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.

“New Dark D&D Subclasses: for Bard, Druid, & Warlock” Blog
By Jacob Tegtman April 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=k_DQ3rc0Xes Transcription Wizards of the Coast has released three new subclasses in their latest Unearthed Arcana, focusing on darker themes like death magic and corruption mechanics. They’re free to access and already generating a lot of discussion in the community. Welcome back to Eternity TTRPG—your go-to source for D&D and tabletop RPG news. Let’s take a look at what’s included in this latest release, and how these classes might fit into your game. If you aren’t familiar, Unearthed Arcana is Wizards of the Coast’s official playtest material, where new subclasses, rules, or mechanics are released for public feedback before possible full publication. New Unearthed Arcana releases don’t follow a strict schedule of new subclass releases, but they tend to appear a few times a year depending on development cycles. There’s also no fixed order for which classes get new subclasses—design choices are usually driven by current design goals, themes, or upcoming products rather than a rotation system. This could in part be driven by the “D&D Seasons” that we’re now seeing from Wizards of the Coast with their planned product release schedule, this year. Getting right into things though, the subclasses this round are: College of Mourning (Bard) Circle of the Primeval (Druid) A revised Fiend Patron (Warlock) The College of Mourning focuses on death-related magic. Instead of traditional inspiration, it blends necrotic damage with support abilities, allowing bards to deal damage while also healing allies. Community reactions have noted the strong thematic direction. One Reddit user described it as a good fit for darker character concepts, though some DMs may need to consider how it fits their campaign tone. Mechanically, early impressions suggest it’s relatively balanced, with its healing and damage requiring positioning and timing. The Circle of the Primeval explores a more ancient and unfamiliar side of nature. Instead of typical beasts, their Wild Shape options include more unusual, sometimes unsettling forms—drawing on prehistoric or aberrant inspirations. At 6th level, their “Primordial Awakening” feature allows additional effects like resistance to psychic damage and abilities that can disrupt enemies mentally. Some players like the new, darker style of this subclass as a change of pace, while others worry it might not fit the tone or gameplay balance of more classic, heroic D&D campaigns. This subclass may work best in settings where the implied, dark themes of the subclass are already established and agreed upon by the group. The updated Fiend Patron introduces a more structured approach to corruption mechanics. The new “Infernal Bargain” system allows warlocks to gain temporary power in exchange for accumulating “Corruption Points.” As corruption points increase, characters gain benefits—but also drawbacks, including possible DM influence over certain decisions at higher levels. To be clear, Corruption Points are gained each time the warlock uses their Infernal Bargain feature to gain their temporary power increases. This system has sparked discussion around player agency. Some players appreciate the mechanical representation of risk and consequence, while others are cautious about how it might be implemented at the table. Overall, it adds a clearer framework for storytelling, but likely requires strong communication between players and DMs. Community discussion around these subclasses has been active, particularly among DMs considering how to integrate them. Some concerns focus on tone—especially in campaigns that already have a defined setting or theme. Others are more mechanical, particularly around balance and player agency. Wizards of the Coast has included guidance in the document, including suggestions for implementation and reminders to use session zero discussions and safety tools when introducing darker themes. If you’d like to play these subclasses at your table, You can download and learn more about them for free on D&D Beyond or through official Wizards of the Coast Unearthed Arcana posts. I’ll include links in this video’s notes, below. Quick episode today, but that about wraps things up! So, what are your thoughts on these new subclasses? Would you include them in your campaign, or do they feel too specific in tone? Let me know in the comments. And if you enjoyed this breakdown, consider liking the video and subscribing for more weekly D&D news. Until next time my friends—keep rolling those 20’s.
Gargoyles in armor stand on a stone roof at night under a blue moon
By Jacob Tegtman April 13, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=OMnHDV9p7hk Transcription What if your next D&D character was carved instead of being born? And what if their entire purpose was decided the moment they were made? Welcome back to Eternity TTRPG. Today, we’re returning to Crooked Moon to explore the playable monstrous races that this awesome campaign setting provides. Next on list are the Stoneborn from Pholsense – I hope you’re ready, as this race is really fun.  Stoneborn are carved from – well, from stone – by the ruler of their land—and they’re brought to life through a divine force called the Silver Path. In Pholsense, Stoneborn don’t come from families. They literally start as blocks of stone. The ruler of the province, Archbishop Danton Alexandre Renault (a name you may have heard from some of my other Crooked Moon videos – particularly the ones based on specific adventures), oversees their creation. A body is carefully carved into shape—usually with wings and a humanoid form. So, think gargoyle statue. At some point during this process, the Silver Path—a divine power—brings that body to life. Based on the lore of Crooked Moon, we don’t really know exactly what “the Silver Path” is. It’s not like buried somewhere obscure, later on in the campaign book. I think it’s left open-ended so your group, or DM, can sort of play it up as they’d like. Mystery is, after all, a big part of the Crooked Moon setting. It’s worth starting here with the Stoneborn though because the Silver Path is the process of how this carved statue of stone awakens. The Silver Path is clearly stated in the lore as A divine force or guiding power associated with order, light, and purpose. In the Crooked Moon setting, whether you’re playing a Stoneborn or want to highlight them as a DM, the Silver Path functions as: A religious belief system (what people worship) – as the whole process of Stoneborn creation is either overseen, or even performed, directly by the Archbishop A real source of power (it actually does things, like awaken inanimate stone) And is a standard for morality (what’s considered “good” and “right” in the lands of Crooked Moon) In short, the Silver Path is the god-like force that defines “order and good” specifically within the lands of Pholsense. It’s also worth noting that the Silver Path is not described as a spell, and it’s clearly not some form of hidden technology. It is like a divine power. So, moving on, the Stoneborn are made of whatever stone they were carved from. That determines their color and texture. Their shapes can vary a lot, depending on their creator’s artistic choices. This means that your Stoneborn could be a gargoyle, like I mentioned before. But, they could also have features similar to animals, dragons, or angels. You can also have a lot of fun with it and mix different traits rather than having just one clear form. All Stoneborn do have wings, but they’re heavy. And they can fly—but just not quickly or easily. When it comes to the land of Pholsense it’s a strict and orderly place. Rules are taken seriously, and roles are clearly defined. Stoneborn are usually created to actually serve a very specific function within their society. Common roles include: Guards Enforcers of the law Or protectors of important places, such as religious buildings (perhaps even locations where the Silver Path takes place) Because they are created rather than raised, many Stoneborn strongly believe in following their assigned purpose. But – and this makes for great roleplay opportunities – not all of them agree with their assigned paths, forever. Some eventually start to question: Why they were made Whether their role in life is fair And whether the Archbishop—or the Silver Path—is always right Mechanically, Stoneborn are durable and flexible. They’re classified as Constructs. You can choose to be Small or Medium-sized. They also have a flying speed equal to half their normal movement. When it comes to abilities, Stoneborn come with: Argent Gleam Once per long rest, you can use a bonus action to choose one of two effects: 1) Path’s Grace You cast Bless without needing components. 2) Zealous Charge You take the Dash action, and your next attack deals an extra 2d6 radiant damage—even if the attack misses. Next, they have Silver Bulwark When you take bludgeoning, piercing, or slashing damage, You can use your reaction to gain resistance to those damage types until your next turn. And then lastly, Watchful Senses gives you proficiency in either: Insight Perception or Survival When it comes to roleplaying, Stoneborn characters are mainly about purpose. You might think about: Why your character was created Whether they still believe in their assigned purpose now And how they feel about the person who made them Some Stoneborn fully trust the system they come from. Others might not. You can also explore their relationship with the Silver Path: Do they see it as a real guiding force? Or just something they were told to believe in? Finally, Stoneborn don’t die of old age, in quite the same way as most creatures. After a long life—around 300 years—they physically break down and return to rubble. Personally, I think it would be kind of cool if they just permanently petrified, returning to their state before the Silver Path – almost like every Stoneborn graveyard isn’t just filled with creepy gargoyle statues like in most fantasy games... but the graveyard is the gargoyles... providing a glimpse into each stoneborn’s life, and what mattered to them. So what do you think? Would you play a Stoneborn, or have you played one already? And more importantly—Would you follow the Silver Path… no matter where it leads, or what it asks of you? Or would you be a black sheep among the gargoyles? Drop your thoughts in the comments below. I think next up I have planned to cover the Plagueborn. But if you have another Crooked Moon race on your mind that you want me to dive into, let me know. See you guys next time!
A fantasy adventure advertisement for
By Jacob Tegtman April 9, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=z-Ut7R3J2m0 Transcription Lost megadungeons from Gary Gygax himself are hitting crowdfunding this week. This is unpublished content from the father of D&D that's been sitting in archives for decades. Plus, the community is reacting strongly to what this might mean for old-school gaming.  Welcome back to Eternity TTRPG - your go-to source for all things D&D and tabletop RPG news. Today we're diving into what might actually be the most significant piece of D&D history to surface in years. So here's the scoop that's got the “old school renaissance” community in a frenzy. The Gygax Trust has announced they're bringing previously unpublished megadungeons created by Gary Gygax to crowdfunding platforms. Now, before you ask "wait, didn't Gary pass away in 2008?" - yes, he did. But here's the thing that makes this absolutely incredible. These aren't reconstructions or "inspired by" content. These are actual, honest-to-Mordenkainen unpublished works that Gygax created but never got to release during his lifetime. Here’s what We're Actually Getting: According to the announcement, we're looking at multiple megadungeons that showcase Gygax's legendary dungeon design philosophy. And when I say megadungeons, I mean the real deal - we're talking about sprawling, multi-level complexes that could keep your party busy for literal years of gameplay. The Gygax Trust is being pretty tight-lipped about specific details, but they've confirmed these materials were found in Gary's personal archives. Think about that for a second - these are dungeons designed by the original dungeon master. They are effectively classic D&D dungeons... that were never released. Also, I will be putting links for these megadungeons in the video’s notes, so be sure to check there to back them and get your copies if you’re interested! And with this... Community Reaction Is Off The Charts The D&D OSR (old school renaissance) subreddit is absolutely exploding right now. One user posted: "This is like finding lost Beatles recordings. Gary's dungeon design was unmatched - geometric, deadly, but fair. If these are authentic Gygax creations, this could be the most important RPG release in decades." But it's not just the old school gamers who are getting excited. Even 5e players are recognizing the historical significance. Over on r/DnD, another user wrote: "Even if you never run OSR games, owning actual unpublished Gygax content is like having a piece of D&D's DNA. This is our hobby's history." Now, here's where it gets interesting from a business perspective. The Gygax Trust is going the crowdfunding route rather than partnering with Wizards of the Coast or another major publisher. This makes total sense when you think about it. Crowdfunding gives them complete creative control, and honestly - The OSR community has proven they'll throw serious money at quality old-school content. Just look at the success of campaigns like Rappan Athuk or Barrowmaze. Here’s What This could mean For The Hobby: These dungeons matter beyond just nostalgia. Gary Gygax wasn't just the co-creator of D&D - he was a master of dungeon ecology and design philosophy that modern game design still draws from. These megadungeons could provide incredible insight into how he approached long-form campaign design. We're talking about seeing the evolution of ideas that influenced everything from the Temple of Elemental Evil to modern 5e adventures. Plus, let's be real - in an era where a lot of published adventures hold your hand every step of the way, getting pure, unfiltered Gygax dungeon design could be exactly what some tables are craving. D&D has effectively – shall we say, lost its soul(?) – in recent decades. This represents a return to what D&D was at its core, from one of the gentlemen behind the game. There are some Questions with these adventures though, that Everyone's been Asking Of course, the community has concerns too. The big question is authenticity and presentation. How complete are these materials – that is, is there a reason they weren’t published to begin with? Will they be published as-is with Gary's original notes, or will they be "updated" for modern sensibilities? One user said: "I hope they preserve Gary's original voice and design philosophy, even if it means the content feels dated by today's standards. That's literally the point - we want to see how the master actually designed dungeons." So that's this week's big news! The return of Gary Gygax content through crowdfunding is honestly something I never thought we'd see. What do you think? Are you excited for authentic Gygax megadungeons, or do you think some things should stay in the past? Drop your thoughts in the comments below. If this video got you hyped for some classic dungeon crawling, smash that like button and subscribe for more TTRPG news every week. I’m certain these will be some dungeons that I’ll be covering in the future, once they’re available. Until next time, keep those dice rolling!
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