Dead in the West RPG Review - Score: 76 / 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!

 

Dead in the West RPG is a newer TTRPG, Kickstarted in 2018. This game is all about the mythical American West, where players roleplay soon-to-be legendary cowboys.

 

My overall impression is that Dead in the West is a solid RPG, with a game system solidly based in RPG classics, but with its own unique twists. The game plays well, with very few hitches, and certainly immerses players in its genre.

Dead in the West RPG Cover

How Unique is Dead in the West RPG: (6/10)

Dead in the West has a few game system elements that are unique among tabletop RPGs, though most of its uniqueness as a game comes from its setting. I want to give Dead in the West a 7/10 in this category, but I don’t feel like the “game mechanics” quite justify that score.

 

What’s Unique about Dead in the West

Dead in the West RPG is only the second tabletop RPG I’ve ever played that is specifically set in the “Mythical American West” (the other being Dogs in the Vineyard). Everything about the game’s lore is relatively unique, and the rulebook does a great job of encouraging players to connect everything about their characters to the way they roleplay and interact with the game world.

 

I find “Vigor” to be an interesting mechanic in the game, where players can improve their character’s skill or combat checks, at-will. I also generally enjoy the concept of “Hoodoo rolls” in the game, which provide a sort of “fate” element to what happens in the game’s story.

 

Finally, players and their GM may collaborate to create character “abilities,” which are in a sense, their special powers.

 

Character Abilities

In my mind, the most unique part about Dead in the West is that players and the GM can collaborate to create abilities 100% custom for each player. Abilities are also supposed to be extensions of the character, and inform how each player roleplays their character.

 

My only critique about abilities in Dead in the West is that though there are many ability examples provided in the book, giving power to GMs to create a game’s “powers” can be overwhelming. The idea is that if abilities end up being either 1) too powerful or 2) under-powered, players and the GM can adjust the ability over time.

 

Ultimately, I’m sort of torn on whether or not I really like how abilities work, but I do have to say that the concept is unique. I tend to find classless RPGs interesting, and this game might be one example among very few that makes a classless concept work.



How Easy is it to Learn Dead in the West: (8/10)

Having played quite a few tabletop RPGs, I found Dead in the West pretty simple and easy to learn. Though character creation takes up about 50-pages in the rulebook, the process is fairly straightforward.

 

Characters have stats, attributes, experience, demeanor, virtues and vices, and a section called “what yer pappy did.” My gaming group was confused at first between the differences of stats and attributes, and the modifier values they each gave were different from one another, so starting out the game wasn’t 100% clear on what everything did.

 

“Experiences” are also different in Dead in the West, as the term refers to a character’s skills and knowledge, and doesn’t relate to leveling up.

 

Actual Gameplay

Once characters were created, the overall feel of my gaming group was that Dead in the West fell into familiar tabletop RPG territory – in a good way. The game was easy to pick up as we explored a Western town, which eventually led to fighting bandits.

 

Most game mechanics function very similarly to other tabletop RPGs, so they were intuitive to use. We particularly enjoyed the “virtues and vices” of each character, as they did help us create unique personalities and roleplaying experiences. In Dead in the West, the GM can compel players to act in alignment with their virtues and vices (which are things that make them selfless or selfish, at different times), which in our case, led to some fun moments.


Dead in the West RPG Great Frontier

Dead in the West RPG Presentation: (9/10)

I really like the graphic design of Dead in the West RPG. The game’s rulebook has very nice formatting, font, colors, and sizing. Reading through the book, I particularly appreciated that the order of information and chapters flowed very nicely. As a new player, it was easy for me to navigate the information provided, learn the game, and reference material as-needed, during play.

 

I also enjoyed the game’s writing style quite a bit. The author did a great job presenting information clearly, while also making it thematic to the game’s setting, and overall fun to read.

 

Rulebook Length

Dead in the West RPG is written for someone who’s probably never played TTRPGs before, which is why the rulebook is so long (close to 300-pages).

 

I go back and forth at times on whether or not I feel that multi-hundred page TTRPG rulebooks are valuable. On the one hand, authors/ game designers need space to accurately convey their ideas, so length can be a positive. 

 

On the other hand, in most cases, a person’s first RPG won’t be an indie RPG, so they should have a base level of understanding coming into any indie game, which would make lengthy explanations unnecessary.

 

Whenever I read through TTRPG rulebooks, I basically skip 75% of the text so I can read what I need in order to play. The flavor text is fun, but for me, largely unnecessary.

 

One Upgrade I’d Like to See

When it comes to specifics, I did wish that character vices and virtues would have a space of its own in the “Player Monitor” section of the GM Sheet. Since the GM can compel characters to act in accordance with their virtues and vices, it would’ve been nice to have a spot on that sheet where virtues and vices could be easily referenced.

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Lore: (9/10)

Though there isn’t an official Dead in the West game world setting provided, the entire rulebook is basically lore. From character creation details to terms used in the game, players can’t help but feel immersed in the Mythical American West.

 

The game also offers some general settings to the GM – the gold rush, civil war, nearing the end of the old west, etc. – with brief explanations on each. Each of these setting could work for entire campaign ideas, or even just shorter quest ideas.

 

What probably seals the deal for me on lore is that Dead in the West provides a lot of in-depth information that players may use in their game’s setting, at any time. There’s info on downtime, gambling, town life, settlement building (which I think is especially cool), the benefits of character employment, and even shopping – which even includes how much it costs to buy a tin of condensed milk.

 

Sometimes, details provided in Dead in the West were too much for me, and I felt like they detracted from the game overall. However, so much of the game is optional in use that never felt too oppressive.


Dead in the West

Combat in Dead in the West RPG: (4/10)

To be fair, I felt playing Dead in the West that the game is more of a “roleplay game” than a “tactical combat game,” – as in, that’s what the designer was going for. So, a low score in this combat category probably shouldn’t deter anyone from playing the game, unless like me, you love tactical combat.

 

How Combat Feels

Characters have a weapon, an accuracy value (based on character stats and maybe their experiences), a score for movement, and some advanced actions they can take per round.

 

When our group got into combat with bandits, characters would fire their gun until they needed to reload. While reloading, characters are counted as being a “sitting duck,” and they can get blown away in short order. In order to prevent that, players had their characters “dive” behind a table or something so they get “cover,” whenever they needed to reload. Once reloaded, characters started blastin’ again.

 

Basically, it was shoot, dive, cover, reload, then shoot again. Repeat until all enemies are dead.

 

There are more options available in the rulebook for ambushing enemies, “corralling” (flanking) them for increased hit chances, grappling, etc. But since the game’s abilities are all player- and GM-created, there weren’t really abilities provided that really spiced up combat tactics. The closest thing was probably mounted combat, but since that comes with its own degree of complexity, I didn’t feel like it added to combat in a substantially beneficial way.

 

Crack-Shots and Locational Damage

As I’ve mentioned in other reviews, such as for Warhammer Fantasy Roleplay, I’m not a fan of hit locations. Dead in the West RPG has hit locations, but you need to get a “crack-shot” (basically, critical hit) to do so, or intentionally aim for specific locational damage, so it isn’t a required part of the game. I also feel like it works out ok because you can use locational attacks to break chandeliers and destroy wagon wheels, so it feels like a more organic part of the game’s system.

 

I do think, however, that the locational damage effects (ailments) in Dead in the West are off. It takes 12-damage, for example, to “hobble” someone’s leg. For comparison, most characters at Lv.1 have 12-HP. So... you can either kill someone, or hobble them, your choice.

 

Typically, debuffing an enemy is not as valuable as just outright killing them (if you’re just trying to win a battle, and deaths don’t matter). So, my gaming group was surprised that it was just as hard to get someone to drop their gun as it was to just drop them to their grave.

 

Probably, locational damage should be like 3-damage or something to cause an ailment, instead of 12.

 

Hidden HP

One thing I can definitely say I liked was that character HP is kept hidden from players. Players can “check in” with the GM to see how their character’s doing, but they don’t have a numerical value they can use to make decisions in combat.

 

Having hidden HP led my gaming group to be far less risky, overall, than I’ve normally seen them. Their risk-aversion did create a slower-paced game, but the tension, drama, and excitement of the game was always high, since HP was a mystery.

 

This is also the first game I’ve ever played where character HP was hidden from players, so Dead in the West did get a little more “uniqueness” score just for this one mechanic.

 

Game “Flow”: (7/10)

In Dead in the West RPG, “the game values creativity and drama over everything else – so rulings are often more important than rules.” For this one reason, given straight from the rulebook, my gaming group always seemed to be in the flow.

 

Most of the Dead in the West rulebook is lore- or setting-related, or flavor text, so it was very rare that we felt like rules got in the way, or slowed the game down.

 

For my group’s players who particularly enjoy Western style RPGs, I think their sense of “being in the flow” of the game was even higher. The only time where I really felt out of the flow with Dead in the West was when it came to combat.


I will also say that I think if my gaming group had played an ongoing RPG campaign before I wrote this review, I would've been able to play around more with building settlements, which I think is one of the more interesting aspects of Dead in the West RPG. I could definitely see myself getting lost in the game if we were building up a new city or something. Definitely kudos from me for adding a city-building part to the game.

Gunfight Dead in the West

Artwork: (6/10)

The game’s cover art is great, and there some other pieces throughout the book that I also really enjoyed. Not all artwork in the book has the same style or quality, however.

 

For a kickstarted book, I was impressed at how much artwork is present. Finally, because of the Western-themed color choices and the great graphic design, I always felt like the aesthetic element only added to my experience of reading through the game’s rules.

 

Dead in the West RPG Ease of Purchase: (10/10)

Dead in the West is extremely easy to purchase. You can buy Dead in the West at its website, and find additional information on the game at its Kickstarter page.

 

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

I’m always happy when I see that games are in the $15-20 range.

 

You can purchase a Dead in the West PDF copy for roughly $20, and a print/ PDF copy for about $50.

 

The Dead in the West rulebook comes with sections on character creation, lore, and a large section of the book on game master tools – basically everything you need to play in that one book. I do think Dead in the West could’ve used more information on enemy stats, but since there are sections for NPC character ideas and critters (that have stats included) any GM could make do only with what’s provided.

 

Ease of Starting a Group & Availability of Supplemental Material: (7/10)

People should play Dead in the West if they love the American West and the mythological stories it inspires.

 

Dead in the West RPG is not a famous game yet, but you can help make it so. My gaming group enjoyed playing, and we’re a pretty experienced group when it comes to different tabletop RPG system. So, I can confidently say that chances are good your players will have fun, as well. If any of your players love Dead in the West’s genre, then this game is a must-play.

 

At this time (so far as I can tell) there are no supplemental gaming materials available from Dead in the West.

 

Dead in the West is Produced By:

Will Donelson

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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.

A poster for crooked moon the crimson monastery
By Jacob Tegtman July 29, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=QklD9CbOoV0&ab_channel=EternityTTRPG Transcription “In the flames, there is purity and salvation. From the flames, she speaks…”  Those aren’t the words of a prophet. They’re the twisted scripture of a zealot. Deep in the mountains of Druskenvald, a crimson light spills from stained glass windows. It’s not salvation. It’s a warning. Today, we’re venturing into one of the darkest D&D adventures I’ve ever read—The Crimson Monastery, from my new personal favorite, Crooked Moon. Welcome back to Eternity TTRPG, your faithful companion through the wildest realms of Dungeons & Dragons. If you love your fantasy served with horror, vampires, and morally gray decisions, buckle in—we’re about to descend into a bloodstained cathedral of corruption. Let me tell you a story. Once, there was a noble knight named Marius Renathyr. A beacon of honor, clad in gold armor, championing justice in a cursed land. He loved a priestess of the Nightmother, and though they burned with passion, he kept his vows. But as his crusade wore on, so did his soul. Wrath replaced compassion. And that’s when she found him. Viraxys, a devil who fed on twisted souls, disguised her voice as that of a goddess—the Crimson Rose. On the verge of death, Marius accepted her offer of life eternal. But what she gave him was a curse. Now immortal, now a vampire, now a puppet to her whims, Marius returned to the world not as a hero… but as Father Renathyr, the Crimson Abbot. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see exactly what being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. Father Renathyr took over a mountain monastery, corrupted its clergy, and built a religion around his devil’s false divinity. In the village below—Dawn’s Gate—the people tremble under his sermons. Refuse his faith, and you’ll be burned alive. Embrace it, and you may become something far worse. This isn’t just a dungeon crawl. It’s a full-blown crusade to take down a vampire cult… from the inside. The Crimon Monastery is awesome – there’s just so much to it. But let’s start out by saying that Father Renathyr’s not alone. His cult is sustained by three terrifying Priors, each with their own tragic backstory and twisted gifts: There’s Houndmaster Jaeger , Friar Olaf , and perhaps the most terrifying , Inquisitor Cromwell . Each of them appears human at first. But when defeated, their monstrous Night Creature forms are revealed for a brutal second phase. They’re more than lieutenants—they’re potential successors. If you don’t take out all three, the cult might survive… without Renathyr. And then there’s the monastery itself. It’s not just a setting. It’s a trap. The whole thing. The monastery’s walls are made of bloodstone—a cursed material that prevents blood from drying. If you’re wounded, you leave a visible trail, and stealth becomes nearly impossible. All around are red stained-glass windows arranged in rose-petal patterns. They bathe everything in an eerie light. Inside, the rituals are disturbing: bodies bled at the altar, corpses hanging in the Dead Larder, prayers whispered under a false god. Oh—and there’s no sunlight. A blessing from the Crimson Rose means that even magical sunlight won’t harm vampires within these walls. This is their stronghold. You’re not just breaking in to your usual dungeon crawl. With the Crimon Monastery, you’re invading a fortress of the damned. Finally, this story doesn’t end with one death. Kill Father Renathyr without wiping out his Priors? You start a civil war. The survivors fight for control, leading to bloodshed across the region. But what if you expose the truth—that the Crimson Rose is a devil—and show proof to the faithful? You could cause the entire cult to collapse in one dramatic showdown. The townsfolk revolt. The Bloodless turn on each other. The Crimson Monastery falls into ruin. You get to choose the ending. But be warned: leave even one thread intact, and the nightmare may rise again. So, adventurer... if you haven’t picked up the Crooked Moon yet, it might just be time. If you’ve liked what you’ve heard, the Crimson Monastery is only one of many adventures within this beautiful new book. So, let me know what path you’d take in the comments below. Like this video if you love dark, story-rich adventures. Subscribe for more deep dives into the shadowy corners of D&D, and let us know you want us to cover next. Until next time—stay safe, roll high, and never trust a rose without thorns.
A book cover for dungeons & dragons forgotten realms adventures in faerun
By Jacob Tegtman July 24, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=pKV7iRcC31c&ab_channel=EternityTTRPG Transcription Wizards just dropped a bombshell—and no, it’s not another owlbear plushie. We’re finally heading back to the Forgotten Realms with a brand-new DM sourcebook—and it’s got survival horror, urban intrigue, and a ton of iconic locations. Welcome back to Eternity TTRPG, your go-to for all things Dungeons & Dragons—rules, reveals, and Realm-shaking updates. Let’s start with the basics. Adventures in Faerûn is the brand-new Dungeon Master expansion dropping this November, and it's built specifically for the new rules update. That means it plays nice with the shiny new Player’s Handbook and Dungeon Master’s Guide. But unlike previous setting books, this one’s taking a genre-first approach. Instead of just a map and a lore dump, each of the five featured regions is tailored to a unique style of play. Think ‘Baldur’s Gate’ as gritty urban fantasy. ‘Icewind Dale’? Full-on survival horror. Yes please. Here’s the lineup of iconic locales we’re getting tools for: Baldur’s Gate – which you probably know from all our favorite, Baldur’s Gate 3. There’s urban crime, political tension, and maybe a little devilry. Calimshan – from older renditions of the Forgotten Realms Lore. You’ll fine scheming nobles and arcane secrets in an Arabian-Nights-esque setting. The Dalelands – from both 2e and 3e Forgotten Realms lore. This is classic high fantasy with lots of room for heroic sagas. Moonshae Isles – from The Moonshae Isles Regional Guide. It comes with Celtic vibes and druidic magic—great for mystery and folklore campaigns. Icewind Dale – which you can read about in the Legend of Drizzt Novels, by R.A. Salvatore. Here, you can expect Frostbitten survival, isolation, and ancient horrors. Each region comes with new adventure hooks, genre tone guides, and NPC inspiration tailored to the vibe. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see what exactly being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. Here’s the cool part—some of this material with the Forgotten Realms hasn’t been touched in Fifth Edition. Like, ever. They’re digging into the deeper lore of Faerûn and even pulling some artistic cues from Baldur’s Gate 3. You might recognize a few faces—or infernal contracts—from the game. And while it’s not confirmed, early previews suggest the book might come with poster maps—yes, actual tearaway maps. Which awesome. My table is ready. Adventures in Faerûn officially releases on November 11th, 2025. But—if you pre-order through D&D Beyond or an early-access local game store, you’ll get the digital version weeks in advance. Price isn’t locked yet, but it’ll probably sit around the usual $50 USD mark—same ballpark as Phandelver & Below and Vecna: Eve of Ruin. Now, you know how Wizards rolls: we’ll likely get tie-in minis from WizKids, and there’s a good chance Beadle & Grimm's will cook up one of their deluxe kits—metal coins, props, the works. To wrap it all up, here’s why this book matters: 5e hasn’t had a full Realms guide since 2015’s Sword Coast Adventurer’s Guide. That’s nearly a decade without a dedicated Realms setting book. With the new rules and player guide dropping alongside it, this feels like Wizards’ attempt to make the Forgotten Realms fresh again—for new players and you experience, veteran gamer-grognards, alike. So, what do you think? Which of the five locations would you run a campaign in first? Is this genre-based format the future of setting books? Drop your take in the comments, smash that like button like it’s a mimic, and subscribe for more D&D news, lore, and spicy takes.  Until next time—may your dice roll high and your plot hooks land.
A poster that says starset the great dimming
By Jacob Tegtman July 22, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=qJt6sfuolo8&ab_channel=EternityTTRPG Transcription Civilization cut off. The solar system dimming. You’re not a hero—you’re just a soul, caught in the aftermath. Hey everyone! Today we’re unpacking Starset: The Great Dimming—the new 2nd‑edition tabletop RPG by Josiah Mork. It's a gritty, hope‑tinged sci‑fi RPG where ordinary lives shape the story. If you haven’t ever tried out TTRPGs besides D&D, this video is for you. I personally love finding the gems out there, especially from people who have fresh ideas in the RPG space. So, let’s dive into what makes this game truly unique. 1. Life‑Path Character Creation – “Your Story Shapes Your Stats” In most tabletop RPGs, you start by picking numbers—your strength, intelligence, gear, etc. Starset flips that completely. Here, you start with a life path : five origin stories to choose from— Combat , Common , Exploration , Mercenary , or Slave . 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That means fewer options and more vulnerability next turn. The result? Combat is less “hit and wait” and more like chess with story beats— tactical, interactive, and team-driven. Even the quiet players at the table get a reason to act and shine. 3. Rich, Thought‑Provoking Worldbuilding – “Loneliness Is the Real Enemy” Starset isn’t just dark because it looks cool—it’s dark because it wants to say something. The game is set after a cosmic event collapses the Oort Cloud... did I pronounce that right? The Oort Cloud collapses, cutting off Earth from the rest of humanity. Civilization falls into chaos. Survivors are left scattered, alone, and desperate for connection. Every faction in the game is built around a different solution to loneliness : One turns to faith . Another to techno-utopia . One seeks control through power. Others build tight-knit communities . Each choice has promise… and danger. No side is “right”—they just reflect real human struggles. 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Combat and problem-solving aren't just about rolling high—they're about making smart, team-based decisions. And because you’re always involved—even during someone else’s turn—there’s no dead time at the table. Starset is for sci-fi fans with a philosophical streak : Starset tackles big questions: How do we find connection in a broken world? What do we believe in when everything falls apart? If you love sci-fi that makes you think, you’ll feel right at home. And finally, Starset is for game masters who crave worldbuilding fuel : The game’s setting is rich with lore—factions, history, philosophy, politics. It's all there to spark story hooks, conversations, and custom adventures. Whether you’re building a gritty survival tale or a cosmic morality play, Starset gives you tools to explore both. To summarize, here’s Why Starset Stands Out You don’t just create a character—you live their backstory through interactive choices before the game even begins. The simultaneous action system keeps players engaged and reactive, almost all the time. Which is a fresh change to many D&D battles, if we’re being honest. The world of Starset is dark, yes—but it’s also filled with glimmers of hope , and it challenges you to explore themes like empathy, survival, and belief. And finally, every rule and system is designed to reward meaningful interaction —with the world and each other. The Bottom line? Starset doesn’t ask, “How do you win?” Instead, it asks, “What kind of person will you be when everything falls apart?” Intrigued? You can back it now on Kickstarter or check out the rulebook when it’s available.  And lastly, let me know what you think of new game coverage like this, in the comments below. Eternity TTRPG is still feeling out who we are as a channel, so your insight helps me connect you with the content you want most. Until next time!
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