
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 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. 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 manoeuvres.
Players bring a character playbook, a sense of their drives and relationships, and a willingness to improvise. Gear is flexible, picked as needed within your chosen load. A professional Game Master brings 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 make 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.





Common questions
What sets Scum and Villainy apart 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 sharp. Planning is minimal as 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 heat with factions. It feels more like a fast-paced space heist show than traditional dungeon crawling.
What occurs in 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, using flashbacks when preparation comes into play at just the right moment. You can push yourself or fend off 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 full job along with downtime in 2 to 3 hours.
I have never played Forged in the Dark. Will I be able to 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 started, and our Game Masters teach the rules as you play.
How do the crew sheet and ship really impact gameplay?
Your crew has its own sheet featuring abilities, contacts, and a shared pool of gambits for audacious manoeuvres. 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 influence your standing with syndicates, noble houses, and the Hegemony, ensuring that friends and foes endure. Downtime decisions shape 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 ensure that violence remains non-graphic, avoid heavy themes, and focus on clever plans, humour, and teamwork. We implement 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 try a single evening before making a commitment. If you have a preference for a particular table vibe, check out GM playstyles to find a suitable match.
Booking Form
Sent!
Nat 1, give it another go!
Please try again or email info@storyforgers.nz