BaG (Basic and Generic) Role-Playing Game Review - Score: 79 / 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!

BaG (Basic and Generic) Role-Playing Game is a new TTRPG, Kickstarted in 2021. This game is multi-genre, where the game master and players can enjoy massive flexibility in their roleplaying. BaG gameplay aims to be “quick, fierce, and extreme.” Overall, I would say that BaG achieves its goal.

 

First off, the BaG core rulebook is only 55 pages. I cannot tell you how refreshing it is to pick up a new TTRPG that feels so approachable. I also felt playing the game that actions both took place and resolved quickly, creating a streamlined experience.

 

The cost of playing BaG is also insanely good value, as the core rulebook PDF sells for only $5. This game was created by a college student, with college students in mind. So, if you’re curious to try out a new TTRPG, the barrier to entry here is extremely reasonable.

BaG RPG Front Cover

BaG RPG front cover. Image credit to Josiah Mork and BaG (Basic and Generic) Role-Playing Game.

How Unique is BaG: (8/10)

There are many unique aspects to BaG. The game itself doesn’t offer anything earth-shattering in its uniqueness, overall, but what I enjoy is that the game’s designer (Josiah Mork) has provided unique advancements over previous TTRPGs in familiar areas.

 

Combat – Attacking

When attacking in combat, your attack roll also functions as your damage roll, if you hit. This saves time, and simply makes sense as more accurate attacks result in more damage. I like it. Also, quite unique.

 

Combat – Defense

When you’re attacked in combat, you can choose to either try and Block the attack, or attempt to Dodge it entirely. I love the active defense the game offers, along with a choice of what you want to do in response to an attack.

 

Skill Checks

Skill checks resolve quickly. Players have to roll equal to or under their skill level, but they also have to roll above a Minimum Success (MS) value, meaning that players effectively have what I’ll call a “target range” for success. There probably are other games out there that have used a system like this before, but I don’t personally know of them.

 

Game Scaling

Perhaps one of the things I like most about BaG is that the game introduces itself to you slowly. In the core rulebook, there are Class 1 Rules, Class 2, and Class 3. Basically, as you master each piece of the game, starting with the foundations, more gets unveiled to you. This approach keeps the game simple, easy to learn, and fast-paced.

BaG RPG Book

How Easy is it to Learn to Play BaG RPG: (9/10)

You may not be surprised, after reading that BaG’s rulebook has only 55 pages, to learn that the game is quite easy to learn. The game makes sense, and the rules are laid out in a very clear manner.

 

Character Creation

There are 3 parts to character-building: skills (of course), characteristics (positive and negative traits, basically), and items. You distribute skill points into 14 different skills, select characteristics that help make your character unique, and equip items to aid your character in combat and other tasks. Overall, the process is very simple.

 

I did wish that perhaps there were less characteristics offered in Class 1 Rules, as it slowed our gaming group down when creating characters. The reason is that we all felt that we needed to read through all of our options first, before getting started. This is more of a personal preference though, than a critique.


BaG RPG is a classless RPG, which many people find very refreshing. I also think that BaG is one of the rare games that makes for a great classless game.

 

Gameplay

Most of the game takes place through resolving skill checks. To make a skill check, players roll a d10. If they roll equal to or under their skill score, they succeed. That is, unless they roll too low, and fall beneath the skill check’s “Minimum Success” range which is set by the dungeon master. This system was a touch confusing for about 5-minutes, but very fun and fast-paced once my group understood how it worked.

 

Magic, Leveling, and More

Each set of Class Rules (1-3) provides a whole new dimension of play to BaG. As I mentioned before, because of this scaled approach, the game felt very easy to jump into. I was surprised to find that character leveling didn’t appear until the Class 3 Rules, and felt perhaps that they could have been present from the very start. But everything else made a lot of sense.

 

Some Quirks to the Game

The only reason this section didn’t get a solid 10/10 for me is that there are a few confusing elements to the game that make it a touch less easy to learn. Skill checks are a bit confusing at first. You want to roll as high as possible, but not high enough to go over your skill value, but also still high enough to exceed the skill’s MS.

 

I was also confused to see that there was no cost to items, and no currencies suggested for the game until Class 3 Rules. For that reason and a couple others, it made the game feel like we couldn’t really get started until we reached the Class 3 Rules. If we’re fighting enemies and want to loot them, after all, what are we supposed to do? The game rules do suggest simply making something up. But that didn’t quite feel complete to me.

 

Again, small criticisms here, as the bulk of the game flows extremely well.

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Presentation: (8/10)

BaG looks great. The graphics on the front and back cover, as well as the page borders throughout the text work very well. I like the font choices, colors, and general layout. Very good overall presentation.

 

When first reading through BaG, I did not realize that there were different Classes of Rules (1-3) which would lay out the game for me in stages. Perhaps I simply missed it when reading through the intro. In any case, the result was that I became confused at a few points early on by questions that didn’t get answered until reaching the Class 2 or 3 Rules.

 

For example, if you have a 10-sided dice for skill checks, how do you beat Minimum Success (MS) scores of 12-16 to overcome Heroic Difficulty Modifiers? Well, it appears that you can do so with Bonus Dice, which you unlock in Class 3 Rules.

 

That makes sense to me, and is very cool. I just would’ve liked more of a heads up. Maybe something that said “hey Jacob, if something isn’t clear when you first read it, just wait until Class 2-3 Rules where it will all make sense. Don’t worry. Just keep reading.”

 

Lore: (6/10)

My original lore rating for BaG was only going to be a 3/10 for the same reasons that I gave in my Savage Worlds review. Basically, the BaG core rulebook provides no lore (since it is multi-genre), and therefore relies heavily – almost exclusively – upon the game master to create a fun world and storyline.

 

However, I did include the BaG expansions in my overall review – again, because the price of purchase is so inexpensive that they aren’t prohibitive in the slightest for the majority of gamers.

 

The “Early Empires” expansion is a great. Lots of material here. A fully-fleshed out setting you can use. It features over 40 pages of just maps, along with unique items, historically-accurate deities, laws, and more. I also enjoyed the “Suburb-ville” expansion which gives you more to do in a modern era.

 

The lore for the BaG expansions is pretty thorough, but I wouldn’t consider it extremely unique. Definitely good material for your game, but it still left something to be desired for me when thinking about how I would game master an entire campaign for this system.

BaG RPG Early Empires Deities

BaG "Early Empires" Expansion. List of Deities.

Combat in BaG RPG: (6/10)

As someone who enjoys power gaming, I didn’t fully love the BaG combat system. It is a good system though, so I want to start with what I liked.

 

Pros

Combat is fast-paced. Thank you Josiah for making a game where combat is actually fast-paced. Seriously, this seems like it should be a no-brainer, but many, many tabletop RPGs do not hit the mark here (I would even say that Dungeons and Dragons 5th Edition has very slow combat in comparison). So, BaG is refreshing.

 

Combat is also simple, yet flexible. When playing BaG, I never felt like I didn’t understand what was happening in the battle. Skill checks for hitting and defending keep combat streamlined and simple, and I also found later on with the Class 3 Rules that magic added an entire level of additional depth to the game.

 

Cons

If you have 5 Strength, you have a 50% chance to succeed on a melee attack (against an MS 0 enemy). The average damage you then deal is 2.5, giving you a total average of 1.25 damage per attack. Following so far? Ok, so if you have 10 Strength, you have a 100% chance to succeed on a melee attack (again, against an MS 0 enemy). The average damage you deal is 5, giving you a total average of 5 damage per attack. See where I’m going with this? The later 5 points of Strength (only doubling your Strength score from 5) quadruples your damage output.

 

That’s what happens when a game makes your hit chance also create your damage value. Not an issue, really. It is cool, but as a power gamer, I feel like I must have 10 Skill points into combat-related scores, non-negotiable.

 

I was also surprised that when you cast magic, there seems to be a pretty high MS rating for most spells which often results in low hit chances. Don’t get me wrong – in BaG, you actually create your own magic spells, custom – and I love that. But if you plan to deal a lot of damage as a wizard of sorts, in my group’s experience, you will probably have a harder time doing so than a guy with a sword or gun.

 

BaG RPG Game “Flow”: (9/10)

There is so much room for player creativity in BaG. I love the crafting system and magic-creation system. I also enjoyed how players’ characteristics helped shape both their skill checks and actual roleplaying.

 

Skill checks go fast, combat goes fast, and as a result, storylines develop pretty quickly. Our group did have some confusion around Bonus Dice and exactly how it worked, which did slow us down a bit.


I love the specialization potential that Bonus Dice provide characters, but the extra rolls/ checking results did feel cumbersome compared to the super speed of earlier play. This was another small issue for us, and got better with time. But, I do wonder if there could be a slightly easier way to use Bonus Dice as it definitely didn’t work the way we expected it to.

 

For example, you do not simply add your Bonus Dice roll to your d10 roll and go from there. Instead, there’s some finesse involved that I’m still not 100% sure I totally get (whoops).

BaG RPG Full Collection

Artwork: (3/10)

With up-and-coming TTRPGs, I never expect too much in the way of artwork. New TTRPGs often can’t afford a professional artist who can create multiple high-quality pieces, after all. BaG did well as a Kickstarter game, but never aimed for high-quality artwork, anyways. I can appreciate that, and the game’s overall experience is certainly good despite the lack of artwork.

 

Ease of Purchase: (10/10)

BaG is extremely easy to purchase. You can find it on the BaG website, and find information on it at both the BaG Facebook page and Kickstarter page.

 

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

I love that you can play BaG for only $5 (current price) as a PDF, or $19 in print. Both are extremely reasonable. You also only need the one core rulebook, and the expansions are completely optional.

 

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

Since this game is easy to get into and covers any genre of tabletop roleplaying you could really ever want, you should have a very easy time getting a gaming group together. BaG is not a famous game yet, by any means, but you can help make it so. My gaming group enjoyed playing, and almost everyone in my group has played multiple game systems before. So, I can confidently say that chances are good your players will have fun, as well.

 

Also note that BaG does have expansion settings with “Early Empires” and “Suburb-ville” that provide all kinds of additional material your group can use in an ongoing RPG campaign.

 

BaG (Basic and Generic) Role-Playing Game is Produced By:

Josiah Mork

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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.

D&D book cover: adventurers face a huge monster with a snowy-white head. Emerald and blue hues create a forest scene.
By Jacob Tegtman March 1, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=BvU0p3UMOiU Transcription What if I told you there’s a brand-new D&D book…  where your party is supposed to die? Not “might.” Not “if you roll badly.” But guaranteed total party annihilation. And now it’s officially on D&D Beyond . Today we’re diving into Faster, Purple Worm! Everybody Dies, Vol. 1 — the adventure anthology where death isn’t a failure… it’s the feature. Let’s talk about what’s inside, what’s new, and whether this is actually one of the best low-level chaos tools of 2026. It’s been a minute guys, but welcome back to Eternity TTRPG, your go-to source for all things Dungeons & Dragons — from rule shakeups to purple worm-sized chaos. Last summer, third-party RPG publisher Beadle & Grimm’s released something… deeply unhinged. A 138-page anthology. 15 one-shot adventures. All for level 1 characters. All playable in 1–2 hours. And every single one ends in a Total Party Kill. Not “balanced.” Not “scalable.” Not “talk it out with the villain.” Just. Dead. The book ties directly into the actual play series Faster, Purple Worm! Kill! Kill! , which features celebrity players like Deborah Ann Woll , Seth Green , Anjali Bhimani , and co-founder Matthew Lillard . The whole concept? Lean into the absurdity of low-level adventurers making catastrophically bad decisions… and go full cinematic disaster mode. And honestly? That’s kind of genius. Because most tables never actually experience a true TPK. And this book says, “Cool. Let’s make that the entire point.” So what’s new now that it’s on D&D Beyond ? Mechanically? Same 15 adventures. But digitally? It’s juiced up. You get: 11 Quickplay Maps integrated into the Maps VTT 25 monster stat blocks (9 brand-new creatures + 16 variants) 17 new magic items ready to drop into character sheets 8 shareable handouts That’s actually pretty solid integration. And here’s the real surprise… The price. On D&D Beyond? $19.99. Compare that to: $45 for print $25 for PDF $50 for bundle That’s… unusually reasonable. For D&D... to be honest. Which is not something we say often about digital toolsets. Content-wise, it also leans into classic D&D chaos — including trips to Strahd von Zarovich in Barovia , and even tangling with the beholder crime lord Xanathar . Level 1 characters. Against that. You already know how that ends. If you’re newer to the scene, Beadle & Grimm is known for their ultra-premium boxed editions of official 5E books. We’re talking: Physical handouts In-world props Encounter cards Massive maps High-end collector-tier stuff. Founded in 2018 by Matthew Lillard and partners, they built a reputation on premium experiences. But this anthology? This is original content. Not just luxury packaging. And that’s interesting. Because it signals something bigger: Third-party publishers integrating more directly into official digital ecosystems. That’s a big deal. Here’s why this isn’t just a novelty book. It’s low-commitment D&D. Perfect for new players. It reframes failure as entertainment. Which is actually very healthy for the hobby. We can all take a solid step away from min-maxing, and pretending like we all need to be “good” at our favorite hobby, which to me is often besides the point of “having fun.” Three - It gives DMs a safe sandbox for chaos. Ever wanted to: Drop a meteor? Let the villain monologue uninterrupted? Run a trap that is wildly unfair? Now you can. Because the players know. They signed the waiver. And weirdly? That kind of expectation-setting creates some of the most memorable tables. This also feels very aligned with modern D&D culture — faster, punchier, content-friendly sessions. And for $20 digital? This might quietly become one of the best pickup party-night modules out there. We’ve seen serious campaigns. And they’re awesome. We’ve seen grimdark epics. And they’re also awesome. But this? This is D&D saying: “What if we just lean into the madness?” And honestly… I love it. Would you run a guaranteed TPK night at your table? Or is that sacrilege? Let me know in the comments. If you enjoy weekly D&D news, breakdowns, and community chaos — hit like, subscribe, and ring the bell. And tell me: What’s the wildest TPK you’ve ever experienced? That’s it for today! Until next time all, I’ll see you next session.
Mythical winged beast with horns stands amid fire, titled
By Jacob Tegtman February 3, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Uajygh5mWSM Transcription “I once knew the kiss of the sun… Now, all that remains is annihilation.” This is how Crooked Moon ends. Not with a dungeon crawl. Not with a mystery. But with a reckoning—between a fallen god, a broken man, and the land they’re both about to destroy. Hey everyone, welcome back to Eternity TTRPG. If you’re new here, I break down tabletop RPGs and the great stories they tell—what they’re actually about, why they work at the table, and whether they’re worth your time. Today, we’re looking at one of my favorite campaign books of all time – and jumping right in to one of the best parts, which is the final chapter of Crooked Moon —the climactic conclusion everything in this campaign has been building toward. Jumping right in: the Wytchwood bends beneath the will of Kehlenn, the Crooked Queen —once the Green Queen, an archfey goddess of rebirth. Long ago, she ruled a world without people. A brutal, cyclical wilderness where life was short, terrifying… and natural. Then Phillip Druskenvald arrived. Somehow empowered, somehow victorious, he shattered her, buried her bones beneath a crooked oak, and reshaped the land into something civilized. Cities rose. People multiplied. And Kehlenn, broken, but somehow still alive, or conscious – remembered every second of it. Centuries of hatred twisted her into something new—not a goddess of renewal, but of vengeance. Her plan has been unfolding slowly, patiently, sacrifice by sacrifice… until now. Because Phillip has finally broken. Phillip Druskenvald was once the most powerful being in the land. Now he’s a grieving man who has lost everything. After the massacre at Rowan’s Rise earlier in the campaign book—and the death of Adela, the love of his life—Phillip retreats to the Green Queen Inn. There, surrounded by the stench of burned flesh and desperation, he turns to forbidden magic. The Old Ways. Resurrection. It fails. And in that failure, Kehlenn finally reaches him. She promises what no one else can: Adela’s soul. Redemption. A chance to undo his sins. So Phillip walks into the Wytchwood like a sacrifice that doesn’t yet know he’s already dead. This is where the players come in. They follow. The Wytchwood isn’t just a forest—it’s ancient, hostile, and alive. And it isn’t empty. Stalking the trees is The Horned King : a three-eyed, whispering embodiment of sin. A creature born from Phillip’s own soul, shaped by Kehlenn to be her consort and executioner. He doesn’t attack, but he tempts. He speaks to characters about their desires. Their doubts. Their secrets. He promises comfort. Power. Relief. This chapter isn’t just about fighting evil—it’s about confronting what your characters want most… and whether they’ll pay the price to get that desire. The whole Wytchwood is like this for the players – numerous challenging encounters, interwoven with direct and indirect influence from the shadowy horned king. Through it all, and finally, at the heart of the forest stands the Crooked Tree . Beneath it, in a root-choked barrow, Phillip kneels—bound, broken, and waiting. Kehlenn doesn’t hide anymore. She tells her story plainly. She was robbed. Forgotten. Replaced. And now, she will unmake everything Phillip built. Civilization. Memory. And identity itself. Phillip’s death, for her, will not be just vengeance—but it’s actually the final ingredient. The roots tighten. Phillip’s last word is a whisper. “Please… Adela.” And then he’s torn upward—into the tree. At this point, The true Horned King is born, with Phillip’s body and soul being the final missing piece. No longer a shadow, but a colossal, winged, horned monstrosity—part goat, part dragon, part man. Kehlenn watches from the bark of the Crooked Tree itself as the final battle begins. This is the end of Crooked Moon as a campaign. Players get to experience an amazing multi-phase fight. There’s ritual circle burning beneath a grinning moon. And, of course, a god screaming encouragement as her consort tries to tear the world apart. And when the Horned King finally falls—when his massive body collapses into blood, bone, and a single goat skull—it still isn’t over. Kehlenn still clings to the land. Sensing this, from the remains of the Horned King, a goat’s skull lies in the burning ritual circle, before the tree —cracked, it whispers to the characters, speaking with Phillip Druskenvald’s voice. Phillip, his soul barely intact, understands that killing the Horned King wasn’t enough. In reality, Kehlenn’s bond to the land still remains. Phillip’s soul, which helped fuel both the Horned King and Kehlenn’s ritual, is no longer fully consumed . So, what’s left of Phillip lingers in the goat skull as a final, conscious remnant. And in that moment, Phillip realizes that Kehlenn can only be severed from the land through sacrifice , not violence. So, the skull speaks, guiding the players toward the only remaining solution. The sacrifice to unbind Kehlenn requires that each character give something up—something meaningful. Fail, and the ritual completes. The Horned King returns. And most importantly, the world ends crooked: it continues, but in a more or less permanently corrupted state where the living are doomed to short, terrifying lives, but in an endless cycle. Succeed, however, and the Crooked Tree burns. If this happens, Kehlenn is bound to the moon she worshipped. Phillip and Adela fade together at last, their story finally at rest. Druskenvald survives. It carries the scars of what happened, and it will never be the same. And this is why Crooked Moon lands so powerfully. The finale is built on tragedy, temptation, and consequence, with an ending shaped by sacrifice rather than spectacle. What matters most is what the players are willing to give up to save the world – not just their combat stats. If you’re looking for a campaign that builds steadily toward a meaningful conclusion—one that rewards emotional investment and delivers a true sense of finality—this is the ending waiting for you in Crooked Moon. No matter how much time I spend in the Crooked Moon campaign setting, I continue to be ever more impressed. If you pick it up for yourself, I’d love to hear what experiences you have with your games! Lastly, to wrap up today’s video, I have a host of other Crooked Moon videos you may want to check out, that give greater context to this awesome campaign conclusion: race deep-dives, other adventures in the book, monstrous playable characters, the bestiary of boss monsters – and so much more. So, be sure to check out those videos if they interest you! Otherwise, thanks for watching, and I’ll see you in the next one.
Woman with feathered wings, a dragon behind her
By Jacob Tegtman January 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=6eg7cXmFUVU Transcription Hey everyone! Welcome back to Eternity TTRPG. Today we’re firing up our Mark of Finding to uncover something huge for Eberron fans — the beloved sourcebook Exploring Eberron has officially relaunched on D&D Beyond as a fully supported digital release. Originally released back in 2020 on the DMsGuild as a third-party best-selling supplement by Eberron’s creator Keith Baker, Exploring Eberron was one of the most successful community books ever — and now it’s come full-circle. That means it’s now officially available on D&D Beyond, fully updated to use with the current D&D rules and integrated into D&D Beyond’s digital tools like the Character Builder and Maps VTT . So, you’re probably wondering – what’s inside the book? I’d say it’s deep content, not just lore, that the book dives into: First, we have: Setting Races & Cultures Exploring Eberron digs deep into the cultures and mindsets of iconic Eberron peoples like Changelings, Warforged, Kalashtar, Shifters, and Aereni elves. Rather than focusing on mechanics, these sections emphasize identity, societal roles, and story hooks that help these species feel rooted in the setting. Then there’s Planes of Existence & Manifest Zones The book offers a detailed look at Eberron’s unique planar system, where planes wax and wane in influence rather than remaining static. Manifest zones tie those planes directly to the world, creating locations where reality bends in ways that can dramatically shape adventures, cities, and campaigns. Next up is: Character Options Exploring Eberron includes a wide array of character options, from lore-driven subclasses to new species, feats, and spells, all updated for compatibility with the 2024 ruleset on D&D Beyond. These options are tightly woven into the setting, making them feel less like generic power boosts and more like natural extensions of Eberron’s world. One of my favorites is: Magic Items & Monsters The magic items and monsters in the book are designed to reinforce Eberron’s themes of magical industry, ancient empires, and strange planar forces. Many entries come with built-in story hooks, making them also quite useful for DMs looking to spark plot threads. And finally, we have Expanded Eberron Lore At its core, Exploring Eberron expands on the setting’s foundational lore, diving into the aftermath of the Last War, the influence of the dragonmarked houses, and the uneasy relationship between magic and technology. It provides context and nuance that help DMs portray Eberron as a world shaped by innovation, conflict, and moral ambiguity. In total, the digital book includes 6 subclasses, 10 species, 12 feats, 4 spells, over 40 magic items, and 8 monster stat blocks — not bad value. On D&D Beyond the digital book retails at $30 — basically what you’d expect for a mid-sized sourcebook. If you already own the original 2020 PDF or print version on DMsGuild, the rules aren’t exactly the same, as the original used older rulesets obviously, but the lore is still gold. So, is it worth it? If you’re deep into Eberron, love D&D Beyond functionality, or want all your content integrated cleanly into the builder and VTT, then this is a no-brainer. But if you’re happy with the DMsGuild version and don’t use Beyond much? You might stick with what you have — it’s still solid and compatible. Nothing crazy groundbreaking here, to be honest. Exploring Eberron on D&D Beyond is a fantastic evolution of one of the setting’s best third-party books, and it’s great to see it finally fully supported and updated. There is a lot here to love. Well, that is it for today, my friends. Let me know in the comments — are you grabbing this on D&D Beyond? Or sticking with your original edition? Otherwise, hit like, subscribe, and may your dice always roll well!
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