BaG (Basic and Generic) Role-Playing Game Review - Score: 79 / 100

This review is part of my new TTRPGs page, where you can find awesome Games Like DnD that you may never have heard of before. If you're interested in finding a new game to play, check out that article!

BaG (Basic and Generic) Role-Playing Game is a new TTRPG, Kickstarted in 2021. This game is multi-genre, where the game master and players can enjoy massive flexibility in their roleplaying. BaG gameplay aims to be “quick, fierce, and extreme.” Overall, I would say that BaG achieves its goal.

 

First off, the BaG core rulebook is only 55 pages. I cannot tell you how refreshing it is to pick up a new TTRPG that feels so approachable. I also felt playing the game that actions both took place and resolved quickly, creating a streamlined experience.

 

The cost of playing BaG is also insanely good value, as the core rulebook PDF sells for only $5. This game was created by a college student, with college students in mind. So, if you’re curious to try out a new TTRPG, the barrier to entry here is extremely reasonable.

BaG RPG Front Cover

BaG RPG front cover. Image credit to Josiah Mork and BaG (Basic and Generic) Role-Playing Game.

How Unique is BaG: (8/10)

There are many unique aspects to BaG. The game itself doesn’t offer anything earth-shattering in its uniqueness, overall, but what I enjoy is that the game’s designer (Josiah Mork) has provided unique advancements over previous TTRPGs in familiar areas.

 

Combat – Attacking

When attacking in combat, your attack roll also functions as your damage roll, if you hit. This saves time, and simply makes sense as more accurate attacks result in more damage. I like it. Also, quite unique.

 

Combat – Defense

When you’re attacked in combat, you can choose to either try and Block the attack, or attempt to Dodge it entirely. I love the active defense the game offers, along with a choice of what you want to do in response to an attack.

 

Skill Checks

Skill checks resolve quickly. Players have to roll equal to or under their skill level, but they also have to roll above a Minimum Success (MS) value, meaning that players effectively have what I’ll call a “target range” for success. There probably are other games out there that have used a system like this before, but I don’t personally know of them.

 

Game Scaling

Perhaps one of the things I like most about BaG is that the game introduces itself to you slowly. In the core rulebook, there are Class 1 Rules, Class 2, and Class 3. Basically, as you master each piece of the game, starting with the foundations, more gets unveiled to you. This approach keeps the game simple, easy to learn, and fast-paced.

BaG RPG Book

How Easy is it to Learn to Play BaG RPG: (9/10)

You may not be surprised, after reading that BaG’s rulebook has only 55 pages, to learn that the game is quite easy to learn. The game makes sense, and the rules are laid out in a very clear manner.

 

Character Creation

There are 3 parts to character-building: skills (of course), characteristics (positive and negative traits, basically), and items. You distribute skill points into 14 different skills, select characteristics that help make your character unique, and equip items to aid your character in combat and other tasks. Overall, the process is very simple.

 

I did wish that perhaps there were less characteristics offered in Class 1 Rules, as it slowed our gaming group down when creating characters. The reason is that we all felt that we needed to read through all of our options first, before getting started. This is more of a personal preference though, than a critique.


BaG RPG is a classless RPG, which many people find very refreshing. I also think that BaG is one of the rare games that makes for a great classless game.

 

Gameplay

Most of the game takes place through resolving skill checks. To make a skill check, players roll a d10. If they roll equal to or under their skill score, they succeed. That is, unless they roll too low, and fall beneath the skill check’s “Minimum Success” range which is set by the dungeon master. This system was a touch confusing for about 5-minutes, but very fun and fast-paced once my group understood how it worked.

 

Magic, Leveling, and More

Each set of Class Rules (1-3) provides a whole new dimension of play to BaG. As I mentioned before, because of this scaled approach, the game felt very easy to jump into. I was surprised to find that character leveling didn’t appear until the Class 3 Rules, and felt perhaps that they could have been present from the very start. But everything else made a lot of sense.

 

Some Quirks to the Game

The only reason this section didn’t get a solid 10/10 for me is that there are a few confusing elements to the game that make it a touch less easy to learn. Skill checks are a bit confusing at first. You want to roll as high as possible, but not high enough to go over your skill value, but also still high enough to exceed the skill’s MS.

 

I was also confused to see that there was no cost to items, and no currencies suggested for the game until Class 3 Rules. For that reason and a couple others, it made the game feel like we couldn’t really get started until we reached the Class 3 Rules. If we’re fighting enemies and want to loot them, after all, what are we supposed to do? The game rules do suggest simply making something up. But that didn’t quite feel complete to me.

 

Again, small criticisms here, as the bulk of the game flows extremely well.

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Presentation: (8/10)

BaG looks great. The graphics on the front and back cover, as well as the page borders throughout the text work very well. I like the font choices, colors, and general layout. Very good overall presentation.

 

When first reading through BaG, I did not realize that there were different Classes of Rules (1-3) which would lay out the game for me in stages. Perhaps I simply missed it when reading through the intro. In any case, the result was that I became confused at a few points early on by questions that didn’t get answered until reaching the Class 2 or 3 Rules.

 

For example, if you have a 10-sided dice for skill checks, how do you beat Minimum Success (MS) scores of 12-16 to overcome Heroic Difficulty Modifiers? Well, it appears that you can do so with Bonus Dice, which you unlock in Class 3 Rules.

 

That makes sense to me, and is very cool. I just would’ve liked more of a heads up. Maybe something that said “hey Jacob, if something isn’t clear when you first read it, just wait until Class 2-3 Rules where it will all make sense. Don’t worry. Just keep reading.”

 

Lore: (6/10)

My original lore rating for BaG was only going to be a 3/10 for the same reasons that I gave in my Savage Worlds review. Basically, the BaG core rulebook provides no lore (since it is multi-genre), and therefore relies heavily – almost exclusively – upon the game master to create a fun world and storyline.

 

However, I did include the BaG expansions in my overall review – again, because the price of purchase is so inexpensive that they aren’t prohibitive in the slightest for the majority of gamers.

 

The “Early Empires” expansion is a great. Lots of material here. A fully-fleshed out setting you can use. It features over 40 pages of just maps, along with unique items, historically-accurate deities, laws, and more. I also enjoyed the “Suburb-ville” expansion which gives you more to do in a modern era.

 

The lore for the BaG expansions is pretty thorough, but I wouldn’t consider it extremely unique. Definitely good material for your game, but it still left something to be desired for me when thinking about how I would game master an entire campaign for this system.

BaG RPG Early Empires Deities

BaG "Early Empires" Expansion. List of Deities.

Combat in BaG RPG: (6/10)

As someone who enjoys power gaming, I didn’t fully love the BaG combat system. It is a good system though, so I want to start with what I liked.

 

Pros

Combat is fast-paced. Thank you Josiah for making a game where combat is actually fast-paced. Seriously, this seems like it should be a no-brainer, but many, many tabletop RPGs do not hit the mark here (I would even say that Dungeons and Dragons 5th Edition has very slow combat in comparison). So, BaG is refreshing.

 

Combat is also simple, yet flexible. When playing BaG, I never felt like I didn’t understand what was happening in the battle. Skill checks for hitting and defending keep combat streamlined and simple, and I also found later on with the Class 3 Rules that magic added an entire level of additional depth to the game.

 

Cons

If you have 5 Strength, you have a 50% chance to succeed on a melee attack (against an MS 0 enemy). The average damage you then deal is 2.5, giving you a total average of 1.25 damage per attack. Following so far? Ok, so if you have 10 Strength, you have a 100% chance to succeed on a melee attack (again, against an MS 0 enemy). The average damage you deal is 5, giving you a total average of 5 damage per attack. See where I’m going with this? The later 5 points of Strength (only doubling your Strength score from 5) quadruples your damage output.

 

That’s what happens when a game makes your hit chance also create your damage value. Not an issue, really. It is cool, but as a power gamer, I feel like I must have 10 Skill points into combat-related scores, non-negotiable.

 

I was also surprised that when you cast magic, there seems to be a pretty high MS rating for most spells which often results in low hit chances. Don’t get me wrong – in BaG, you actually create your own magic spells, custom – and I love that. But if you plan to deal a lot of damage as a wizard of sorts, in my group’s experience, you will probably have a harder time doing so than a guy with a sword or gun.

 

BaG RPG Game “Flow”: (9/10)

There is so much room for player creativity in BaG. I love the crafting system and magic-creation system. I also enjoyed how players’ characteristics helped shape both their skill checks and actual roleplaying.

 

Skill checks go fast, combat goes fast, and as a result, storylines develop pretty quickly. Our group did have some confusion around Bonus Dice and exactly how it worked, which did slow us down a bit.


I love the specialization potential that Bonus Dice provide characters, but the extra rolls/ checking results did feel cumbersome compared to the super speed of earlier play. This was another small issue for us, and got better with time. But, I do wonder if there could be a slightly easier way to use Bonus Dice as it definitely didn’t work the way we expected it to.

 

For example, you do not simply add your Bonus Dice roll to your d10 roll and go from there. Instead, there’s some finesse involved that I’m still not 100% sure I totally get (whoops).

BaG RPG Full Collection

Artwork: (3/10)

With up-and-coming TTRPGs, I never expect too much in the way of artwork. New TTRPGs often can’t afford a professional artist who can create multiple high-quality pieces, after all. BaG did well as a Kickstarter game, but never aimed for high-quality artwork, anyways. I can appreciate that, and the game’s overall experience is certainly good despite the lack of artwork.

 

Ease of Purchase: (10/10)

BaG is extremely easy to purchase. You can find it on the BaG website, and find information on it at both the BaG Facebook page and Kickstarter page.

 

Price & How Many Books Do You Need to Play: (10/10)

I love that you can play BaG for only $5 (current price) as a PDF, or $19 in print. Both are extremely reasonable. You also only need the one core rulebook, and the expansions are completely optional.

 

Ease of Starting a Group & Availability of Supplemental Material: (10/10)

Since this game is easy to get into and covers any genre of tabletop roleplaying you could really ever want, you should have a very easy time getting a gaming group together. BaG is not a famous game yet, by any means, but you can help make it so. My gaming group enjoyed playing, and almost everyone in my group has played multiple game systems before. So, I can confidently say that chances are good your players will have fun, as well.

 

Also note that BaG does have expansion settings with “Early Empires” and “Suburb-ville” that provide all kinds of additional material your group can use in an ongoing RPG campaign.

 

BaG (Basic and Generic) Role-Playing Game is Produced By:

Josiah Mork

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

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By Jacob Tegtman December 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1GBbHsUFBR8 Transcription Visit the Final Fantasy Tabletop Roleplaying Legend Edition Website . Final Fantasy fans… it’s finally happening. A brand-new tabletop RPG built specifically to capture the tactical, job-swapping, limit-breaking chaos we love from the Final Fantasy series. But… for those of you who are familiar with Final Fantasy d20, and other predecessors to this Legend Edition, why make a whole new system when Final Fantasy Tabletop RPGs have already existed in the past? And what makes the Final Fantasy Legend Edition so special? Today, we’re diving in to the game that aims to become the definitive way to play in Ivalice—or any Final Fantasy world—at your table. Oh, and did I mention that this is a professionally-designed game book and PDF assets for every conceivable part of your game – and it’s all 100% free? That’s right, free. This is a passion project brought to you by Mildra the Monk and his amazing team that they’ve been working on for years. It’s absolutely incredible what they’ve put together, and you can get it for your table today – at no cost. Hey everyone, welcome back to ETTRPG—your home for tabletop news, deep dives, and world-building inspiration. If you love Final Fantasy, Tactics-style combat, or job systems with way too many builds to ever be able to properly enjoy it all, today’s video is for you. So, Final Fantasy TRPG: Legend Edition is a spiritual successor to the long-running Returners’ Final Fantasy RPG and its offshoots like Final Fantasy 4e and Omega Fantasy. But this isn’t just a rehash—this is a completely modernized, research-driven rebuild of the whole system. The devs, among them Mildra the Monk, who has been a big supporter of us at Eternity TTRPG for years, spent three years dissecting the games, the lore, the combat, and all the unique systems that Final Fantasy fans love. The result? An intermediate-complexity tabletop RPG laser-focused on recreating the true Final Fantasy experience – at the table—without any confusing crunch, or decade-old legacy rules. Ok, as I mentioned, there are other Final Fantasy tabletop systems already. But here’s what it boils down to for why it was worth it for Mildra and his team to create this new system. Number one: Simplicity None of the previous games fully capture the mythos of Final Fantasy while still giving players complete setting freedom . Where earlier systems often tied you to a specific world, tone, or era, Legend Edition was built around a single core design principle, which is: “Mythos over setting.” This means the rules capture the soul of Final Fantasy—Summons, Jobs, elemental affinities, cinematic abilities—but they don’t lock you to Ivalice, Gaia, Spira, or any one timeline. Using this game system, you can: Recreate your favorite Final Fantasy world. Mash up multiple games. Or build your own world entirely from scratch. This is FF energy, but not FF rails , that makes it such a big deal. So, moving on, What Makes Legend Edition Stand Out? The first piece is: Ridiculously Modular Character Building. In the future, I plan to do more videos on Final Fantasy Legend Edition. But let’s content ourselves today by summarizing – at least for this section – that there’s 50+ Jobs drawn from across the franchise. Included are fan favorites and long-time classics such as Dragoon, Black Mage, Thief, Time Mage, Gunbreaker, and dozens more. Using these 50+ Jobs, you do in fact have over 25,000 job combinations available to you, as a player. And these aren't “same-y” class splashes. The track-based advancement system makes each mix feel meaningful, distinct, and highly customizable. Oh—and there are 14 playable races taken from the Final Fantasy universe , each with their own unique ability. This is one of the most flexible JRPG-inspired character engines out there. The second big item that makes the Legend Edition Stand Out is Streamlined, Row-Based Combat, like your favorite Final Fantasy games from back in the day. Legend Edition offers an easy-to-learn row-based combat system that keeps the spirit of classic Final Fantasy battles while speeding everything up. You still get things like: Elemental affinities, Status effects, Skills with cinematic alt uses, And powerful Limit break moments. But, the math is way smoother than you’d expect. You won’t need a calculator, like if you took Final Fantasy I directly to your table. Next up is that the book provide you with Mythos-Driven Campaign Systems. Final Fantasy stories, across all games even back to the originals, are political. Big factions, world tension, and meaningful alliances are core to the franchise. Legend Edition builds this directly into play with: A Reputation & Affiliation system . You also have what’s called “The Holdings system” to build your very own base. The game comes with expanded NPC creation rules, and a robust Skill Game system for non-combat set pieces. This is the stuff that makes your campaign feel like a Final Fantasy game, not just another “game like D&D,” but with a “Final Fantasy” sticker slapped on their for flavor. As if all of the core game’s features are not enough, The Expansion Books Are pretty Wild. The Ultimania Expansion adds: 28 new races , 4 new jobs , 300+ sample items , Airship & Mecha creation systems , plus More Skill Games and Affiliations. Meanwhile, the Enemy Intel Field Guide brings you 200 full NPC stat blocks , a Fully detailed bestiary, and Drop-in encounter prep tools. Basically, everything you need as a Dungeon Master to prep your game with maximum Final Fantasy feel, and minimal effort. Additionally, if you want to run FF Tactics, FFIX, FFX, or even a fully original world—these books give you all the toys for each of those specific settings. Wrapping it all up, Legend Edition emulates the cinematic spirit of Final Fantasy with its Big narrative beats, Cutscene-worthy skill moments, Dramatic faction politics, Summons that feel truly mythic, and Job classes that are meaningful extensions of character identity. If you’ve ever said “I wish Final Fantasy had a premier tabletop version,” this is the game you need to try out at your table, next. So, if you’ve made it this far, I think you and I both know it’s time for you to download your free copy of Final Fantasy Legends Edition. I’ve got that link in the video description below. But I want to hear from you: what do you think? Does Legend Edition finally deliver that top-quality Final Fantasy tabletop experience we’ve all been waiting for? And if so, what will be the first Job class you’ll try out? Let me know in the comments. Hit like, subscribe, and share this video with your party. Let’s get Mildra and his team the recognition on this masterpiece that they truly deserve. Until next time—may your crits be big, and your summons be even bigger.
Undead figures in a city at night, with one playing a stringed instrument under a large, crescent moon.
By Jacob Tegtman December 6, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RwDiy7u-wUo Transcription In Kalero, the canyon walls sing.  Not literally — but if you listen closely, as the desert wind slips through the stone crypts and carved tombs, you’ll hear something. A rhythm. A pulse. A beat. And when the Crooked Moon dips behind the cliffs, figures begin to emerge — their bones glowing with blue light, their skulls crowned with curls or braids, their steps half-dance, half-swagger. These are the Relicborn — the living memories of Kalero. Dressed in vibrant fabrics, lacquered patterns, and sometimes… a flashy swashbuckler’s cape or rapier at their side. Today on Eternity TTRPG, we’re diving into one of the most joyful, most soulful, and most stylish ancestries in all of Druskenvald. Crooked Moon continues to be one of my favorite adventure supplements of all time, and you can pick it up on D&D Beyond. Whether you’re a player wanting a character with flair, you’re a DM craving new cultural flavor for your campaign, or you’re just a lore-nerd who loves stylish undead — this one’s for you. The Relicborn are a species native to Kalero, a province lined with towering canyon walls carved into catacombs and mausoleums. But despite being born from tombs, they are anything but gloomy. These are living skeletons , decorated with any number of colors, hand-painted motifs, and glowing patterns. Their bones are encased in a translucent magical substance that gives them full humanoid shape. And if your Relicborn wants big curly swashbuckler hair? Yes. They can actually grow it from their skulls. Where they come from is unique: they’re formed in the crypts of Kalero, rising from ancestral memory and celebratory magic rather than necromancy. Theirs is not a culture of undeath — it’s a culture of joy , reflection , and honoring the past through celebration. Every Relicborn is essentially a walking festival — a living memory kept alive through music, dance, and stories. Relicborn society is built on a delicate balance: the energy of a vibrant celebration and the quiet reflection of ancestral remembrance. Imagine communities built along canyons, with lantern-lit walkways leading into ancient tomb-shrines. Families gather at night to play music, tell stories, and dance under blue and purple moonlight — while their ancestors' spirits look on. Their festivals can last days. Their moments of silence last just as long. They thrive in community — in the stories of who came before, and who they themselves will become. Relicborn live roughly 250 years , and when their time ends… they simply collapse gracefully into a pile of bones, returning to the crypts that first birthed them. All of the fun roleplaying stuff aside, let’s break down how their mechanics reflect their culture, starting with the most signature ability: Dance of Death As a bonus action, you make a DC 15 Charisma Performance or Instrument check. If you succeed, your next attack roll this turn has advantage . If you succeed by 5 or more? You roll one of your Hit Dice (without spending it!) and gain temporary hit points . This is perfect for swashbucklers, bards, rogues — anyone who wants to flavor combat like a deadly dance. Next, they have: Eternal Party Relicborn don’t sleep. Instead, they complete a long rest in four hours so long as they spend it in revelry — music, storytelling, gentle dancing, or shared celebrations. Imagine your party taking a rest and your Relicborn swashbuckler quietly jamming with a bone flute while keeping watch. This one’s pretty good: Moment of Remembrance When a creature you see within 30 feet fails a d20 test, you can use your reaction to add 1d4 to their roll. Once you turn a failure into a success, you can’t use it again until a rest. Relicborn are bursting with character potential. They have Incredible aesthetics. From glowing bones to swashbuckler outfits — you can lean into a Day-of-the-Dead style undead, a pirate, a festival style, or something Gothic. If you were to play a Relicborn… What would your glowing bones look like when you’re afraid, happy, or angry? And when your long life ends — what do you hope those you care about remember about you? Drop your ideas in the comments. And if you enjoyed this deep dive into the Relicborn, hit like, subscribe, ring the bell, and join me next time as we explore another Crooked Moon ancestry. Until then — Keep the music playing. Keep the celebrations bright. And may every memory lead you to your next dance.
Dark illustration of a crooked, spooky house under a full moon. Title
By Jacob Tegtman December 2, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Kl3c6djcgbo Transcription Imagine your character in a folk-horror saga — not just another adventurer, but someone with a personal fate, a hidden thread that drags them deeper into shadows and tragedy… or redemption. That’s exactly what Fateweaving brings to Druskenvald in The Crooked Moon. The Crooked Moon isn’t just another D&D book. It’s a 600-plus-page folk-horror campaign that plops players into a sun-starved realm of nightmares, rituals, and haunted rails. Welcome back to Eternity TTRPG, your home for deep-dive D&D news breakdowns, world-building insights, and tools to level up your tabletop storytelling. Whether you’re a forever-DM, a lore-monster, or someone who appreciates a well-crafted adventure, we tackle the big ideas behind the games you love. And today, as with many videos I’ve created over the past several months, The Crooked Moon gives us plenty to sink our teeth into. What sets Crooked Moon’s System apart from the standard “roll dice, then fight monsters” is the optional system called Fateweaving — a way to bind each character’s past, motivations, and desires directly into the core of the campaign. Fateweaving gives each character a Thread of Fate — one of 13 possible personal arcs. At character creation (or early on), each player picks a Thread that defines a personal goal: lost memories, cursed lineage, spiritual duty, monstrous ambition — you name it. Then, throughout the campaign’s story, the GM weaves in six Narrative Touchpoints specific to that Thread. These form a full character arc , culminating in a personal climax and catharsis that runs parallel to the main story – they’re something much greater than just “side quests.” The first touchpoint, Incitement , ties a character’s personal quest to the campaign’s opening (often aboard the spectral Ghostlight Express or within the Crooked House). As the story progresses, the character meets allies or NPCs connected to their fate, uncovers secrets, faces a personal trial, then pushes through to their own climax — all while the main horror unfolds. In the end, during the epilogue, each character receives Catharsis — the emotional and narrative payoff for their arc. This means every player is actively living their own horror-tale inside the larger one of your full campaign. You might ask: why bother with all this Fate Weaving stuff? It does add potential complexity to your campaign, after all. So why not just run a normal campaign? It’s because Fateweaving transforms The Crooked Moon – or, any campaign you’re running –into a deeply personal story, for the players. It gives each character agency and meaning — their choices and their backstories matter. It increases emotional engagement for players : horror, hope, tragedy — when stakes are personal, every failure and every success resonates. It helps GMs balance player spotlight : with distinct Threads, you can weave in scenes tailored to each player without derailing the main plot. For players who love roleplay and character development — this is the sweet spot. Let’s pick an example Fateweaving Thread — say the Thread of Deliverance – and run through it really quick, just to give you an idea for how this works. The character begins lost, ejected from the spectral train, given only a broken compass. (this is the “Incitement” step) Later, at a trading post, a shady merchant hints he knows of strange artifacts. (this then, is the “Connection” step) On a creepy riverboat, the character recovers the first piece of a broken family heirloom. (with the “Discovery” step) In a haunted cemetery sanctuary, they wrestle the second piece from a statue’s grasp. (the “Confrontation” step) After the final boss — the Crooked Queen — they reclaim the last piece, reforge the heirloom, and choose either to become a ferryman of souls… or walk away free. (culminating in the “Climax + Catharsis” step) Suddenly, your campaign isn’t just “we stopped the big bad.” It’s the players’ story. Their redemption. Their choices. And in this case – even their soul. If you want to try out Crooked Moon’s Fateweaving system, here’s some very easy ways to get started: L et your players pick Threads early in the campaign – or, if you’re already running one, let them pick at your next session – then collaborate to weave their backstories into the world you’re running. Keep the Touchpoints flexible: treat them as narrative prompts — adapt to what your players do rather than forcing them. Be generous with spotlight time: Fateweaving only works if each character actually plays their arc, and gets to express their character through each important moment. Use Touchpoint rewards to drive engagement: use boons, stat bonuses, and narrative closure — they reinforce the importance of the arc. Don’t be afraid to deviate: mix endings, merge threads, or create custom ones — Crooked Moon’s Fateweaving system is meant as building blocks for you, not a cage you have to live in. If you run your next horror campaign in Druskenvald — or any other world where Crooked Moon’s spooky setting fits — consider using Fateweaving. It’s not just good for story… it’s the kind of DM fuel that turns players into protagonists, and campaigns into personal sagas . That’s it for today! If you enjoyed this breakdown, don’t forget to hit like, subscribe, and ring the bell for more RPG-craft content. And hey — maybe share in the comments which Threads of Fate you’d gravitate toward first. Thanks for watching.
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