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.

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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.

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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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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.


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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 . These aren’t classes. They’re your character’s past. Were they a soldier in a forgotten war? A wanderer searching for hope? A prisoner stripped of identity? Once you’ve chosen, you roll dice to simulate major events in that character’s life. Each result gives you a moral choice , like “Did you steal the food to survive… or go hungry and keep your honor?” Your decision directly affects what skills, alliances, and scars your character carries—and even how old they are by the time the game begins. And yes, it’s possible to die before session one. That's how real and brutal the world of Starset is. You also collect keywords —these are mechanical tags that represent things like trauma, friendships, or defining traits. Some make you stronger. Others are burdens that shape how you grow. Either way, they evolve with you, like emotional milestones that actually change your abilities over time. In short: You don’t make a character—you live them. As creator Josiah Mork put it, this is “ backstory on mega-steroids. ” 2. Simultaneous Action Resolution – “It’s Not Your Turn—It’s Everyone’s Turn” In most tabletop RPGs, combat goes in turns: “You go, then I go, then the monster goes.” Starset changes the entire flow. Here’s how it works: Whenever someone targets you—say, with an attack or a persuasion attempt—that action is delayed until the end of your next turn . That delay is called a Floating Action . It gives you and your allies time to do something about it. Maybe you dodge out of the way. Maybe you talk them down . Maybe your teammate steps in with an assist , giving you a boost. These responses turn every round into a mini strategy session. So instead of sitting there waiting for your next turn, the idea is that you’re constantly engaged. Helping allies. Blocking threats. Choosing whether to defend, or risk it all. Your dice pool —which you use for actions—is also your health . Take a hit, and you lose dice. 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. To support this, the game includes the 8 Edicts of Man , a set of philosophical rules that shape society post-collapse. The setting spans 1,000 years of history , giving Game Masters tons of material—from colony ships in deep space to dying cities on Earth. At the end of every game session, players earn experience not for killing monsters, but by sharing how their character helped others or fought against isolation . It’s a system that rewards empathy, as much as power. So yes, Starset is bleak—but it’s also hopeful. It’s a game about surviving the dark… by reaching for the light. Who Should Play Starset… and Why? So who is this game really for? Starset is for story lovers : If you're the kind of player who enjoys deep, emotional character arcs—where your decisions carry weight and shape your story—Starset was made for you. Every character is a layered person with a past, not just a collection of stats. Starset is for strategic thinkers : Starset rewards thoughtful play. 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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