Dead in the West RPG Review - Score: 76 / 100

This review is part of my new TTRPGs page, where you can find awesome Games Like DnD that you may never have heard of before. If you're interested in finding a new game to play, check out that article!

 

Dead in the West RPG is a newer TTRPG, Kickstarted in 2018. This game is all about the mythical American West, where players roleplay soon-to-be legendary cowboys.

 

My overall impression is that Dead in the West is a solid RPG, with a game system solidly based in RPG classics, but with its own unique twists. The game plays well, with very few hitches, and certainly immerses players in its genre.

Dead in the West RPG Cover

How Unique is Dead in the West RPG: (6/10)

Dead in the West has a few game system elements that are unique among tabletop RPGs, though most of its uniqueness as a game comes from its setting. I want to give Dead in the West a 7/10 in this category, but I don’t feel like the “game mechanics” quite justify that score.

 

What’s Unique about Dead in the West

Dead in the West RPG is only the second tabletop RPG I’ve ever played that is specifically set in the “Mythical American West” (the other being Dogs in the Vineyard). Everything about the game’s lore is relatively unique, and the rulebook does a great job of encouraging players to connect everything about their characters to the way they roleplay and interact with the game world.

 

I find “Vigor” to be an interesting mechanic in the game, where players can improve their character’s skill or combat checks, at-will. I also generally enjoy the concept of “Hoodoo rolls” in the game, which provide a sort of “fate” element to what happens in the game’s story.

 

Finally, players and their GM may collaborate to create character “abilities,” which are in a sense, their special powers.

 

Character Abilities

In my mind, the most unique part about Dead in the West is that players and the GM can collaborate to create abilities 100% custom for each player. Abilities are also supposed to be extensions of the character, and inform how each player roleplays their character.

 

My only critique about abilities in Dead in the West is that though there are many ability examples provided in the book, giving power to GMs to create a game’s “powers” can be overwhelming. The idea is that if abilities end up being either 1) too powerful or 2) under-powered, players and the GM can adjust the ability over time.

 

Ultimately, I’m sort of torn on whether or not I really like how abilities work, but I do have to say that the concept is unique. I tend to find classless RPGs interesting, and this game might be one example among very few that makes a classless concept work.



How Easy is it to Learn Dead in the West: (8/10)

Having played quite a few tabletop RPGs, I found Dead in the West pretty simple and easy to learn. Though character creation takes up about 50-pages in the rulebook, the process is fairly straightforward.

 

Characters have stats, attributes, experience, demeanor, virtues and vices, and a section called “what yer pappy did.” My gaming group was confused at first between the differences of stats and attributes, and the modifier values they each gave were different from one another, so starting out the game wasn’t 100% clear on what everything did.

 

“Experiences” are also different in Dead in the West, as the term refers to a character’s skills and knowledge, and doesn’t relate to leveling up.

 

Actual Gameplay

Once characters were created, the overall feel of my gaming group was that Dead in the West fell into familiar tabletop RPG territory – in a good way. The game was easy to pick up as we explored a Western town, which eventually led to fighting bandits.

 

Most game mechanics function very similarly to other tabletop RPGs, so they were intuitive to use. We particularly enjoyed the “virtues and vices” of each character, as they did help us create unique personalities and roleplaying experiences. In Dead in the West, the GM can compel players to act in alignment with their virtues and vices (which are things that make them selfless or selfish, at different times), which in our case, led to some fun moments.


Dead in the West RPG Great Frontier

Dead in the West RPG Presentation: (9/10)

I really like the graphic design of Dead in the West RPG. The game’s rulebook has very nice formatting, font, colors, and sizing. Reading through the book, I particularly appreciated that the order of information and chapters flowed very nicely. As a new player, it was easy for me to navigate the information provided, learn the game, and reference material as-needed, during play.

 

I also enjoyed the game’s writing style quite a bit. The author did a great job presenting information clearly, while also making it thematic to the game’s setting, and overall fun to read.

 

Rulebook Length

Dead in the West RPG is written for someone who’s probably never played TTRPGs before, which is why the rulebook is so long (close to 300-pages).

 

I go back and forth at times on whether or not I feel that multi-hundred page TTRPG rulebooks are valuable. On the one hand, authors/ game designers need space to accurately convey their ideas, so length can be a positive. 

 

On the other hand, in most cases, a person’s first RPG won’t be an indie RPG, so they should have a base level of understanding coming into any indie game, which would make lengthy explanations unnecessary.

 

Whenever I read through TTRPG rulebooks, I basically skip 75% of the text so I can read what I need in order to play. The flavor text is fun, but for me, largely unnecessary.

 

One Upgrade I’d Like to See

When it comes to specifics, I did wish that character vices and virtues would have a space of its own in the “Player Monitor” section of the GM Sheet. Since the GM can compel characters to act in accordance with their virtues and vices, it would’ve been nice to have a spot on that sheet where virtues and vices could be easily referenced.

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Lore: (9/10)

Though there isn’t an official Dead in the West game world setting provided, the entire rulebook is basically lore. From character creation details to terms used in the game, players can’t help but feel immersed in the Mythical American West.

 

The game also offers some general settings to the GM – the gold rush, civil war, nearing the end of the old west, etc. – with brief explanations on each. Each of these setting could work for entire campaign ideas, or even just shorter quest ideas.

 

What probably seals the deal for me on lore is that Dead in the West provides a lot of in-depth information that players may use in their game’s setting, at any time. There’s info on downtime, gambling, town life, settlement building (which I think is especially cool), the benefits of character employment, and even shopping – which even includes how much it costs to buy a tin of condensed milk.

 

Sometimes, details provided in Dead in the West were too much for me, and I felt like they detracted from the game overall. However, so much of the game is optional in use that never felt too oppressive.


Dead in the West

Combat in Dead in the West RPG: (4/10)

To be fair, I felt playing Dead in the West that the game is more of a “roleplay game” than a “tactical combat game,” – as in, that’s what the designer was going for. So, a low score in this combat category probably shouldn’t deter anyone from playing the game, unless like me, you love tactical combat.

 

How Combat Feels

Characters have a weapon, an accuracy value (based on character stats and maybe their experiences), a score for movement, and some advanced actions they can take per round.

 

When our group got into combat with bandits, characters would fire their gun until they needed to reload. While reloading, characters are counted as being a “sitting duck,” and they can get blown away in short order. In order to prevent that, players had their characters “dive” behind a table or something so they get “cover,” whenever they needed to reload. Once reloaded, characters started blastin’ again.

 

Basically, it was shoot, dive, cover, reload, then shoot again. Repeat until all enemies are dead.

 

There are more options available in the rulebook for ambushing enemies, “corralling” (flanking) them for increased hit chances, grappling, etc. But since the game’s abilities are all player- and GM-created, there weren’t really abilities provided that really spiced up combat tactics. The closest thing was probably mounted combat, but since that comes with its own degree of complexity, I didn’t feel like it added to combat in a substantially beneficial way.

 

Crack-Shots and Locational Damage

As I’ve mentioned in other reviews, such as for Warhammer Fantasy Roleplay, I’m not a fan of hit locations. Dead in the West RPG has hit locations, but you need to get a “crack-shot” (basically, critical hit) to do so, or intentionally aim for specific locational damage, so it isn’t a required part of the game. I also feel like it works out ok because you can use locational attacks to break chandeliers and destroy wagon wheels, so it feels like a more organic part of the game’s system.

 

I do think, however, that the locational damage effects (ailments) in Dead in the West are off. It takes 12-damage, for example, to “hobble” someone’s leg. For comparison, most characters at Lv.1 have 12-HP. So... you can either kill someone, or hobble them, your choice.

 

Typically, debuffing an enemy is not as valuable as just outright killing them (if you’re just trying to win a battle, and deaths don’t matter). So, my gaming group was surprised that it was just as hard to get someone to drop their gun as it was to just drop them to their grave.

 

Probably, locational damage should be like 3-damage or something to cause an ailment, instead of 12.

 

Hidden HP

One thing I can definitely say I liked was that character HP is kept hidden from players. Players can “check in” with the GM to see how their character’s doing, but they don’t have a numerical value they can use to make decisions in combat.

 

Having hidden HP led my gaming group to be far less risky, overall, than I’ve normally seen them. Their risk-aversion did create a slower-paced game, but the tension, drama, and excitement of the game was always high, since HP was a mystery.

 

This is also the first game I’ve ever played where character HP was hidden from players, so Dead in the West did get a little more “uniqueness” score just for this one mechanic.

 

Game “Flow”: (7/10)

In Dead in the West RPG, “the game values creativity and drama over everything else – so rulings are often more important than rules.” For this one reason, given straight from the rulebook, my gaming group always seemed to be in the flow.

 

Most of the Dead in the West rulebook is lore- or setting-related, or flavor text, so it was very rare that we felt like rules got in the way, or slowed the game down.

 

For my group’s players who particularly enjoy Western style RPGs, I think their sense of “being in the flow” of the game was even higher. The only time where I really felt out of the flow with Dead in the West was when it came to combat.


I will also say that I think if my gaming group had played an ongoing RPG campaign before I wrote this review, I would've been able to play around more with building settlements, which I think is one of the more interesting aspects of Dead in the West RPG. I could definitely see myself getting lost in the game if we were building up a new city or something. Definitely kudos from me for adding a city-building part to the game.

Gunfight Dead in the West

Artwork: (6/10)

The game’s cover art is great, and there some other pieces throughout the book that I also really enjoyed. Not all artwork in the book has the same style or quality, however.

 

For a kickstarted book, I was impressed at how much artwork is present. Finally, because of the Western-themed color choices and the great graphic design, I always felt like the aesthetic element only added to my experience of reading through the game’s rules.

 

Dead in the West RPG Ease of Purchase: (10/10)

Dead in the West is extremely easy to purchase. You can buy Dead in the West at its website, and find additional information on the game at its Kickstarter page.

 

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

I’m always happy when I see that games are in the $15-20 range.

 

You can purchase a Dead in the West PDF copy for roughly $20, and a print/ PDF copy for about $50.

 

The Dead in the West rulebook comes with sections on character creation, lore, and a large section of the book on game master tools – basically everything you need to play in that one book. I do think Dead in the West could’ve used more information on enemy stats, but since there are sections for NPC character ideas and critters (that have stats included) any GM could make do only with what’s provided.

 

Ease of Starting a Group & Availability of Supplemental Material: (7/10)

People should play Dead in the West if they love the American West and the mythological stories it inspires.

 

Dead in the West RPG is not a famous game yet, but you can help make it so. My gaming group enjoyed playing, and we’re a pretty experienced group when it comes to different tabletop RPG system. So, I can confidently say that chances are good your players will have fun, as well. If any of your players love Dead in the West’s genre, then this game is a must-play.

 

At this time (so far as I can tell) there are no supplemental gaming materials available from Dead in the West.

 

Dead in the West is Produced By:

Will Donelson

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

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


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


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

September 9, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=_ytddTkKJQQ Transcription [00:00:00] Welcome back to Eternity TTRPG YouTube channel, where I talk about different happenings in the tabletop role play universe, as well as the role play game that my husband and I have been creating and we recently released our first product of. So this go around, I am going to finish up the Crooked Moon races. There are quite a few in the Crooked Moon universe, so it's taken a while to get through them, but I have three left, and those three we're gonna cover. So I have the Deepborn, Azureborn, and Bogborn. Now, the theme with Crooked Moon is that they're all horror related in a way. They give you an eerie feeling, um, they're kind of like our worst nightmares put into D&D, right? So to jump right in with that, we're gonna go with the Deepborn first. So think of the Deepborn as a sea monster, for lack of a better term, right? So you have this eldritch knowledge that they're using, and [00:01:00] because they're, like, Deepborn and in the sea, there's a lot of things about them that human races wouldn't understand. So you get to really take this idea of understanding and knowing and kind of run with it, and it's almost like whatever you say in the campaign is true because you're just this cosmic being of sorts that gets to decide what's true about your race, right? Um, another way that I think of them is kind of alien-ish or there was, um, a Netflix movie that came out recently that I would think of them as. Um, it was a really neat movie, like, this, um, family got stuck inside their house because of these water beings. Recommend it. But continuing on, they're just super creepy and could be really fun to play because of how creepy they are, right? Because they're always gonna have this, um- kind of gibberish going on in their brain that they're probably spewing out because of the eldritch knowledge that they have. Um, not to mention being sea monsters, they're gonna be [00:02:00] amphibious, so you're gonna have that water to land going on. You're gonna have maybe some dark vision available, so that could be a really neat play, never having to need the light. Um, but could that also play against you? Like not needing to be in the light, maybe you're fearful of it as your character. Kind of a cool idea. Um, other character ideas is, um, what if your Deepborn character was absolutely terrified of the ocean even though they're able to breathe underwater and basically come from the sea? Um, other thing that I've already touched on is that they kind of hear these whispers in gibberish from eldritch, that eldritch knowledge, um, and it can be a lot of like the, "Whoa, what was that? Did you guys hear that?" And they could just be always feeding the campaign in that way. Um, other thing is like treating things that are not normal by human standards as [00:03:00] completely normal. Um, these incomprehensible like cosmic entities could be really cool. Um, and the other thing is like the Deepborn could genuinely not understand why their behavior is so disturbing to the party. So super fun. I think that could be a really cool take on it, any of those ideas that you could go with. I just like the idea of a sea monster kind of thing because I think I always thought, you know, the ocean is very unexplored. Um, it's definitely the last wonders of the world, right? 'Cause we can't go as deep as we'd like to in it, and it would just be cool to get to experience that as a sea creature. Eternity TTRPG has released a card game battler which emulates combat from the tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with [00:04:00] its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our sales page live now, packed with details. Moving on to the Azure Born. So the Azure Born is a prophetic harpy-like sky dweller. Okay, so when I hear prophetic, we're definitely thinking about a character that knows the future, knows what's gonna happen, and they're just like, they can always get a glimpse of the fate and how it's going to affect them. Now, the play that I would like with this is, yes, they can see the future, but obviously the decisions you make in the campaign can change the future they see. So that could be really cool as an NPC even to have, like, this sky-dwelling harpy that plays the prophet, gives all these things that could happen, tells you how the campaign ends, and if you as the campaign [00:05:00] doesn't like that ending, just make the decisions to change it, right? Now, as a character that you can play, right, they could be desperately trying to prevent what they've seen, um, or they could even lie about the visions that they see, so that way their prophetic ability isn't even real to everyone else, um, because they know what's going to happen. They, uh, could also have a personality where they're second-guessing every decision they make because they don't wanna make the wrong one because they've already seen what happens, right? And maybe they like that outcome, so they're like, "Well, how do I get that outcome? Maybe this is right. Maybe this is wrong. I don't know." So that could be just really fun in a character with that prophetic side of things. So last one I want to hop into was the Bog Born, and the Bog Born is your swamp-dwelling creature.[00:06:00] Um, I also think of it as like a mega swamp tank kind of guy, right? So I think of Avatar: The Last Airbender with these swamp benders when they make that giant swamp vine creature that's taking all the hits from the Fire Nation, and it just keeps regenerating. So it's like a giant tank for the army. And that is absolutely what I see when I think of this because they do have that regeneration, and they're very, you know, in tune with the swamps. So that's really fun to think of. And with that, it brings out the idea of if I'm this regenerative swamp creature, Can I be taken out? Maybe that's the whole premise of their character and how you role play this character is, "I'm gonna get into every fight possible and see just how much I can take." So it definitely brings in a different dynamic into the [00:07:00] party because if you do have a character like that, how is the party gonna react to you? Is the party going to have the same mentality? Will they constantly be pulling you back from that, um, mindset? So I don't know, maybe. With all of that going on, I think the other thing is all of the, all of these characters have a different idea when it comes to the future and fate and how to handle it, right? So the Deepborn always having this whispering knowledge in their ear. It's always this question of if the whispers are true, and maybe they're always trying to find out if they're true. The Azureborn, they know what's true, but they don't know how to get to it. And the Bogborn is like, "All I know is I'm gonna be a tank and go at this," right? So overall, they're super fun. I think you can definitely see where you can take these, uh, races. Um, and as I said earlier in the video, this [00:08:00] does round out, um, all of the Crooked Moon races. You can check in past videos to see what they were covered, what we talked about, how they are. Um, moving forward, I wanna be looking at the different classes available to you, um, specifically in Crooked Moon and specifically in the game that my husband and I have been creating. Um, so as always, like, comment, subscribe, and we'll catch you next time. Thanks. Bye.
September 4, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=DP5OwjeAVBE Transcription [00:00:00] Welcome back to Eternity TTRPG YouTube, where I go over things going on in the tabletop role-playing community, um, from D&D to Crooked Moon to other games that we see. And this might be, for me, my most exciting one that I've gone over to date. Um, we have some very exciting news. I know if you've watched our channel in the past couple weeks, in the past couple months, um, you've seen videos talking about this card game, Battler, and we even did, um, a bit of an interview style talking about this game and its origin story and why it's so important to us. And the short version of that is my husband has been working on a tabletop role-playing game for 30 years at this point, you know, since he was a boy. And now here we are at the point where we have [00:01:00] something manufactured, published, and ready to sell, and it showed up at our doorstep this week. So we had this 750-pound pallet with 28 boxes of our game show up. Here it is. Sparks of Eternity Emanation. It is here. It is just-- It's better than, you know, we imagined it would be with just... It's just amazing. You know? You always talk about these things happening and these dreams coming true and, like, making a product. And to finally have it is an amazing experience. So, you know, we of course took the time this week to revel in that a little bit and, you know, we took the pictures. We [00:02:00] did the time lapses of everything. We just-- We got to see our dream come true this week. And, you know, this was his dream first, and I got to join in with it. And especially in the past year, um, this game was, you know, an idea from me, and he made it come true with his game. And it's just been a great experience getting to work together on it and play test it and everything. So let's go ahead and get into what is in the box. The guide, of course, you know, the how-to manual, how to play, what everything is, what all the symbols mean. And then of course you have the credits on the back with our artist on there as well as, you know, my husband and I's name, which is pretty incredible getting our name on something. And then you go into the box, and you get to see that there are six dice because it is a six-player game. [00:03:00] It can be up to six players, and you can obviously have more if you have more of the, um, uh, class decks. And then you have your life sparks, the red and the yellow, the red depicting, um, five hit points and the yellow depicting one. So, you know, some characters will start with that five hit points, and some will start with six or seven. And then I've seen hit points get all the way up to twenty-one if the healing ends up going super well. And then jumping into each of the classes that you see in this box, you are going to have the judge, the druid, the oracle, the, um... Oh, gosh You have all these different classes that we decided to put into what is considered the base game. And that is just amazing to see all of this artwork and getting it put together. And then on top of all [00:04:00] that, you have, um, the different effect cards. So your dazed, your blinded, your charmed, um, as well as some additional rules and details and your turn overviews to help you with the, like, getting going and your different turns. So that way you don't have to reference the how-to guide as often, the, um, instruction manual as often. So between my husband and I, because, you know, we've been play testing this for a year at this point, it has been a full calendar year, we have gotten to the point where we can play games in under 10 minutes. Um, however, this does state that it can take up to 30 when you are just learning this game. Um, of course, when you're just learning, you take a little more time with your turns and making sure everybody understands what is going on. Because the goal is to get to play faster [00:05:00] and to dive into this world a little bit quicker, you know? You want to be able to really enjoy this class that you're taking a part of and understand like, hey, this is why the druid is the druid. The druid gets to use these different shapes, the wolf and the griffin, to do more powerful attacks. Whereas the assassin, of course, has different things to help his assassin hit harder and guarantee that it hits and it can't be blocked. Um, so there's just all these little nuances about what you're playing with to see how it goes. So, you know, it's here. We are getting the final touches on everything for shipping, getting the sales page up, um, getting, you know, the different tiers because we are gonna offer a couple different things. Like, yes, we do have the box game, [00:06:00] but we also have a PDF version that has other classes available that you can just print off at home without having to have the box. Um, the other thing is we're looking at putting together a higher tier that is gonna have the box itself, but also a dedicated art book with all of the art that, um, has been used, we intend to use, that our artist has done. And there are a few other things with that tier that you're just gonna have to check out. But with all of that being said, we should be available to ship these within the next week. So we're gonna put that link below and if you don't mind waiting just a little bit longer, you can go ahead and order. However, once we get past this first week, we are gonna be shipping on a more regular schedule and we're excited to see the, uh, demand that these games will have. Of course, we have family and friends that want to see this, but we also want to grow the community with everyone else. So any support that you want to [00:07:00] give is greatly appreciated and it helps us achieve our dreams further and hopefully we can support others on their dreams. Um, so with that, comment, like, subscribe, let us know how we're doing. If you have any questions on the game, please let us know. And if you really would like to, please, uh, hit that button to order now. Thanks so much. Bye.
August 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3t2a-i3pyRk Transcription [00:00:00] Welcome back to the Eternity TTRPG channel, where I discuss different happenings in the tabletop role-playing universe, as well as talk about the game that my husband and I are actively creating. So one thing I wanna talk about this go around is a bit of the origin story of tabletop, um, as well as where it could be going and what's different about it and all those kind of things, right? So to start this off, when To start this off, I always thought of D&D as just D&D, right? D&D is [00:01:00] the premise of all tabletop role-playing. It's the genre itself. It's what I use to define the genre, is D&D. Because I think it was the first thing, right? It was the first thing where you could sit at a table with this book and go through a campaign and a dungeon and play this way. And then other creators said, "Hey, what if we take this thing that was created, and let's try it this way and go through this dungeon instead and this dungeon instead? And what if we add, you know, other universes now, like Star Wars and Avatar: The Last Airbender, and explore those worlds?" And the way that I look at it is that D&D was a way for people to come together and this singular person to lead you through their imagination, right? And now we come into today's day and age, and everybody has a lot of different ideas and imagination [00:02:00] going on. And with that, you have all of these different tabletop role-playing systems coming out and all these different campaigns coming out. But what are we trying to do, I guess? And how does D&D today translate to all of this? So the way that I'm starting to look at it is that these other systems could have just been, you know, the group of friends in the basement that was like, "Hey, I wanna try it this way." And it caught on and they're like, "Hey, my friend's like this. Let's make this an actual thing." And here comes all of these other role-playing games now. And the thing that we hear so much when I hear people talk about their other tabletop role-playing game is, "Oh, well, it's different than D&D. Oh, it does this that's [00:03:00] better. Oh, this is, you know, an easier system." And, you know, that's great and all, but the second you say tabletop role-playing or you say the words D&D, I just think D&D because D&D is the foundation of this entire genre, and it's going to continue to be, even with all of these different tabletops coming in and trying to change the system and all these different things. So when I realize this and everything, and I start to think about the game that my husband has been working on for 30 years and started in a basement, right, with a group of friends, um, I start to think, well, what makes it different? And the thing is we tend to use different in a way to make it seem better than what's already out there, right? And I don't think that's what [00:04:00] we're trying to do, but it's how it comes across in normal society. So with that being said, right- Just because we're different, it doesn't, you know, make us better. It just gives us other options in life. So the thing that I'm seeing the most when people say things are different is you're just getting a different campaign style. You're just getting a different, you know, way to play the game, perhaps a better entry point into tabletop role-playing. And I think in the end, all that we're trying to do is grow a community, right? You're trying to get to be more than just, you know, those 30, 40, 50-year-olds that were growing up playing it in their basement, and you're trying to get the younger generations to continue it. And I will say Stranger Things did help with that. Thank you, Stranger Things, for, you know, bringing it to light a little bit [00:05:00] more. But this thing with imagination is starting to gain so much popularity because we're starting to see so much more of the world, right? So I feel like I'm on a soapbox with this whole news channel because it is just my thoughts right now with this video. But let's just think about this for a second. We really hit... Actually, let's go back When we were in, you know, 1950s, 1960s, 1970s, '80s, '90s, we were using libraries and books, encyclopedias, and it was, you know, kind of difficult to travel the world and have the money to do that, and you didn't always know what you were getting into. And it's like the world itself that we lived in held so much imagination [00:06:00] that we didn't know what to do with it, and we were able to go and do these things and strive for these things and just let it all explode and experience it realistically. Now, you hit the 2000s, the '10s, the '20s, and we had technology hit. We had social media hit. And we had access to these places just expand, and now we have everything that we want in this world in the palm of our hand, you know, in front of our faces. We can see it. We can hear it. The only thing we can't do is tangibly touch it unless we actually go there. But with this greater access and faster time to this greater access, w- I feel like our imagination has gone [00:07:00] down. So now, here's where we come into tabletop role-playing and why this connects, right? So we have this big push for tabletop role-playing, other systems, the original D&D system, because that's all the imagination we really have left. Now, I know that's a big statement, and you can rip me apart for that later. But take a moment and think about that. We have everything we could ever want in the palm of our hands except for this world that we can create and never actually see. And now, this is where imagination is coming back, the tabletop role-playing is coming back, because we've already encountered everything else. So now we have to make up these [00:08:00] stories in our heads to create a boost in our brains to just get something else that our phones and our computers and our technology can't give us And that is a lot to take in and think about So with that happening, I know that was a bit of a long soapbox, but with all that happening, we have these people once again that are trying to share their imagination, but they want to be different than the original D&D. But different isn't bad and options aren't bad. So with that in mind, I challenge you to go try a different RPG than you are used to. Get out of [00:09:00] your comfort zone and just give it a try. Because with the world being in the palm of our hands, we have to be exploring different worlds. We have to try these different things because that is the only way that I think we have left to grow. So I know that is some interesting thoughts and I don't know if I'll ever actually post this video, but if I do, comment, like, subscribe, give me your thoughts below and we'll catch y'all next time.
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