DnD 5th Edition Reviews

This set of DnD 5th Edition reviews is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.


My Review – 95 / 100

DnD 5th Edition Reviews

Dungeons and Dragons gets a shorter review than many of the games in the list of best tabletop RPGs of all time in part because DnD is by far the best. Dungeons and Dragons is the definition and standard for all other tabletop RPGs. That’s all there is to it.


Even the things that aren’t perfect about the game are still far superior to most every other game out there. And though DnD isn’t the absolute best game out there in every category, they are the best, overall.


Dungeons and Dragons isn’t a perfect game, but it’s pretty close. As close, in fact, as a TTRPG can be in today’s world. Even though I have my own TTRPG (Eternity TTRPG), I still have to say that overall, Dungeons and Dragons is better.


DnD has been around longer than any modern RPG, it’s the most popular tabletop RPG in the world, the artwork’s incredible, the game has countless thousands of playtest hours, some of the most creative game designers in the world work for Wizards of the Coast, etc. There's even an entire genre of products out there specifically labelled as DnD gifts. Dungeons and Dragons is just that huge.


I haven’t met many people who don’t like DnD. There is some hype around the game, and it certainly benefits from brand name recognition. But there’s a reason that it’s the most played RPG out there. If you’re new to tabletop gaming, or just want one gamer’s honest DnD 5th edition reviews, you’ve come to the right place.


If you’re someone who doesn’t love DnD, head back to the “Best Tabletop RPGs of All Time” article There are plenty of great tabletop games out there that play very differently than DnD.

How Unique is DnD 5th Edition: (10/10)

DnD may not seem like a very unique game when compared to other tabletop or video game RPGs but that’s only because they created the gaming systems upon which almost every TTRPG and video game RPG is built.


Trust me, DnD is unique. That’s why it’s still around. Just look at 90% of the other TTRPGs on the market today. They all emulate Dungeons and Dragons in one way or another. It’s realistic to say that other tabletop RPGs are “like DnD but with a twist.” If anything, other games are less unique because they almost always use at least one major section of ideas from DnD.


How Easy is it to Learn DnD 5th Edition: (10/10)

DnD isn’t the easiest tabletop RPG to learn. But this is also where momentum comes in. There are so many people playing DnD on a regular basis that if you’re new to the game all you have to do is ask someone at your gaming table what to do in any given scenario, and someone will know the answer. You basically don’t even need to learn the game in order to play, so long as you have people to play with.


There are also so many cool things to learn and do in DnD that chances are high you’ll find something in the game that you really love in the game, you’ll get sucked in, and then you’ll end up studying on your own anyways so that you can do even more of what you love.


After a little while of study, you’ll thereby become another asset to your entire gaming group for bits of knowledge from which other new people can learn.


5th Edition Presentation: (10/10)

DnD sets the standard for tabletop RPG rulebook presentation and organization. The books are easy to read, engaging, and to-the-point. Wizards of the Coast presents top-notch writing, editing, graphic design, and placement of all gaming and instructional material.

The DnD 5th edition core rulebooks are indeed their own form of artwork.


If you aren’t familiar yet, by the way, you soon will be. DnD basically coined the term “d20,” which refers to a 20-sided dice. Having a full array of gaming dice is basically part of the fundamental DnD presentation. If you need dice, check out my article on the Best D&D Dice out there.

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DnD Lore: (10/10)

DnD has tons of lore. Expansions on core rulebooks, supplemental material, pre-made adventures, entire pre-made RPG campaigns, endless numbers of novels, videos, podcasts, video games, websites, maps, and entire books of lore. Really, there’s more lore to the various campaign worlds of DnD than you could probably ever play through.


Every campaign world in DnD has an immersive setting. Every town, NPC, magic item, and villain is available for you so that you don’t have to create your own stories if you don’t want to. Or alternatively, you can use existing lore as a foundation upon which to build your own gaming world.


Combat in DnD 5th Edition: (7/10)

Combat is one of the areas of DnD 5th edition that I don’t love. To be honest, I’ve never really loved DnD combat in any edition, and I do think there are other games out there that have better combat systems.


5th Edition is similar to 3.5 edition (yes, 3.5 edition). 4th Edition tried emulating video game combat, but I think did so pretty poorly. Where the game lies now is probably the best that combat in DnD has ever been. It’s just that DnD combat is not all that exciting to me, and it still feels like it lacks depth.


When I say that combat lacks depth, what I mean is that even with 5th edition, there’s a lot of “roll to hit,” then “roll for damage” going on. I wouldn’t consider a straightforward attack action on every turn a very tactical or in-depth game.


Also, not all classes are equal in combat, and there aren’t always a lot of unique things to do in combat too, depending on which class you play. I think that’s a bummer. Designers have gone a long way towards improving this problem, but it’s still true that wizards kill everything at high levels of play, and wizards have 10x more options than other classes (because of all their spells). Other classes make up for that with skill points and such, but to me that still doesn’t quite cut it.


Most classes do have unique attacks, powers, or spells. But if we’re comparing their repertoire to something like the attacks, powers, and spells available to classes in World of Warcraft or other top-tier video game RPGs, the classes in DnD are boring by comparison.


If you’re very creative as a player, you can always make up unique actions for your character to perform. But the game itself doesn’t provide a lot of interesting things to do beyond just attacking.


I do really like the advantage/ disadvantage mechanic in DnD 5th edition. It’s a nice improvement over previous editions that adds new dynamics to combat.


I will admit that I also love making full attack actions and rolling multiple attacks in a single round, spilling dice all over the table. At the end of the day though, DnD combat can become a grind. I attack the enemy. Enemy attacks me. My turn? Ok, I attack the enemy again… I simply wouldn’t want to do an entire gaming session in DnD that’s based on combat.


This isn’t a new critique – people have been saying it for years. Don’t get me wrong – there’s certainly drama combat in DnD, especially with a great dungeon master. But I just feel that battles in DnD lack something that keeps combat feeling fresh and engaging.


Game “Flow”: (10/10)

You don’t even need a great dungeon master for DnD to be a great game, and to get into the “flow” of the game. Even a totally new group can still have fun gaming.


For comparison, many TTRPGs do not have the same level of strength in this area. Many games have (overly-detailed) rules which can easily slow down the game. Many games are also heavily reliant upon the dungeon master (or game master) to keep the story running.

Granted, DnD groups do benefit from having a great dungeon master. It’s just that even new dungeon masters can make terrific games for their players because DnD is such a solid game system.


Also, there are plenty of great dungeon master tools for DnD available to help anyone who wishes to grow their skills as a dungeon master.

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DnD Artwork: (10/10)

Dungeons and Dragons has amazing artwork. I love the artwork in DnD. They set the standard for all other TTRPG artwork. If for any reason, you’re not familiar with the quality of artwork DnD provides, just check it out on any search engine.


The other great thing is that DnD has phenomenal artwork in everything they produce, from core rulebooks to supplemental material. Literally, the best artists in the gaming industry regularly complete work for Dungeons and Dragons.


Ease of Purchase: (10/10)

The Wizards of the Coast website looks great and is easy to navigate. Also, all DnD books are easily found on Amazon. Even if you know nothing about DnD (including what books to purchase) you can find that information without hardly any effort.

By the way, if you don’t know what to purchase, here you go:


  • Dungeons and Dragons 5th Edition Player’s Handbook (ideally, every player at the gaming table should have one)
  • Dungeons and Dragons 5th Edition Monster Manual (at least one person at the gaming table should have one)
  • Dungeons and Dragons 5th Edition Dungeon Master’s Guide (whoever is going to “lead” the gaming group should have one)


Also, if you’ve never used one, a DnD campaign planner can be a big help for any Dungeons and Dragons enthusiast.


Note that it’s also possible to play single player DnD if you have all of the core rulebooks.


Price & How Many Books Do You Need to Play: (8/10)

This is another downside of DnD. I will say though that it is in fact a small downside.


You’re looking at $150 for hardcover copies of the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual – all of which you need to play DnD. Wizards of the Coast for sure knows how to monetize their products.


The thing is though, the artwork, production value, game system, and legacy of Dungeons and Dragons are so great that the price they charge is perfectly reasonable.


The reason that the price really isn’t so bad, too, is that players can also share the cost of the DnD core rulebooks, if it’s a bit expensive for anyone at the table.


If you have a 5-person group, you’re looking at $30 each. It’s not the cheapest tabletop RPG on the market. But I do believe DnD delivers value for its price. And even at $150, DnD is still a hobby far less expensive than many.


Fame & Availability of Supplemental Material for DnD 5th Edition: (10/10)

No TTRPG is more famous than DnD, and no other game has as much supplemental material for literally endless gaming. You can find a DnD setting for virtually any kind of gaming experience you’d like.


There are official settings made by Wizards of the Coast, independent settings produced by a host of game designers and writers, and unofficial settings all over the internet that would be honored if you used their material.


Speaking of, check out my article on DnD quest ideas.


The bottom line is that you aren’t played Dungeons and Dragons on a regular basis, but you’d like to, you’ll have no problem at all finding a regular gaming group for an ongoing RPG campaign.


Dungeons and Dragons is Produced By:

Wizards of the Coast


Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my 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.

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

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


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


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

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