a human enters pitch blackness, they will barely have time to scream before being cleaved apart. Worse yet, even in death is mercy not granted as those who perish are often revived as horrid undead monsters known as "Hollows"

To fight against these forces of darkness, the Burning Sun and it's church "Ignis Solaris" has taken charge of humanity, working toward fostering a world where humanity can still thrive and perhaps one day defeat this ancient power.

The Gods

In the world of Brakkus, the deities are said to literally make up the world. The Burning Sun is quite literally the sun itself. In the same manner that the Earth Mother is the planet itself.

These gods do not take mortal form, nor directly commune with their servants, instead they send vague messages through various mediums related to their form. For example the burning sun might make its desire known through the shape of a candle's smoke.

The known gods:

- The Burning Sun | Followed by the Church of Ignis Solaris.
It embodies heat, action, order and dependanct.

- The Trickster Moon | Followed by the Cult of Lumina Noctis.
It embodies the cold, survival, understanding and passivity.

- The Earth Mother | Followed by farmers and witches.
It embodies growth, food, transformation and wellness.

- The Vast Sea | Followed by fishermen and artists.
It embodies inspiration, imagination and benevolence.

- The Freezing Winds | Followed by nomads and outlanders
It embodies weather, indepenance and ruthlessness.

Mechanics

The mechanics of Light Dims are inspired by Blades in the Dark and Vaesen. Specifically taking the skills and downtime progression of blades and mixing it with the harsh gameplay elements and mechanics of Vaesen. The goal being to provide a dangerous system where the characters feel vulnerable, while still keeping the specifics of the system simple and easy to understand.

The system revolves around a single mechanic for rolling, in which you create a dice pool of d6s out of two statistics. Your "STAT" and your "SKILL".
For example, to break open a door a player might combine "Body" and "Exert" to represent exerting physical force onto the door, taking as many dice as the total value in both skills.
These dice are then rolled, with each 5 or 6 counting as a success, while 1 and 2 count as failures. These successes and failures are tallied together for a final result which determines how well you succeed if at all. Typically there is no consequence for failure UNLESS a player rolls more failures than they do successes, in which case the game master is allowed to throw an additional curveball at the players.

All mechanics in the system revolve around these rolls. Combat, roleplay and downtime.

The system features a multitude of other unique mechanics as well, such as the way health is handled and how failing at checks is actually mandatory to raise ones skills. Afterall, failure is the mother of all success and you cannot learn unless you are willing to try.