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.

August 17, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=_KgB5C6Wgng Transcription [00:00:00] Welcome back to the Eternity TTRPG YouTube channel, where I discuss, uh, different happenings in the tabletop role-playing universe, as well as talk about the game that my husband and I have been creating now. So this go around, um, I wanted to talk more about a new side of the tabletop role-playing community that is gaining traction, I think. Um, Gen Con did something a little different this year that I haven't talked about yet, and I think it's important to bring light to it and bring it up in conversation, you know? So I already covered that D&D itself is going to universes beyond, you know, going into World of Warcraft, Star Wars, all those different kind of things. Um, and that's great for D&D, but I also think they're gonna push a new direction given what Gen Con did, right? So at Gen Con, there is an award [00:01:00] ceremony, right, called the Ennie Awards, The Ennie Awards are where the industry itself picks X number of games for a category, and then fans get to vote on it, and the fans get to decide what's gonna be the most popular and when, right? So it's kind of a big deal for Gen Con to be doing this every year, and they have their usual categories, right? They added a new category this year, and they've been talking about adding this category for years, but I guess it didn't have enough traction until now. The new category was for Best Solo RPG. And immediately my mind goes to, "Wait, why do we need solo RPGs?" And, you know, now we bring up the whole conversation of, oh my gosh, a solo RPG. Um, this could be here because, you know, adults can never get together with a busy work schedule and trying to nail down consistent timing because something [00:02:00] always comes up between work, home, um, kids, you know, just random family emergencies. There's always something keeping you from the game table, so you can't get with your normal group to run a campaign. So solo RPGs. Real quick to interrupt. Eternity TTRPG is releasing a card game battler which emulates combat from the D&D tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our pre-sales page live now, packed with details. No payment info needed. Just let us know if you want an email when the product becomes available. Now, back to your [00:03:00] video So with this, um, announcement at Gen Con of having this category, there was five games that the industry decided would be in this, um, collection that fans could vote off of. Um, Odyssey of the Giant was the first one, and it's about escorting a giant, the last giant, across a devastated fantasy world. And then there was Pirouette, which is a solo horror ballet. Um, Song of the Scriptworm is a mystery involving an infinite library. Spine is an experimental RPG about losing yourself in a book. And then finally, The Bonsai Diary is about growing a bonsai tree across different generations. Um, just so you know, Spine took first, and The Bonsai Diary took second, so we officially have winners for the first solo RPG, um, nominations at the Ennie Awards. And I kind of don't know where to go from there. [00:04:00] I mean, I'm gonna admit when I don't wanna play the game that my husband has created and he can't get friends over, he does do solo campaigns. And he has been making the game to where you can do it as a single player or with a campaign group, um, which I think is a great idea, but I guess I just didn't see it as necessary. Um, but apparently it is, because people still want to play the game, but they don't necessarily have access to the friend group that you wish you had. Um, so here we go into our fantasy world after a long day at work, and instead of diving into a virtual video game, you can now do it with a tabletop role-playing game. So now the question lies with having this been created and you have all these smaller creators, you know, taking over this category. And not only that, but at Gen Con you actually have rooms dedicated to solo role-playing [00:05:00] games now. But is the giant communities of like Pathfinder and Wizards of the Coast gonna try and create a product that's gonna be a solo RPG now, um, instead of their usual geared towards groups and everything? So that's definitely a question that comes up in my mind is how are they going to... It's not a combat thing, but how are they going to continue to be in this world, I guess, if we're shifting towards solo RPGs. One thing that was announced, um, by a bigger creator was that Fallout is now coming out with a solo RPG, um, called The Wasteland Wanderer, and it is a standalone game. You create your vault dweller, you create your vault, and you get to explore the wasteland, and it is specifically created for solo RPG. So we already have these bigger companies that are creating, um, these solo games [00:06:00] now. Obviously, it's not the biggest company with Wizards of the Coast or Pathfinder, but we're getting there. So now not only do we have these companies creating these solo RPGs, everyone trying to get in on that, but we also have, you know, the electronic world trying to get on, in on this, and that's where we come into AI-powered systems. And I know that AI is such a curse word in the tabletop role-playing community because, you know, when we think AI in the tabletop role-playing community, it's gonna be your AI art, and, you know, that's such a bad thing. And I agree, I really wanna see, um, real artists, real creators, um, but when you're looking at wanting to have an electronic, like, world, I guess, where it's created by something electronic because you don't have friends to talk to or a campaign to really go at with friends, then maybe having ChatGPT do it for [00:07:00] you isn't a bad idea, right? 'Cause you have someone that can bounce ideas off of, and you can have someone else create them. Because although imagination is limitless, maybe in those moments you don't have enough. So with that in mind, there are AI-powered systems that have already been created. Um, Wonderhold is the one that comes to mind, and it launched in May of this year. And it, of course, you know, creates the campaign for you. You get to type to it, talk to it, and figure out where you're going to go with your campaign. So where do we go from here? Do we need game masters, game designers when we're using AI, when we're going the solo route, when friend groups can't get together because of life? So with all of that in mind, let me know what you think, from the Ennie Awards to checking out these solo RPGs, um, to figuring out what's next. Comment, like, subscribe, let me know. Have a good [00:08:00] one.
August 12, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3Wu7xicNd6k Transcription [00:00:00] Welcome back to Eternity TTRPG YouTube channel, where I cover different happenings in the tabletop role-playing universe, as well as just other topics that I find interesting. Um, this go around, I wanna go back into The Crooked Moon. So my husband did a little bit of coverage on this a while back, but I'm gonna circle back to it. Um, and I wanna look at a couple of their races. So the thing about the character you pick and the class, the race, all of that stuff lends itself to building the story around your character and how they tie into the party, the world, and what their, like, internal goals could be. So three of the races that are in Crooked Moon, in my opinion, can make some really terrifying characters. So to jump in with these three races that I found through Crooked Moon, it's gonna be your Curseborn, [00:01:00] Graveborn, and your Plagueborn. Okay? So all three of those already have a very interesting ring to it, and immediately I started thinking is how can these races tie into an overarching story and a personal story? So jumping right into the Curseborn, and my idea with the Curseborn, and I'm pretty sure it's very accurate, is with a Curseborn, I'm thinking the classic, like, werewolf story, and under a full moon, I turn into a terrifying monster and that kind of thing. So with that , um, I wonder is what is this relationship with the character to the curse? So how is the character potentially using their curse, and how is the curse affecting the people around them? And there are so many ways you can take that. So for example, they could be actively [00:02:00] suppressing their monstrous nature and trying to work against it and being ashamed of it. And the other side of that is what if they embrace it and think that everyone is wrong for fearing them, and there, there's no reason to fear them? Um, other side, you know, is when they take on their cursed form and everything, what if they've hurt someone before and are terrified they're gonna hurt someone again? Um, what if they don't actually have any recollection of what happens when they transform? And then what if their family, like it could be a familial curse, and their family has taught them that their curse is something to be ashamed of and not something to embrace. So you have a lot of interpersonal drama going on there, um, that can just lead to overarching stories in the party. Like, what if there's a lot of distrust from the party because of your curse? What if villagers and townspeople refuse you entry somewhere because you have some kind of mark of the curse? And then what [00:03:00] if the party has to decide if they're gonna defend you or not based on all of that? And then on top of that, what if you become the person that everyone expects to betray them? So what if you play into that, or you spend your entire campaign deciding, like, "Hey, I'm not the bad guy. Quit thinking I am." Real quick to interrupt. Eternity TTRPG is releasing a card game battler which emulates combat from the D&D tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our pre-sales page live now, packed with details. No payment info needed. Just let us know if you want an email when the product becomes available. [00:04:00] Now, back to your video Moving on to Graveborn. So the way that I think of Graveborn is, like, someone has already passed and they're rising from the dead. They're, like, undead in my mind. So with that going on in your head, you could have this whole idea of, what if I already died? Or maybe they just were never cognizant of that in the first place, and they think that this skeletal form is all that they are. Um, maybe they aren't afraid of dying because they've already died, right? Um, so then you start to ask questions about your past life like who-- what happened so that they passed, right? Who did that to them? Did they deserve it? Were there loved ones that buried them? Were they mourned? Why did they come back? How did they [00:05:00] come back? Um, so really cool ideas with this kind of race is maybe they become, like, a grave keeper, and now they protect all of these different grave sites. And as a party, you're trying to convince this, um, Graveborn to come with you for some greater plan, right? Um, another idea that we can look at is this whole I'm not supposed to be here. I already lived my life, so what do I do next kind of thing. Why did I come back, right? So definitely some different ideas there with the Graveborn, and I think it's a really scary idea when you're like, "Hey, I already lived my life. Why am I here again?" Um, last one I'm gonna cover is the Plagueborn, and in the back of my mind what I have playing is, like in World of Warcraft, there is the Abomination that has like the stench that comes off of them, and then that stench kind of infects everything [00:06:00] around it, right? The plague. Um, so this is definitely a horror concept, right? And it's this idea of disease, contamination, and fear spreading, right? It's something you can't control. You have no control over it happening, so what do you play them as? Because if you have no control of the bad thing, are they really evil? And do you play them as evil? Okay. So different concepts with this could be like a plague doctor and the Plagueborn could become the healer, okay? Because they're so used to being around these diseases, they can't catch them, and that kind of idea, so how do they help everyone else with this contamination going on? Um, of course, there's the idea of the immune one, um, because you're the one spreading everything, how can you get sick, right? Um, and then of course there is, like, a walking biohazard going on where everywhere you go, you're gonna [00:07:00] infect the people around you. So how do you work with a party with that going on? Um, because the people are gonna get sick, animals are gonna behave strangely. And then you could potentially create items in the world that you're constantly trying to find to suppress the contamination, right? Um, but where do you go from there, right? So if you're not really evil but your existence hurts people, what do you do? Okay. So with all three of those, right, you have the Curseborn, which is fearing what you might become with the monster inside you. You have the Graveborn because you fear what you already are. You're already gone, past, right? And the Plagueborn is you fear what you might be doing to others, so there's a monster that's spreading within you, around you. So with all of that being said, that's why I think these three are so much more interesting than just being these, like, [00:08:00] monster races. They have these really in-depth stories that you can flesh out in a campaign, and it's a really, a terrifying character that could potentially be really misunderstood. Um, with all of that being said, I know there are some more, um, Crooked Moon races that can be covered, and I will be making my way through those. Um, you can always check what we've already covered, and we're gonna just loop around and get through them all eventually. So after all of that, would you trust any of these three characters to do anything for you, stand with you, resurrect you, heal you? Um, or would you just be, like, an ignorant villager and do nothing for them? Let me know in the comments. Like, comment, subscribe. Let us know how we're doing. Give us any ideas you'd like to hear about, and we'll catch you next time. Bye.
August 7, 2026
Transcribed content from our recent YouTube video: https://youtu.be/XjrHg-Eexds Transcription [00:00:00] Welcome back to the Eternity TTRPG YouTube channel, where I cover different happenings in the tabletop role-playing universe, as well as talk about the game that we have been working on, um, with the Eternity TTRPG. So we have been covering all nine of the races that are in the Eternity world, and we only have two left, so I'm gonna cover those two today. It's gonna be the Esper and the Stoneborn. These two are my personal favorites because they were the races of my first two characters. So hopping right in with the Esper. The Esper can actually be any race, um, because they're a part of a world incident. Okay, so this world incident is that a star fell to the world of Eternity. And when this star fell, it let [00:01:00] off all of this magic stardust and just covered the skin of the beings that were there. So if you were a human that was there, you would be covered in now these, like, runic constellation kind of tattoos, right? So that could happen to humans, Jadori, Treants, um, Aeteri, Empyrean, if you've been following along for a while and know those other races, right? So the thing about Esper is because they're covered in all of this magical stardust, they have really high magic casting abilities, right? So they're gonna be really good in your classes that focus on that casting. I personally played a summoner with this class the first time, which a summoner, you get to have a familiar with you, and I chose a dragon, and it was all about, like, buffing that dragon. So my idea was that this star being [00:02:00] was channeling all of the stardust energy into the dragon and making it stronger, bigger, faster, and hit harder. Um, it was a really fun character to play and a really cool take on an idea, right? Um, of course, there are a lot of ideas that you can go with with this, um, star incident that happened and how to interpret that into your world, into, um, how your character roleplays and everything, because maybe you're an astronomer that wants to understand what happened and why did the star fall from the sky. Real quick to interrupt. Eternity TTRPG is releasing a card game battler which emulates combat from the D&D tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's [00:03:00] characters levels up, giving players access to even more options. If you're interested in taking a look, we have our pre-sales page live now, packed with details. No payment info needed. Just let us know if you want an email when the product becomes available. Now, back to your video switching gears to the Stoneborn. So like I said, this was the other class that I played right when I first started playing this roleplaying game. And Stoneborn, like the Esper, can be any existing race. So they had a world incident happen to them, and they can be any existing race because of this world incident. So once again, human, Jadori, Treant, Ateri, Empyrean. Okay? So with Stoneborn, what happened with them is think of like this group of miners went into a cave near a volcano that they didn't realize was a volcano and they're [00:04:00] mining, mining, they have their different veins of, um, geological items that they're going after and one of them strikes just right into one of these veins and makes the volcano erupt and in this eruption there is this, um, organic material that explodes out and this organic material embeds itself into these miners that were there and along with the miners anybody that was in close proximity, um, just outside of this dormant volcano, right? So what this does now is that these people that were infected with the, um, organic stone material is now they crave eating stones, they crave eating rocks, okay? Any kind of rock and based on that rock is what their [00:05:00] being turns into. So if one of these races, people that decided to eat rocks decided to have volcanic rocks, they would have this volcanic kind of monstrous body. Um, however, let's say that a human thief wanted to eat the diamonds they were stealing, they would start to have diamonds appear all over their skin and eventually turn into a diamond. So it's a really cool idea that you can work with, with this idea of shape-shifting and how does the rock change my body and then it leads to the storylines of like, well, how far can this go with the rocks and did I have to be there at that volcanic eruption to become this or does it pass down through generations and what happens towards the end of Stoneborn's life? Um, it is speculated in lore that they actually become statues [00:06:00] based on all of the rock that they've consumed. Um, so is there a reversal for that or is there just a completely different story that needs to be fleshed out? Um, with the Stoneborn being, um, you know, made of rock, like a box of rocks, um, they have very high strength because rocks typically are very hard to break, right? So this idea with really high strength makes them very good as like your berserker classes, your thief, your assassin. Um, I personally played this, um, race as a, um As a mixed class, that was a caster/um, melee fighter, and it turned out really good. It was really fun. It's actually one of my favorite characters. I always thought that my, um, Stoneborn was a human that ate, like, icy rocks, so they were blue and frosted and really cool, right? I can still picture that in my mind, and that was a campaign that I wish had finished, [00:07:00] but it didn't. Maybe someday I will go back to that character, though. So that wraps up all nine of our races that we have in the world of Eternity. Um, in upcoming videos, I do hope to go over all of the classes now. There are 30 classes in this game that I will have to get through, so it's gonna take a while, especially with sprinkling in other stuff going on in the tabletop roleplaying community because I know you all aren't here just for the Eternity game. You're here for other tabletop news. So stay tuned, comment, like, subscribe. Let us know how we're doing, um, and we'll keep you updated. Have a good one. Bye.
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