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No need to apologize at all! You are correct - when playing Forged in the Dark games like CBR+PNK, you don't roll for NPCs. Instead, challenges show up as consequences for the player rolls. The Hunters work as a way to clearly frame and guide these consequences!

Their skills are ways to affect the players approaches whenever they're in play, making some actions more threatening or less effective, or providing a few complex obstacles players will need to tackle (in the form of progress tracks). Basically, when a Hunter is in action, they make everything tougher for the players until they're defeated!

Hope this cleared things up, but let us know if there's anything else we can help with!

Ahh thank you! I *THINK* I understand.
Because of my neurodivergency I learn better when I can see real narrative examples play out - one of the reasons why I struggled a lot with the system cause I love it's concise but it's hard for my brain to capture.
Do you know of any videos I could watch or maybe a place where a narrative is written down about it? Thanks again! :D

No worries!
We're unfortunately not aware of any videos of HUNTERS being used in play - but there are a bunch of cool videos from actual plays of CBR+PNK so you can watch the core mechanics at work and maybe that could help you understand how Hunters could shift things up?

Two of the most high profile examples are the one-shot from Plus One Exp, featuring both Emanoel and Ray (the creator and editor of CBR+PNK, respectively);

And a recent CBR+PNK one-shot from Quinns Quest, set in the universe of the Citizen Sleeper videogame (and featuring its creator!).
Hope that helps, and let us know if there's anything else we can answer!