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.

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!
Final Fantasy TRPG layout: Mana grid graphic
By Jacob Tegtman January 20, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=kPQfDB2cKSI Transcription Every Final Fantasy hero starts with a choice. Sword or spell. Raw power, or skill. But in Final Fantasy TRPG: Legend Edition, that choice doesn’t stop at your Class — it’s defined by the Jobs you choose from your class, the Circles you unlock, and the Limit Breaks that change the tide of battle. Today, we’re breaking down how Classes and Jobs actually work in Final Fantasy TRPG: Legend Edition — and how they shape your character from level one… to the final boss. Hey everyone, welcome back to Eternity TTRPG channel! If you caught one of my recent videos from before the holidays, we went deep into the Final Fantasy TRPG: Legend Edition core rulebook — and today we’re diving into one of the most iconic elements of any Final Fantasy system: Classes and Jobs ! Whether you’re planning your first character or optimizing a seasoned hero for this recently-released game, this guide has you covered. One of the longest-standing traditions in Final Fantasy is its Job system , and Legend Edition embraces this fully. Classes in this game are the framework or chassis of your character — they determine your character’s HP, MP, trained Skills, associated Jobs, and your Class Limit Break . Jobs are where the cool stuff really happens. Each Job is a set of abilities on a progression track, granting new Features at specific levels — these are called Circles . And you don’t just pick one — your character ends up with three Jobs (or four with optional full buy-in), each advancing at a different speed to give you abilities every level. There are four broad Classes you’ll choose from. Each class has what you could consider as subclasses – in Legend Edition, these are the “Jobs.” So, for example, some of the Warrior Jobs are berserker, dervish, dragoon, fighter, monk, samurai, and so on. So, let’s dive into the four classes: Number 1 - Warrior Masters of physical combat, Warriors excel in strength, endurance, and frontline fighting. Their Limit Break — Action Surge — lets them make extra attacks during an encounter, perfect for dealing burst damage. 2. Expert Battlefield manipulators and support roles go here. Experts rely on their wits and skill versatility, and their Limit Break — Savant — adds bonus dice to Skill rolls based on their level. 3. Mage If magic is your playstyle, Mages are your go-to. They lean into Spellcasting and area of effect mechanics. Their Turbo MP Limit Break doubles the effectiveness of MP spent on magical abilities during an encounter. And number four is Adept The hybrid class — versatile, adaptable, and capable of mixing physical and magical roles. Adepts don’t have a unique Limit Break; instead, they choose one from the other three classes, based on their job build. Now here’s where Legend Edition gets fun. Across the system are 50+ Jobs drawing inspiration from classic Final Fantasy favorites — think Black Mage , Dragoon , Thief , and more — giving you a huge palette of archetypes to mix and match. Each Job grants seven Features – called Circles – over its progression, spaced across levels based on whether the Job is on a Fast, Medium, or Slow advancement track — meaning strategic choices shape how your character evolves through the campaign. So, for example, you may choose the Warrior class because you like its HP, MP, and Skill point advancement numbers, you like its limit break, and you enjoy playing that overall archetype for your character. Then, you pick three Jobs to fill out your character. Say that you want a full warrior build, so you choose your three jobs to be: Dragoon, Knight, and Monk. From here, you’d decide which of those three jobs would be on your Fast advancement track, which should go on your Medium track, and which will be on your slow advancement. Important note here though: only one of your Jobs needs to be associated with your Class. That means the rest can actually be totally outside that box — so yes, you can be a Mage-warrior hybrid if it fits your concept! You could be a warrior class, with the Dragoon, Black Mage, and Chemist jobs. So, here’s the quick breakdown of Job progression: Fast Progression: Abilities at levels 1, 3, and every 3 levels thereafter Medium Progression: Abilities at levels 1, 4, and every 3 levels thereafter Slow Progression: Abilities at 2, 5, and every 3 levels thereafter This staggering system means every level feels like a growth moment. You get new Abilities (“Circles”) from all three of your jobs at the same cadence. But at the same time, you get Circles from the Jobs that are most important to you, at earlier levels. The rule book mentions this too, but if you do want to try out this awesome system, I’d recommend that you don’t stress too much about your first Job choices. There’s a ton of options here, which is great for replayability, and experimenting with side campaigns. But, there’s also too many Jobs to really nail down what you want to ideally play, the first time you try out this game. Probably instead, just pick classes that sound fun, and give it a whirl. To wrap up this video, I’m going to cover my personal favorite Job from each of the first three Classes. Since there’s over 50-jobs, there’s too many for me to dive into – at least today. But hopefully these quick snapshots give you a picture of how Jobs work, what kind of Abilities each provides, and some inspiration for your upcoming game: If I was to play a Warrior Job, I’d start with Dragoon: As you probably know, Dragoons are also often known as Dragon Knights . Dragoons are aerial combat specialists who use momentum for power. Originally trained to pierce the hides of massive foes like dragons, their style revolves around leaping high above the battlefield and crashing down with overwhelming force. Depending on the setting, Dragoons may hunt dragons, fight alongside them, or carry on their legacy after their extinction — but they’re almost always portrayed as guardians who stand against towering threats . In play, Dragoons are defined by the Jump and Blood of the Dragon Circles . Jump removes them from the battlefield for a round before returning with an automatic, high-impact strike. Meanwhile, critical hits generate Blood of the Dragon to fuel powerful Dragon Arts , which are the Dragoon’s situational combat techniques that modify your attacks, defenses, or Jump actions, for additional benefits. Next up, for the expert class, I’d probably start with Squire – I just have so many good memories from playing Final Fantasy Tactics: Instead of perfecting a single discipline, Squires develop adaptability through experience and improvisation. That flexibility makes Squires exceptional team players , able to step into gaps and support allies in many situation. Mechanically, the Squire revolves around Fundaments — where they grant short-term bonuses to allies based on that ally’s Class. Warriors hit harder, Experts perform better at skills, Mages cast more effectively, and Adepts can receive whichever boost fits the moment. As the Squire advances through their Circles, they can grant Fundaments to multiple allies at once, add secondary effects like increased damage or longer debuffs. I’m not always a team buffer kind of guy, but I do like the way Squires here make everyone else better , turning party coordination into a great strength. For my third Job, I’ll choose from the Mage class. This one’s really hard for me as I could see myself actually going like 3/3 mage, or maybe 2/3, at least. But, if I had to pick just one for my remaining Job slot, I’d go with Necromancer: Necromancers are reclusive magic-users whose art is inseparably tied to death and the Shadow. Often misunderstood or feared, they’re immediately recognizable by their Bone Commander — an undead construct that serves as both assistant and bodyguard. While some Necromancers lean into darker reputations, others act as shamans or intermediaries, communing with spirits to resolve unfinished business or bring peace to the dead. Their morality isn’t defined by their magic, but by how they choose to wield it. In play, Necromancers are spellcasters with access to the Necromancy spell list and a powerful Companion system . Their Bone Commander acts on their shared action economy, providing combat presence without needing its own stats or hit points. Their Limit Break, Friends on the Other Side , allows damage from the party to count as Shadow damage, supercharging Necromancer features and reinforcing their role as battlefield controllers who blur the line between ally and undead asset. So! There you have it. From adaptable Squires and sky-shattering Dragoons to shadow-touched Necromancers and beyond, Legend Edition’s Classes and Jobs are all about expression through choice . Your Class sets the foundation, but your Jobs — and how you progress them — define how your character actually plays at the table. Legend Edition feels... unmistakably Final Fantasy. What I really want to know is... from the 50+ jobs available in Legend Edition, what three Jobs would best define your Character? List your Jobs in the comments. Otherwise, thanks for watching! If you enjoyed this breakdown of Classes and Jobs in Final Fantasy TRPG: Legend Edition, hit that like button, subscribe for more content, and ring the bell so you don’t miss our next video.
By Jacob Tegtman January 15, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=QQLN8bvlo-Q Transcription If you’re like me, you just watched Stranger Things Season 5, and it was amazing. Personally, I felt like it really hit similarly to the first season – they did a great job. But you're watching Stranger Things, getting hyped about seeing D&D represented in mainstream media, when suddenly Mike declares he's casting a spell, as a paladin... at first level. And you're sitting there thinking, "Wait, that's not how that works." Well, you're not alone. Today we're diving deep into three quick, but glaring D&D mistakes – or, perhaps intentional and fun D&D alternations – that Stranger Things has made throughout its run. I love Stranger Things, so this is by no means a criticism of the show. If anything, some of these mistakes just makes me like it more. Because, let’s get real – most D&D games fudge something in the rules anyways. It’s part of the fun. And no one really wants to be a rules lawyer all the time. What's up, dice rollers! Welcome back to Eternity TTRPG where we explore everything that makes tabletop RPGs amazing. I'm your host, and today we're taking a critical but loving look at how Stranger Things – arguably the biggest mainstream representation of D&D we've ever had – got some pretty fundamental (and sometimes funny) things wrong about our favorite hobby. Now, before we dive in, let me be clear: I absolutely love that Stranger Things brought D&D into the spotlight. The show has introduced countless people to our hobby, and that's incredible. As D&D enthusiasts, we can appreciate the show while also having some fun pointing out where the Duffer Brothers maybe should have consulted their Player's Handbook a bit more carefully. So grab your dice, settle in, and let's explore three quick strange things that Stranger Things got wrong about D&D. Mistake #1: The Demogorgon Campaign Confusion I’m gonna call this “Mistake #1,” by the way, and you’ll find out why in just a minute. But let's start with this big one from Season 1. In the very first episode, we see the boys playing D&D, and Will's character encounters the Demogorgon. Now, the show treats this like it's some kind of final boss encounter, but here's the problem: a Demogorgon in D&D is a CR 26 creature. Basically, a Lv.26 monster. That's endgame content for level 20 characters. These kids are clearly playing low-level characters – probably somewhere between levels 1-5 based on their abilities and the campaign Mike’s describing. A real Demogorgon would obliterate their entire party in a single round without breaking a sweat. It would be like sending a group of mall security guards to fight Godzilla. What the show probably meant to use was a lesser demon or maybe just called it a "demogorgon" as a generic monster name. But for D&D players, it's like watching someone try to drive a car with a boat steering wheel – technically it's transportation equipment, but it's completely wrong for the situation. Is this really a mistake though? I’d say yes, technically. But also, we all know how kids get when playing games. Mike was probably like, “hey, you know what would be cool for my party of Lv.5 adventurers? Give them something that inspires them. Like this CR26 literal god.” It’s the type of move that every DM has done at some point – just go way, wayyy overboard. And again, that’s part of the fun with games like D&D. Mistake #2: The Paladin Spell Situation This one is really funny to me because it happens multiple times throughout the series. Mike's primarily the dungeon master for his group. But when he plays, his character is consistently referred to as a paladin, and we see him attempting to cast spells at what appears to be first level. Here's the issue: in every edition of D&D that would have been available when Stranger Things is set – we're talking late 70s to early 80s – paladins don't get spells until much higher levels. In AD&D (Advanced dungeons and dragons), paladins don't get their first spell until 9th level. Even in modern 5th Edition, paladins don't get spells until 2nd level. But the show has Mike casting spells right from the start. It's a small detail, but it shows a fundamental misunderstanding of how the class works. It would be like showing a wizard swinging a two-handed sword as their primary weapon – technically possible in some circumstances, but it misses the point of the class – for that level, at least – entirely. It’s another “mistake” though that many groups would make, probably especially kids. You want to play a character who can do cool things, at any level. So maybe this was another intentional move on the Duffer brothers’ part, showing not just the rules for D&D, but how people actually play. Mistake #3: The Dice Rolling Drama This one’s more about dramatic license. Throughout the series, we see characters making single dice rolls for incredibly complex situations, and the entire outcome hinges on that one roll. Real D&D involves a lot more dice rolling and a lot more back-and-forth between players and the DM. Combat isn't usually resolved with a single dramatic roll – it's a series of attack rolls, damage rolls, saving throws, and tactical decisions. The show makes it look like D&D is just "roll a d20 and see what happens," when the reality, as we all know, is much more nuanced. The most egregious example is in Season 1 when Will's fate seems to hinge entirely on a single d20 roll. While dramatic moments like this can happen in D&D, they're usually the culmination of a longer sequence of events, not the entire encounter. Of course, filming four kids rolling dozens of dice over and over doesn’t make for great visual episodes, I assume. This one is really more to point out that anyone who isn’t familiar with D&D may be a bit surprised walking into a real gaming session at how many dice really do get rolled. On platforms like Reddit, the D&D community's reaction to these inaccuracies has been... interesting. Players have been discussing these since the show premiered. One user pointed out in a popular thread: "I love that Stranger Things brought D&D to the mainstream, but I wish they'd gotten a consultant who actually understood the game mechanics. It's like they researched D&D by reading about it rather than playing it." Another user noted: "The show gets the emotional core of D&D right – the friendship, the collaborative storytelling, the escapism. But the mechanical details are so wrong that it's distracting for anyone who actually plays." Now, do these mistakes matter? I would argue they don't – Stranger Things is a TV show, not a D&D tutorial. People may come into the hobby with incorrect assumptions on how things work. But, if more people are getting into the hobby, then that's positive. And D&D – or let’s at least say tabletop roleplay games – have experienced unprecedented growth partly thanks to Stranger Things, and that's amazing for our community. So here's what I want to know from you: is there anything else fun or silly that I missed from Stranger Thing’s D&D inaccuracies? I’m sure there has to be more than just these three, so please hit me up in the comments and let me know what you’ve found! And that wraps up our dive into Stranger Things, for today. Remember, this comes from a place of love – both for the show and for D&D. If you enjoyed this quick video, make sure to hit that like button and subscribe for more D&D content. Whether you're fighting demogorgons in the Upside Down or just trying to survive your first dungeon crawl, keep those dice rolling!
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