Play Easily Now (PEN) Roleplaying Game Review - Score: 77 / 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!

 

Play Easily Now (PEN): Roleplaying Game is a new TTRPG by Josiah Mork, from Hoodwink Games. As of the time of this article, the Kickstarter is just about to launch (on October 3rd, 2024), so if you like the sound of this review, be sure to support the game.

 

PEN is effectively BaG (the Basic and Generic Roleplaying Game), but 2nd edition. The name's changed but the game’s core mechanics are very similar, with nice quality of life improvements and cool new features.

 

As with BaG, PEN focuses on providing players with the option for gaming in multiple genres (fantasy, scifi, modern, etc.), with rules that are easy-to-learn, well laid-out, and that perhaps above all, allows players to create and roleplay any character they can imagine. The game’s mechanics are also flexible and streamlined, creating very quick gameplay that's easy to learn.

 

My overall impression of the game is very favorable. I would purchase this game and play campaigns with it, which is really the key takeaway, and probably the most important question to answer for any review.


Review Intricacies

Because PEN is really BaG 2nd edition in many ways, and I’m writing this review not only for players new to Hoodwink Games, but also for those who have already played BaG 1st edition and want to know how the sequel plays, many of the sections that I've reviewed (below) compares and contrasts PEN to BaG.

 

Some scores for PEN are also even influenced by BaG (such as the “uniqueness” score), though I have tried to be as fair as possible in scoring, especially given the unique circumstances of reviewing this 2nd edition game.


For anyone reading this review, PEN actually has a slightly lower score in my book than BaG, but I would actually prefer playing PEN. I try to review games as if they were an art form, which takes into account many factors, for a wide audience of people. In this case, PEN has a slightly lower score than BaG particularly in the "Uniqueness" and "Art" categories. So, even though I've given PEN a better score in many other categories, the overall score is lower than BaG received.


Personally, I don't think an RPG's uniqueness or art are the be-all-end-alls for a game, which is why I'd still prefer playing this game over BaG - in a playability sense, PEN is better. So, just keep in mind that if it weren't for those two rather unimportant sections (so far as gameplay is concerned), PEN would have a much higher score.

Play Easily Now PEN Roleplaying Game

How Unique is PEN: (6/10)

Starting off, PEN is just as unique of a game as BaG, which received an 8/10 in the “uniqueness” category. However, because PEN is the 2nd edition, and there aren’t a ton of new, unique materials or concepts that particularly distinguish it from BaG, I am actually scoring PEN lower in this category.

 

Maybe that reasoning doesn’t seem quite fair, but BaG was simply more unique when it came out than PEN is from its predecessor.

 

What I can definitely say is that PEN has provided some nice improvements over the unique features that were from BaG. But, as valuable as incremental growth is for games, it isn’t the same thing as providing a truly “unique” experience. 

 

All of that being said, there still are some very interesting new rules and options for players in PEN.

 

Item and Magic Crafting

Two of the things I still think are most unique about PEN are its item and magic crafting sections. Hoodwink Games has really put some thought into how to build item and magic crafting system with flexibility into its multi-genre rulebooks.

 

I’ve always been a fan in games like World of Warcraft, crafting weapons and armor for my characters. Maybe not everyone is into that kind of thing, but for me – and I know there are more people like me out there – it’s fun to run around the game world, collecting rare and unique materials for use in my new gear.

 

Item Crafting

In a TTRPG, building item crafting like you see in WoW into a rulebook is (most likely) far too tedious for it to be practical. In PEN, however, the problem is solved with a very flexible suggested list of crafting materials, which may be combined together as the GM/ player see fit, and using a simple “Mechanics” roll for crafting success.

 

Magic Crafting

The magic crafting section is probably the only segment in the PEN rulebook that can be slightly intimidating, but it is possible to create basically any spell you could possibly imagine. You may create spells using a number of elements (earth, wind, fire, death, etc.), effects, school of casting, targets, range, duration, and more. Combined, these options allow players to craft spells that may do virtually anything.

 

In PEN, magic feels... well, like magic. It feels like magic from a book, the first time you read about it, back when you were a kid – when magic wasn’t just something like, “I click my hotkey to cast fireball, which does 127-spell damage.”

 

Instead, magic in PEN is unpredictable, exciting, open to infinite possibilities, and is truly a unique system that you won’t find in any other TTRPG out there, anywhere. It might feel a little complex at first, but nothing that any "true wizard" would ever let hold them back.

Play Easily Now PEN Roleplaying Game Magic

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

PEN is so easy to learn that I even factor this score as an added bonus into the “uniqueness” section above, as it’s one of the things that I love most about the game. You could almost say, in fact, that I give this section an 11/10.

 

Including the index, PEN is 93-pages long, so like BaG, you can read through the entire game manual in about an hour – that is, if you glance over the more technical pieces, and just read for general comprehension. This should be welcome news to any game master.

 

Furthermore, like BaG, the book is laid out in a series of “Modules,” that teach you how to play the game, in stages. More advanced concepts and options (like item crafting, magic, and even character creation) come after basic gameplay rules are provided.

 

Character Creation

What I like most about character creation in PEN is that players may actually select premade characters, based on 7-different archetypes. The reason I like these premade characters is that they're still generic enough for players to fit their own style into the game, and having characters that are 100% ready to go means that people who know nothing about PEN can pick up the rulebook and start adventuring in literally minutes.


One of the biggest hurdles (in my opinion) for roleplaying games is that it's usually a lot of work for (usually) the game master to learn the game, walk players through character creation, and then teach everyone how to play. With PEN, a large shortcut may be taken through that stage of character-building, saving great deals of time.

 

Later on, once players are familiar enough with the game to build their own characters, then custom character creation becomes available.


It's also worth noting that PEN is a classless RPG, and so features an incredible number of options for players once they do get to the point of creating their own custom character.

 

Gameplay

Nearly all of the game takes place through resolving 14-different kinds of skill checks. One thing I really like about PEN is that even combat scores are considered “skill checks,” so there’s really only one system for the game (with yes, a little variety when it comes to combat). This is opposed to games like DnD, where you have an attack roll bonus, then skill bonuses, then resist check bonuses, which all function pretty differently.

 

Basically, there are “Degrees of Success” in PEN, ranging from Critical Failure all the way up to Heroic Success. Players make skill checks using 3d6, and then consult the all-important table on Pg.7 of the rulebook to see what category their roll falls into. For combat, there’s also an opposing roll from your target before results become clear and damage is dealt, etc.

 

Characters start with 65-skill points into their 14-skills, meaning each probably averages around 4-5 at the start of the game. With a 3d6 + 4 (or 5), characters should succeed (in some manner) on virtually every roll.

 

The system has depth to it, with Degrees of Success, but the game is ultimately easy to learn. Whenever a player tries to "do" something, the answer from the game master is usually just to, “roll 3d6, add your skill, and consult the table on Pg.7.”

 

Chaining Skill Checks

Speaking of Degree of Success, each skill check often affects the next, depending on the "Degree of Success" reached: players have a kind of detriment to their next roll (on the low end of success, called a “Strive”), or bonus to their next roll (with Critical and Heroic Successes).

 

The game is less often about “whether or not your character succeeds at doing what you want them to,” and more often becomes about, “how does your choice of actions from before effect what’s to come?”

 

For example, if you Dodge an enemy’s attack, but you merely do so with a “Strive” (by narrowly “striving” to get out of the way), you position yourself badly, so that your next attack now has a lowered roll.

 

Or conversely, your character has a Heroic Success on their Notice roll, allowing them to not only see bandits sneaking up on the party, but giving them a (substantial) bonus to their next Magic roll, allowing them to blast the rogues from afar.


Play Easily Now PEN Roleplaying Game Skill Checks

Presentation: (8/10)

Everything in PEN looks just as good as BaG, or better. The color choice is great, font is clear, tables look good, and I really appreciate the use of highlighted sections in the book that expand upon tough concepts with the use of quick examples.

 

There’s even a giant “Important” text over the game’s key table (for Degrees of Success) on Pg.7.

 

Overall, the rulebook looks great, reads easily, and leaves absolutely no complaints. The only reason I didn’t give PEN a higher score in this section is because I’m picky and feel that there’s a little “something” missing. Though the format’s really good, I feel that game books should be first and foremost, entertaining for its readers. And by "entertaining," I mean that they should even be entertaining beyond what's written inside: they need to "pull readers in," and make it "fun for them to learn the game," not just "easy to learn the game."

 

I think that maybe if the clean/ efficient use of space and technically perfect style of PEN met Josiah’s other game, Starset RPG: The Great Dimming somewhere in the middle, with its immaculate sense of style and grandeur, PEN would be a solid 10/10 in this category.

 

Lore: (3/10)

In my review of BaG, I mentioned how I was originally going to give the game a 3/10 for its lore, because like Savage Worlds, the game relies almost entirely upon the game master to create a fun world and storyline.

 

This is effectively the problem with multi-genre games. Because you must create rules that can fit any genre (fantasy, scifi, grimdark, modern, cyberpunk, etc.), you can’t really provide lore for game masters and players to use in each and every category, without supplemental books and materials.

 

It’s my understanding that PEN will have specific setting books available in the future, for various genres. However, as of the time of this writing – so far as I know – no such book exists. Thus, I have to leave my score where it stands. I’m happy to adjust it upwards though as such books do become available.

Dungeon A Day Article

Combat in BaG RPG: (7/10)

PEN sought to fix some of the issues with combat from BaG RPG, and I’m very grateful for that.

 

I love that combat in PEN is fast-paced, simple, and allows players agency even when they’re attacked (you can choose to Block an attack, or Dodge). I also enjoy that combat simply uses skill checks, like everything else in the game. So, there isn’t this feeling that combat is it’s own mini-game, which is separate from the rest of the game.

 

Since skill checks are a 3d6 system, the “target” numbers are also easier to understand than they were in BaG RPG. Finally, I particularly enjoy how Degrees of Success work while in combat, and find the interactions they create very interesting, especially when it comes to counterattacking.

 

With all of that being said, and though I do think the game has improved combat from BaG (quite a bit), I still have a few issues with PEN’s combat system.

 

Counterattacking

When I first read that every time your character is attacked in combat, you get to counterattack, I really liked the idea. It sort of makes sense, after all: somebody tries to whack you, so you whack them back.

 

The idea also flows really well with Degrees of Success, as a very successful Block or Dodge translates into an instantly more powerful counterattack.

 

As a power gamer though, here’s the issue: the more times I get attacked, the higher my “DPS” will be. If I'm the “tank” for my group (not that PEN has archetypes like a "tank," specifically – but if I'm the guy who runs into a group of enemies, trying to protect my allies), I get as many attacks per turn as enemies who surround (and attack) me.

 

This means that even if I have a low hit chance – and, as a “tank,” a very high Block score, of course – because I'm getting attacked, and thus counterattacking, more often than anyone in my group... by default, I do the most damage.

 

So, when reading through the PEN combat system, my first thought was, “ok, I max out my skill in Resistance (my Block value), get the best armor possible, and put the rest of my stats into having the highest HP possible.” Basically, no other build even comes close to being as powerful as what I'm describing here, so far as combat is concerned.

 

I do think that most people would look at PEN and focus on all of the great customizable options for items, magic, and “Maneuvers” (below), but for those with power gamer tendencies like me, this just is what it is.

 

Maneuvers

In PEN, you can do more than attack and defend. You also have access to “Maneuvers,” which like many games, are the solution for physical-based characters to have their own kind of “magic-like” system.

 

To be honest, I don’t 100% understand Maneuvers, just from reading the rulebook. I think you can use as many Maneuvers as you want during your turn, and they each lower your hit chance – if you use multiple, or combine them with your attack, that is. Otherwise, they each have a unique effect such as distracting your target or lowering their hit chance, instead of simply dealing damage when you attack.

 

From playing around with Maneuvers, however, it didn’t feel like they were “powerful” enough, as compared to dealing damage. So, they quickly became a bit of an afterthought in our group.


It’s nice that Maneuvers are available, and in some clutch situations they did prove to be very useful, such as when we shoved a group of enemies off a ledge. But overall though, they felt underwhelming.

 

Mass Combat

I always enjoy when games provide options for mass combat. PEN does an admirable job of taking the vast amounts of info that could go into any war game and distilling it to its most basic elements. My gaming group didn’t get to try out mass combat in any great detail, but what we did play through was fun, satisfying, and added to the overall gaming session in a positive way.

PEN RPG Kickstarter

BaG RPG Game “Flow”: (10/10)

PEN has everything going for it when it comes to game “Flow” that BaG did, plus more. Skill checks are easy and fast, perks and quirks make roleplaying more meaningful, while also contributing to skill checks, items and magic are interesting without being cumbersome, premade character archetypes allow gaming groups to immediately jump into play, and there are even premade adventure modules in the main rulebook.

 

PEN is still the best TTRPG for player creativity that I've seen, as you can do literally anything with your character that you’d ever want. And this is where the multi-genre style really pays off, because you can be a heroic knight, a space pirate, a mechanic in a steampunk universe, or really anything that you can imagine.

 

I also honestly cannot say enough how much I love opening a rulebook that’s under 100-pages in length. It’s just so easy to find any reference table that’s needed, and then immediately get back into your RPG campaign.

 

It felt like PEN gave my gaming group enough framework to play our gaming sessions, but then was otherwise “out of the way,” so that we could focus on having fun and immersing into our adventure. Literally perfect.

 

Artwork: (3/10)

As with nearly all up-and-coming/ independent TTRPGs, I feel that allowances must be made when it comes to having high-quality artwork. Artists are expensive, and art takes a tremendous amount of time to create.

 

That being said, Josiah’s done a very good job including some simple art in the PEN rulebook. The art that is present both looks good and helps convey the message that each section covers.

 

At the end of the day, this isn’t the most artistically beautiful TTRPG rulebook out there, and that lack of art does affect the overall aesthetic to some degree.


Ease of Purchase: (10/10)

PEN is extremely easy to purchase. You can find it on the Hoodwink website, and of course, the Kickstarter page.

Eternity TTRPG Article Shop

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

As of the time of this writing, PEN hasn’t yet “officially” launched on the Hoodwink website or Kickstarter page, so I’m not 100% sure on the price. However, if it’s anything like Hoodwink Games’ other products, it’ll be in the $15 range for PDF, and $25 for print.

 

Compare this to D&D, which is like, what, $60 per book nowadays (and you need three of them to play), and you can see why I love the price of this game.

 

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

Another advantage to multi-genre games is that finding a group to play is extremely easy. You can connect with any tabletop gamer and ask if they want to get together for some kind of adventure – be it in an elven forest, on an asteroid (for your scifi gamer friends), or whatever else people are into.

 

PEN is not a famous game yet, but Hoodwink Games has now successfully launched and funded numerous Kickstarter projects, so it may well become so. Furthermore, you can help make it so.

 

Even if your friends haven’t yet heard of PEN, it's a game that people truly enjoy. I’m also pretty certain that more supplemental books are coming out soon, which should expand character-building options in a wide variety of ways, custom to each genre setting. Perfect for providing you with content to game with your friends, no matter what kind of game they're into.

 

Give PEN a try! You’ll be happy that you did.

 

Play Easily Now (PEN) Roleplaying Game is Produced By:

Josiah Mork/ Hoodwink Games

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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.

By Jacob Tegtman • October 23, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=lzrUgzvlYE0 Transcription Welcome back to Eternity TT RPG YouTube channel, where I talk about different happenings in the tabletop role-playing universe from D&D to the game that my husband and I have been creating. Um, if you follow the channel, you know that we did come out with a card game combat tabletop role-playing game, and it's awesome. I'm super happy with it. I think we all are. Um, but as great as the physical game is, right, we wanted to expand. So we have it online now. And in this video, I'm just gonna walk you through how to get there, um, what you see, and a quick rundown of how to play. Um, so please, uh, take the time to check out the game and we'll jump right in. So to get to the website, um, that holds the online version of [00:01:00] Emanation, you're gonna go to play.sparksofeternity.com and from there it is gonna open up with a screen asking for your email and if there's any name that you want, like, the game to call you, um, your username, and that's it. You don't need a password. You don't need a credit card. You don't need anything. It is just good to go. And then this is the screen that you get. Um, I am just gonna go ahead and run you through everything that you see, and I may start a game as well. So everybody's, um, system is gonna open up with the assassin, um, the first character alphabetically. And you'll notice at the top that you're gonna have a few different other classes: berserker, druid, judge, oracle, and summoner. Um, at this point in time, players, you and I can only play the assassin, berserker, druid, and summoner. We are currently having just the computers play as the judge and oracle. Um, at some point, we are [00:02:00] going to open those up. We're just not there yet. So on this screen, it gives you a rundown of, like, who the assassin is, um, and how many life sparks they start with, your hit points, if they're more of a tactic player, a magic player, or a mix, um, how many of the cards take a D20 roll for that tabletop role-playing feel. And not to mention you have the amazing art for it, um, that tries to depict more of what the class is Um, other thing that you're gonna end up seeing is that it tells you, like, the cards that you get as you go. So you're always gonna start with your attack, defend, no action. And then for assassin specifically, you do have lethality. But then you can scroll over and you can see all of the abilities for each class so you kind of know what you're getting into before you play, which is really neat if you ask me to get a better feel for it before [00:03:00] you even jump into a game. Um, as far as jumping into a game, there's two different ways to do it right now. You can, um, play against computers or you can share the website with a friend, start a new room, and it's gonna give you a code like this. So you would send that code off to your friend, they would input the code and then they would choose, like, their character and off you go. Um, whatever character you have up here selected is the character you're gonna end up playing. Um, for the sake of just showing you guys, I am gonna do the assassin. Um, and then let's say you don't have any friends to play with, which, you know, I don't always have friends, but that's okay. You can add computer players. So I'm gonna add like three players and then I can pick what they are. So I'm okay with the judge, oracle and [00:04:00] berserker. That all sounds good. And then this last spot here is gonna be how long you want everyone to have to choose their ability or like their action for each turn. Um, when you're just getting started and learning the game, I do recommend more towards like the two or three minutes. Of course, if you don't take that long, the game will just continue anyway. Like if everybody's selected it'll just move on. But if you need that time to read and understand, then please take more time. Um, for, you know, my sake and knowing the game, I'm gonna go with 60 seconds and then we just start the match with four players So now we're on turn one. I do have a countdown timer up in this corner telling me how much time I have left. It does do a turn counter for me. This turn will always be turn zero because you are like a level zero character in the world. You're level zero with combat, you have no actions, you're not a fully fledged whatever class you [00:05:00] are, right? So this turn I am gonna go with defend. It shows me a little bit better and I hit play it. So now everybody's thing is gonna show and they're just gonna run through everything that happens. I am not clicking anything right now, it's just doing its thing. So they all attacked each other. I'm defending. It gives me a quick rundown down here of what happens, what abilities they're gaining, and then it tells you like what happened with health as well, which I think is really cool. Now I am level one. I now have access to assassinate and it also shows me what my other opponents are gaining down below. And now I can choose stuff to play. I'm gonna go ahead and do the assassinate one, which includes rolling a D20. We're gonna play it And now healing will always take priority. So that is what ha- is happening there. And then they decided to attack. They have a passive going on, so that [00:06:00] just got rolled. And now I'm gonna roll to assassinate. I didn't hit, so I won't select a target And now they're just finishing up anything that needs to resolve and onto the next round. So as you can see, it runs really quickly, um, which is just... I think it's great, you know? I think getting to have a feel for the game and see what's going on is just really neat. Um, other thing to note as you get further in the game, you're gonna notice, like, this person now has dual wield. If I scroll over that, I see what it is. It is a passive for them. Um, and that means that it gets rolled every turn and, um, we just gotta see if they hit every turn unless somebody dispels it. Um, or in this case, this one is immune to greater dispel. You can see that at the very bottom. You'll also notice that these little cards at the top right appeared, meaning that my opponents have already picked their cards and they're waiting on me. [00:07:00] Um, I think we're just gonna try to assassinate again 'cause, you know, I'm an assassin. I think that's great. So healing takes place first again. Healing takes place first and now they're doing the rest of their actions. They're rolling their passives And then I'll try to assassinate. Man, the rolls are bad. Um, and then everything else resolves. It goes over what people are gaining, and we go on to the next round. So this goes on for 10 rounds as far as like gaining different abilities, but the game ends at round 20. Um, by round 20, you're looking for, you know, um, being the last man standing or having the most life sparks at the end of the whole game. So that is a quick rundown on how the online game works. I think it's really neat that we do [00:08:00] have the, you know, physical version of it, and now we have an online version. It's crazy to see how quick it's all coming together. Um, I'll drop the link to this down below, so hopefully you guys, uh, decide to check it out. Let us know any questions, comments, concerns. Like and subscribe, and we will catch y'all next time. Thank you
October 19, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=w_l3hijcNcI Transcription [00:00:00] Welcome back to Eternity TTRPG YouTube channel, where I go over different things in the tabletop role-playing universe from the game that my husband and I cr- are creating, to D&D, to goodness knows what, right? Um, this go around, I am going to talk about common mistakes you find from new players or longtime players when you're playing D&D. Now, keep in mind, I have only played D&D once or twice. Um, I personally was not a fan of the system. However, these are just common mistakes you can find in just about any tabletop role-playing game when you're just getting started. So I thought they were kind of relevant. Um, so we're just gonna hop right in, and I may rapid-fire these. So common mistake number one is thinking that a nat 20 succeeds at absolutely everything. So this one I find really funny, actually, because you would [00:01:00] think that with the best dice roll, you could do anything, right? Um, turns out you can't. So as far as combat goes, um, a nat 20, it'll always automatically hit. You'll always do damage. There's no question about that when it comes to combat. However, when you're starting to look at, um, ability checks, and you're in these different, um, situations that don't involve combat, a nat 20 does not mean much. So it comes down to your DM and what your DM decides. For example, let's say that you are trying to persuade a king to hand over his whole kingdom, right? And you roll a nat 20, and you're thinking, "Yes, I did it. I have a kingdom now." And DM's like, "Uh, no, you don't." The king may be more likely to put you in a place of power in the kingdom, but he's not gonna hand over everything. [00:02:00] Um , so that just ... It all comes down to the DM regardless of what you're rolling. Um, so that is something to keep in mind, and don't get overexcited about your, uh, rolls. Never get excited about them, honestly, unless it's combat, so keep that in mind. Eternity TTRPG has released a card game battler which emulates combat from the tabletop role-playing genre. Sparks of Eternity Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our sales page live now, packed with details Other mistake that I find very interesting that happens a lot is forgetting that [00:03:00] your proficiency in different skills matters. Um, so when I go to build a character, I just build something that's fun and cool, and I don't really care about the stats, and that's probably something that I personally need to change. But I imagine that if I'm like that, I may not be the only one. Um, so whenever you're rolling in D&D combat or ability checks, you do add your proficiency bonuses, right? So it's almost never just the dice roll. Um , so you really should be paying attention to your proficiency, and if you wanna be someone that is really sneaky, for example, then you need to look at your proficiency in stealth because you can't be sneaky without a high proficiency in stealth. So definitely something to think about when you're building a character. Um, another Mistake that's pretty common is trying to maintain two concentration spells. Um, so [00:04:00] the misconception is that you can have one already running and you can cast another and you can maintain both. Um, actual rule in D&D is you can only concentrate one effect at a time. Um, that is very odd to me just because as a normal human being, we are able to multitask. I mean, maybe not well, but we can. Um, so that is one thing that I personally do like about the tabletop role-playing game that my husband and I are creating is that you can have multiple things that you're concentrating, um, as long as you have the proficiency to do so. But anyway, D&D doesn't do that, so don't do it. Um, let's see. Um, let's see. Um, other thing that comes up pretty often is that thinking your turn when you go to do any kind of combat is just for attacking. So this ... We talk about [00:05:00] combat, right? And all you think of is attacking your opponent, but it's really outdoing your opponent, outthinking them, and you can do other things like dodging, dashing, disengaging, hiding, searching, um, and helping others in your party, right? You don't just have to attack the boss. You can do more. So something to think about, right? Um, okay. This is a mistake that I find in every tabletop role-playing game, and maybe it's not even a mistake. Maybe it's just how people are. But I struggled with this extremely. I still struggle with it, is that to play a role-playing game, you think you have to be a professional, like a professional actor. Uh, truth is, you don't. You really don't. You can just use your normal voice. You can, like, have your normal personality. You can just put you on the paper. And that is what I did for multiple campaigns when I first started doing this kind of stuff [00:06:00] with any tabletop role-playing game. So keep that in mind. You don't need to be anything special. You don't even need to know anything. You don't have to know a single thing about the tabletop role-playing universe. Just write stuff down. Just write it down. Try your best. Call it good. You don't have to be perfect. Okay. So with all of that, like I said, rapid fire things, misconceptions, mistakes that we see in D&D and other tabletop role-playing universes. What is something that you thought before you started playing or even as you're playing or even that you see other people do that is a misconception or mistake when in your tabletop role-playing universes? Drop a comment below. Let me know. Also, let us know how we're doing. Like, comment, subscribe, and keep it going.
October 1, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=FtIN1OHjTZQ Transcription [00:00:00] Welcome back to Eternity TTRPG channel, um, where we talk about different happenings in the TTRPG universe as well as what's going on with our game, um, with the Sparks of Eternity universe. So I'm gonna try and keep this one short, sweet, to the point 'cause I have a lot of stuff I gotta get done. Um, so this weekend we are gonna be attending our first convention where we, like, have the official product to sell. Um, we have done conventions in the past. Um, I've been a part of two of those conventions. I know my husband has done a few more than that. And at those conventions, it was all about, like, just trying to keep the tabletop role-playing universe alive and explain what, um, we're trying to bring to the table with it, um, explain more about the world of Eternity and all that kind of stuff. Um, this go around, as I said, it's gonna be the first time [00:01:00] that we actually have a product. Um, and I know I've talked about it before. If you're new here, that's gonna be Sparks of Eternity Emanation, and it is a... We're still figuring out the wording of this, so if you've played it and have a better idea, let me know. But it is a tabletop role-playing combat party card game. Okay? So go ahead and, you know, think of your tabletop role-playing. You're gonna have dice rolls, you're gonna have different classes, and you know your classic stuff like the druid is a shapeshifter, assassin is, you know, assassinating and that kind of stuff, right? Well, now you take that, you put all their abilities into a deck and you start at level zero, you work your way up to level 10 and you just try to take out your opponents or survive the longest. You're... I mean, good luck to you either way, right? Um, [00:02:00] so that is what we're gonna be showing off at the convention this weekend. And with this convention there has been a lot of planning and it's just been like a labor of love trying to get everything ready for it, honestly. Because we have to travel for the weekend, you know, stay in the hotel, pack the car, make sure the dog's taken care of, all that kind of stuff, right? Um, but then we also have to think of the booth itself and, well, what do we want the table to look like? Do we need a tablecloth? What should the tablecloth look like? What about a background banner? And all this different stuff, right? And we didn't know we would be doing this convention until about two months ago. So it's been about a two-month scramble getting everything ready for it, all for this three-day weekend. And over this three-day weekend, we have eight hours on Friday, 12 hours on Saturday, and another six hours on Sunday. So [00:03:00] that's 26 hours over the weekend that we're gonna be vending, um, and hoping to do our best with it, right? Um, so one thing that I do wanna show you guys that I am very excited about is we went ahead and worked with an artist. Um, it is our new artist for, um, the Sparks of Eternity franchise, and he created our banner artwork, which I really-- I am so excited with what he created, um, for us to show off what the world of Eternity really is, right? Um, so here it is. And with this, you know, banner, we're trying to show, like, basically you as the player reaching out for all these different ideas, all these different sparks, while also giving itself to the lore of Eternity where you have The Stag and, um, Saint Ranroth on the other side, um, and just their storyline. Now, of course, you guys [00:04:00] don't know all the lore and everything behind all of this. We do and we cannot wait to reveal it all in due time, you know? 'Cause we have these plans that we're setting in motion, and this convention is just another part of that plan. So, as I said, I have a lot of stuff to get done leading up to this convention for the weekend, so we're gonna post this, you know, do all the work with that, and then continue getting ready. Um, we will be at the Pittsburgh Gaming Expo this weekend, and that is what we'll be doing. So if you happen to watch the channel and see us there, say hi. Um, if not, definitely keep following along with our journey and make sure you check out our website for the game that we're selling. Um, wish us the best of luck, and as always, like, comment, subscribe. Let us know how we're doing. Let us know what you wanna hear. Thanks, y'all.
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