Scum and Villainy

Scum & Villainy · Scum and Villainy TTRPG

Scum and Villainy

Be a starship crew trying to make rent and a name in a dangerous galaxy. Scum and Villainy delivers high-energy capers, tangled loyalties, and that found-family feel as you hustle between factions, noble houses, and the heavy hand of the Hegemony. Scenes move quickly, choices matter, and consequences boomerang in satisfying ways. Your ship grows with you, reflecting how your crew likes to work, whether slick smugglers, daring bounty hunters, or would-be rebels.

A session drops you into the middle of a job, focuses on bold moves, then cools off while you patch the ship, make allies, and plot the next score. It is welcoming to first-timers and rewarding for veterans who enjoy clever problem-solving and teamwork. Great for birthdays and team events, in person or online. Ready to try it with a steady hand at the helm? Meet our Game Masters.

How to play Scum and Villainy

In play, you describe what your character does, then roll a small pool of six-sided dice based on your action rating. Take the highest die. A roll of 1 to 3 means trouble, 4 or 5 means you succeed with a hitch, 6 means a clean success, and two 6s is a critical success. The Game Master sets risk and impact for each move, tracks progress with clocks, and brings consequences and opportunities. You can push yourself, help a crewmate, or resist fallout by spending stress. The crew also shares gambits, a pool that fuels bold maneuvers.

Players bring a character playbook, a sense of their drives and relationships, and a willingness to improvise. Gear is flexible, chosen as needed within your selected load. A professional Game Master provides the sector map, factions, jobs, ship options, and a rhythm that keeps scenes tight. Online play is smooth with voice, shared sheets, and simple dice rollers; see our online play platforms.

In a one-shot, you create characters quickly or use pregens, tackle a focused score, and take a short downtime to wrap up loose ends. In a campaign, your crew builds reputation, heat, and long-term projects, upgrades the ship, explores new systems, and tangles with recurring rivals. Both styles highlight teamwork and tough choices, with sessions typically running 2 to 3 hours.

Four players discuss a tabletop RPG encounter around a grassy battle map filled with miniatures.
Four players discuss a tabletop RPG encounter around a grassy battle map filled with miniatures.
Close-up of a green twenty-sided die with gold numbers, used for tabletop role-playing games like dungeos and dragons.
Close-up of a green twenty-sided die with gold numbers, used for tabletop role-playing games like dungeos and dragons.
Green ten-sided die with gold numbers 5 and 9 visible.

Frequently Asked Questions

What distinguishes Scum and Villainy from D&D?

Scum and Villainy uses the Forged in the Dark engine, focusing on capers and consequences. You roll small pools of d6s, the GM sets position and effect, and progress clocks track goals and threats to keep the action engaging. Planning is minimal since you can flash back to prepare on the fly. Teamwork is essential, featuring assists and group actions. Your crew and ship can gain upgrades and abilities, while fallout increases tension with factions. It feels more like a fast-paced space heist show than traditional dungeon crawling.

What occurs during a single Scum and Villainy session?

You typically begin as a score kicks off with an engagement roll that establishes the opening. Then we navigate through bold moves, twists, and significant choices, employing flashbacks when preparation arises at just the right moment. You can push yourself or resist trouble by spending stress. After the score, downtime allows you to repair, reduce heat, work on projects, and prepare for the next opportunity. Most groups finish a complete job along with downtime in 2 to 3 hours.

I have never played Forged in the Dark. Can I pick it up quickly?

Yes. The core loop is straightforward: state your action, gather a few six-sided dice based on your action rating and bonuses, and read the highest die. The GM will explain position, effect, assists, stress, and resisting as they arise. You can use pregenerated characters or create one quickly from a playbook. A brief walkthrough gets everyone rolling, and our Game Masters teach the rules as you play.

How do the crew sheet and ship truly impact gameplay?

Your crew has its own sheet featuring abilities, contacts, and a shared pool of gambits for bold maneuvers. Your ship determines your focus, whether as smugglers, bounty hunters, or aspiring rebels, and gains upgrades, modules, and quirks that reflect your operational style. Jobs generate heat and affect your standing with syndicates, noble houses, and the Hegemony, ensuring that friends and foes remain. Downtime decisions influence how your crew develops and how the ship transforms.

Is Scum and Villainy suitable for kids or teens?

Yes, with the tone adjusted. The game includes blasters, chases, and sci-fi crime, but a professional Game Master can keep violence non-graphic, avoid heavy themes, and focus on clever plans, humour, and teamwork. We use clear content boundaries and safety tools. Families often enjoy playful smuggling runs, rescue missions, and racing against the authorities. Older kids and teens tend to pick it up quickly because the rules prioritise storytelling and the dice mechanics are straightforward.

Is it better as a one-off or a long campaign?

It works well either way. A one-shot provides a focused experience, quick character creation or pre-generated characters, and a brief downtime to reach the conclusion. A campaign allows your crew to build reputation and heat, upgrade the ship, pursue long-term projects, and engage with recurring factions and rivals. The same mechanics support both formats, so you can test a single evening before making a commitment. If you prefer a specific table atmosphere, check out GM playstyles to find a suitable match.

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Genres you can play in Scum and Villainy

  • Space Opera

    Epic sci-fi melodrama set among the stars, featuring daring pilots, noble rebels, tyrants wielding planet-destroying weapons, and a crew…

    View genre: Space Opera
  • Crime

    Pull off a slick heist, track down a killer, or navigate the mob's code. Crime games balance strategy, pressure, and morally ambiguous…

    View genre: Crime
  • by Tessa

    Heist

    Gather your team, scout the target, and execute the heist. Picture Ocean's Eleven, complete with ingenious strategies, skilled roles, near…

    View genre: Heist
  • Rebellion

    Whispered schemes, bold raids, and tough decisions as you stand up against authority. Imagine The Hunger Games vibe brought to your table…

    View genre: Rebellion
  • Pulp

    Action-packed excitement, suspenseful pursuits, enigmatic villains, and perilous traps. Imagine adventures in the style of Indiana Jones or…

    View genre: Pulp

What players are saying

  • Joran had 6 kids aged 12 fully engaged for the entire four hours. Most were playing for the first time. They were actively entertained from start to finish. At no point did anyone seem bored or irritated. Joran was also perfectly prepared and had great game materials on hand.

    Haiko

  • Ruby was amazing; this was our group's first DnD experience, and she helped everyone grasp the rules and enjoy themselves.

    Adam

  • We had a fantastic time; the boys really enjoyed their campaign, and Evan was excellent. I would definitely recommend Evan. Thank you!

    Cheidhia

  • Geert was a lot of fun and very enthusiastic! We were laughing so hard we could hardly breathe :D

    Wessel

  • It was an amazing experience for the girls! Thank you, Marie! You were incredibly well prepared, the girls were captivated by your every word, and it felt like you had been playing together for years! Looking forward to seeing you next time!

    Annick

  • Tom was amazing! He was really great with the kids and very patient with his explanations. It was a wonderful evening and definitely worth doing again! The kids asked the next day when we would be doing this again.

    Danny

  • First of all, I want to say that Sebastian was really great as a DM. For his first run as a booked DM, he did a really good job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot and yet wasn't a complete story. Discovering that there are two more parts wasn't very positive for us, as it meant there was no satisfying conclusion to the story. 2. As new players, it was difficult for us to understand the English character sheets in such a short time. In German, it would have been much easier. Even receiving the character sheets a few days in advance would have been helpful for preparation. 3. More guidance would be beneficial. Especially for beginners, a more linear one shot would have been preferable. We wasted a large portion of the adventure time doing unnecessary things because we didn't really know how the game worked. Overall, I think the StoryForgers concept is really good and I see a lot of potential in it, especially for introducing new players to D&D. I hope you don't take my feedback the wrong way but as honest criticism. Best regards, Mario

    Mario

  • Bryan was exceptional. We had a group with varying levels of experience, and he managed to keep everyone engaged and involved. His positive attitude made the game enjoyable for all. I truly appreciated how he could clearly explain what was needed from our less experienced players while keeping our more seasoned players on their toes with his expertise in the game. Everyone in our party had a fantastic time thanks to Bryan.

    Jeremy

  • Dayron was fantastic. Well-prepared. Punctual. And had a wonderful sense of humour.

    Corey

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