Things worth stealing
A wedding one spouse no longer remembers. A true name. A year cut from an engineer's life.
Don't get caught. Don't let go.
Every lock in this city can be picked and every guard bought. The one thing the two of you can't fake is trusting each other.
The city
Two thieves hold the one thing in this city that is not on paper: each other. Everything else is collateral. Coin-interest is forbidden, so the great houses collect memories, names, and years of a life instead, bound into glass and locked inside vaults guarded by contracts that bite.
The magic is not what lights the street. The magic is the thing you steal.
Inside the preview
Use the tables in any fantasy campaign now, then follow the development of the game they were built for.
A wedding one spouse no longer remembers. A true name. A year cut from an engineer's life.
Debtors, rivals, masked couriers, compromised heirs, and partners who know more than they admit.
Because the best heist objectives arrive with an owner, a wound, and a price the thieves cannot ignore.
FAQ
We're building this game for romantic couples who want one evening of pulling a job together, where the plan only holds if the two of you trust each other.
No. If one of you has ever played anything (D&D counts), you'll be comfortable in minutes, and if neither of you has, the game teaches itself as you play. It's one evening, not a campaign commitment.
The game does the GM's job for you. Structured scenes and prompts ask the questions a GM would, and random tables and dice rolls decide events, actions, and outcomes, so neither of you has to run the world. All you bring is your imagination and some dice.
It's a Forged in the Dark game: a pared-down take on the Blades in the Dark SRD, a system built for crews of scoundrels running heists. We keep the parts that make a job tense and cut everything that assumes a GM and a crew of six.
The Memory Trade is in development now. Pre-ordering gets you the preview today, every playtest build as it goes out, and the finished game the day it's done. First crews in get the most say in what the game becomes.
Email help@2d6studio.com within 30 days of your pre-order and we'll refund you in full, no questions asked. You keep the preview either way.
Two lovers. One job.
The Memory Trade is in development now. Pre-order to join the first playtest crew and help us build a fantasy heist for two where trust is the resource you spend.