Starset RPG Game Review - Score: 85 / 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!

 

Josiah Mork is definitely one of the up-and-coming TTRPG designers that you should be watching. Let me first say that Josiah did not pay me to create this review. Through our exchanges, he has become a friend of mine, though that does not affect my review of his game (as you'll see below, I do have some critiques).

 

We originally connected when I reviewed his first TTRPG: BaG (Basic and Generic) Role-Playing Game, which Kickstarted back in 2021. My take on BaG was that it was a solid game system, but not what I would consider to be amazing.

 

Now, fast forward a couple years, and Josiah asked me to review Starset: The Great Dimming. And let me tell you, what an improvement. If you’ve seen some of my other TTRPG Reviews, you’ll actually note that my score for Starset: The Great Dimming (at 85/100) makes it into my top-5 list of all time, just behind the Marvel Universe RPG, which I rank at 4th place.

 

In my opinion, Starset is actually a better overall game than longstanding TTRPG favorites such as Shadowrun, Savage Worlds, Zweihander (another grimdark TTRPG), and more. This may seem like a stretch, but read on to see why I think this top-5 placement for Starset is so well-deserved.


If you want, you can also check out the Starset Kickstarter page to get a feel for the game, while you read this review.

Starset RPG the Great Dimming

How Unique is Starset RPG: The Great Dimming: (9/10)

Every great modern TTRPG is both firmly rooted in the genre’s core concepts established by D&D, and yet also expands upon key components to improve player/ GM experience.

 

Starset: The Great Dimming hits these marks as it contains ideas that are somewhat standard to the TTRPG genre, while there are also parts that take common ideas in entirely new directions.

 

Character Creation

Probably the most brilliant part of Starset is character creation.

 

There are only 3-core stats (Toughness, Vitality, Movement) to player characters in Starset, and all three are actually originally determined by finding your character’s height and weight. I was honestly surprised by this, but it's also interesting to see an TTRPG tie stats to something like character appearance.

 

Once core stats are determined, the next major part of character creation are “plot choices.” When creating a character, you're given a series of 4-15 choices you select, from essentially a random list of backstory prompts. Based on the prompt, you make a choice, which then shapes your character’s Skills, maybe your core stats a bit, and your character’s “Keywords.”

 

Keywords are like “Perks” or even “Feats” in other games, in that they give your character bonuses to skills, etc. or sometimes negative effects.

 

Taking your character’s “plot choices” and “keywords” into the game lets any player – even and especially those new to the TTRPG genre – start an RPG campaign with a nearly fully-fleshed out backstory that actively affects your character’s stats and skills.

 

Character Leveling

As if character creation wasn’t enough, I also love the Starset leveling system - at least as far as gaining XP goes (I do have some critiques, later, about the overall progression/ lack of options with leveling up).

 

Most times that you’re making a skill check (which is all the time), you’ll be rolling more than 3-dice at a time. I mention this because if you happen to roll 3-dice that land on the same number – for any roll – you get +1XP.

 

I’ve always enjoyed the idea that the more your character “does” something, the better they get at that activity. So, it was really fun for me taking on missions or trying to complete tasks, and naturally "leveling up" while doing so.

 

Dice Pools

Much like the Cypher System, in Starset, your character has a dice pool that also functions as HP.

 

Every turn, your character replenishes their dice pool up to their maximum value, and those dice can be “spent” on performing actions to increase your likelihood of success. 

 

If your character takes injuries (or becomes fatigue through additional exertion), the number of dice replenished to your pool decreases each round. If you ever take enough damage that you can’t replenish your dice pool to at least 1, your character dies.

 

This is obviously a close idea to Monte Cook’s Cypher System rules, but with some unique spin on it. This kind of dice pool/ HP usage is also very rare among TTRPGs, so definitely counts towards being a unique strength of the system.

 

It also doesn’t hurt that the way Starset uses dice pools is very clear, easy-to-use, and does not obstruct the game’s flow in any way.

Dungeon A Day Article

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

Compared to Josiah's first game, BaG RPG, which only had a 55-page rulebook, I was at first a little concerned by Starset, which comes in at 271-pages. However, the core rules to play Starset RPG only requires reading about 4-chapters (roughly 53-pages) and a lot of those pages  are taken up by charts and artwork.


As you'll see, my impression with Starset RPG is that the game is very easy to learn and teach to new players.

 

Character Creation

Back to generating characters – I love games where I can create a new character in under 15-minutes.


Do you know how many TTRPGs let you create characters in under 15-minutes? Pretty much none.

 

In that list, and along with Starset, I’d include BaG, maybe Cypher System if you kind of know what you’re doing, Eternity TTRPG, and that’s pretty much it. I realize that if you've been playing D&D or Pathfinder for your entire life, maybe you too could make a character in 15-minutes. But I'm talking about picking up a game for the first time, and still hitting that 15-minute mark. So no, D&D doesn't make the cut, here.

 

Additionally, the amount of immersive character-building you actually dive into during your 15-minutes of character creation with Starset RPG is unmatched. It’s easy, fast, and compelling, which is why I give this section a solid 10/10.

 

Gameplay and Skill Checks

Pretty much all of Starset RPG game is played using skill checks. Whether you’re investigating a break-in, conversing with an NPC, or attacking someone, you’re rolling one of the game’s many Skills to see what happens.

 

I would say that Skills in Starset RPG take the place of “core stats” in most other games.  I think Starset's "Skills" are well-defined and clearly labelled, leading to clear gameplay.

 

When it comes to Skill Checks, you basically just roll a number of d6 to see if you get enough “checks” to succeed at whatever task your character’s attempting. Nothing really unique here, but it’s  easy to understand, and it keeps the game moving at a quick pace. 

Starset RPG Review

Starset Presentation: (8/10)

I really like Josiah’s graphic design and layout choices for Starset RPG, and I think this game is a bit of an improvement over BaG, which I also like.

 

The graphics on the front and back cover, as well as the page borders throughout the text work very well. There’s definitely a unique “style” to Starset that makes the book feel both complete, and at home in the Sci-Fi genre.

 

I have to mention though that there are font choices in the book that are very difficult to read. If you sometimes have trouble reading small or partially-blurred text, you may not love all of the font choices in Starset RPG, to be honest.

 

As a “grimdark RPG,” I think the somewhat messy font actually makes sense for the game, thematically. However, there are places such as Pg.9 where the bolded text is almost too runny, or Pg.10 (in the bottom left corner) where the white text actually runs into a white background of oblivion (I think this issue was fixed in the PDF).

 

These issues are relatively small and did not affect my overall love of the game; they were more like small occasional annoyances.

 

Starset: The Great Dimming Lore: (10/10)

The lore for Starset: The Great Dimming makes me think of Starcraft, but if there were only humans. It’s gritty, dark, futuristic, and provides a deep dive into space exploration, survival on the fringe of civilization, and all kinds of related topics.

 

I especially enjoyed the various Factions presented in the game’s lore, their leaders, and basically everything provided in the chapter on “The Solar System,” which thoroughly details organizations, faction motivation, rumors around the universe, and so much more.

 

As the game master (known as the “Overlord” in Starset), I felt that there was more than enough material provided to create epic game sessions without needing to spend too much time in the game's preparation.

 

The core rulebook's lore is well laid-out and explained, and genuinely interesting.

Starset RPG The Great Dimming Rulebook

Combat in Starset RPG: (6/10)

As with BaG, I think that Starset isn’t really created for the power gamer (like me) who loves combat. Or rather, combat isn’t emphasized in incredibly unique or exciting ways.

 

Really, this is only the major criticism I have about Starset. So, if you don’t care a whole lot about having a fully developed combat system in your game, then ignore this section.

 

However, if like me, you really enjoy nuance and strategy in combat, then you may feel the need to supplement your Starset experience in some way, such as with homebrew rules. Personally, I'm just hoping for some supplemental material to Starset RPG in the future that specifically expands combat.

 

How Combat Works

As mentioned earlier in this review, every action in Starset RPG comes down to a Skill Check resolution, which includes combat.

 

If my character attacks with a rifle, I’d make a “Weapon (Ranged)” Skill Check, adding in any bonus dice I’d like from my character’s dice pool (up to a total of 5). I'd then add in modifiers to the attack from my weapon, which say adds another +4.

 

If my total “checks” from my dice rolls equal or exceed my target value, then I hit. That action then becomes a “Floating Action,” which actually resolves at the end of the target character’s upcoming turn.

 

Then, the defending character has the option to use their turn to try and “Dodge” the attack, or something similar that would otherwise reduce its damage. Basically, same process, and the degree to which they succeed reduces my degrees of success, and damage dealt.

 

Combat Skill Outcomes

So, that’s pretty much it. In my group’s experience, the Starset combat system ended up mostly being one character attacking, and then the attacked character spending their turn defending themselves.

 

Afterwards, the same character would attack again, and the same defending character would spend their turn trying not to die... again. Or, if they had a large enough dice pool, they’d also make a counterattack of their own, using the same simple attack/ defend process.

 

My Wishlist

I love that combat in Starset is very streamlined and fast paced. In addition to those great traits, however, my wishlist for a future version of Starset RPG includes:

  • An expansion of weapons with unique traits.
  • Some kind of unique powers or combat maneuvers that provide additional layers of strategy, but still keep combat simple.
  • “Keywords” from your character’s backstory that provide or enhance your character’s unique power or combat maneuvers.

 

Combat is the one big piece of Starset RPG: The Great Dimming keeping it from being even higher up on the list of best TTRPGs of all time.

Starset Map

Starset RPG Game “Flow”: (9/10)

Starset RPG “flows” smoothly, from character creation through actual play during the game’s session. Overall, Starset is a “rules-light,” classless RPG system, that provides a framework for campaign setting, character backstories, and skill/ knowledge/ combat resolution.

 

I tend to favor game systems that are light on rules. Many TTRPGs come with dense game manuals that require players to double-check rules quite frequently during the game - which, in my opinion, is why many TTRPG players come up with their own in-house rules meant to simplify the games they play.

 

In any case, I do think that Starset RPG: The Great Dimming is probably a little bit too light on rules/ game systems – even for my tastes.

 

What’s Missing

Take this section with a grain of salt, as I am giving Starset RPG: The Great Dimming a 9/10 when it comes to overall game “flow.”

 

However, if you recall what I mentioned before, Starset RPG doesn’t offer much meat and potatoes when it comes to combat. When it comes to overall game sessions and character progression, I actually feel basically the same...

 

There isn’t anything “wrong” with Starset RPG. There just isn’t anything inherently engaging about the game once you get past character creation, lore, and the cool way that skill checks resolve.

 

What I mean is that most TTRPGs have a progression system that naturally leads campaigns to build in intensity over time:

  • In D&D, players gain levels, which provide unique and powerful abilities/ spells based on the character’s class.
  • In Cypher System, you increase your character’s stats and gain unique “Cyphers” that provide you with interesting game options and powers.
  • In Star Wars, you gain Force Powers, etc.

 

I would love to see Starset adds in more level-up options/ ways to use XP in the future, such as:

  • The ability to create/ improve NPC importance (and have NPC importance do more than just be a reminder for GMs to use those NPCs in game sessions).
  • The ability to add desired keywords (and have more keywords in the game – especially those that count as unique “powers” of some kind, for both in and out of combat).
  • The ability to increase (or even decrease) your reputation with desired factions, without needing to resort to keywords (and to have that reputation have more "in-game" meaning or value).
  • The ability to add more than 5-dice to a skill check, to make your character truly god-like at certain skills, etc.
  • The ability to increase your character's Toughness, Vitality, and Movement (your character's core stats).

 

What it boils down to is that I want something within Starset RPG's rules that I feel like I’m “endeavoring towards,” aside from just the campaign story that the GM is creating. I get that Starset is a grimdark RPG, and so it is weighted more towards realism and somewhat frail characters.


But even so, I want to have my character be able to "do" more in the game, both as a matter of abilities/ powers, and their capacity to affect the game's world.

Eternity TTRPG Article Shop

Artwork: (5/10)

I don’t mean this in a negative way, but Starset RPG: The Great Dimming clearly makes use of AI artwork. I know this is a hotly-debated topic right now, and I won't weight in too much about AI art overall. I'm just pointing out that Starset makes use of quite a bit of AI art.


Some pieces look kind of odd, as AI art (as of the date of this article) still struggle with making human-looking art. With most of Starset’s art though, I think it is kind of nice to have as it breaks up the text, and makes the book look quite presentable.

 

With up-and-coming TTRPGs, I also never expect too much in the way of artwork. New TTRPGs often can’t afford a professional artist who can create multiple high-quality pieces, after all.

 

Starset has done really quite well as a Kickstarter game, but never aimed for high-quality artwork, anyways. I can appreciate that, and the game’s overall experience is certainly good despite the lack of full-color, human-made artwork.

 

Ease of Purchase: (10/10)

Starset is extremely easy to purchase. You can find it on the Hoodwink games website, and find information on it at the and Kickstarter page.

 

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

Starset: The Great Diming has a player manual PDF price of $15, or complete core print for $40. For a core rulebook that’s over 200-pages, those are great prices to have.

 

I also enjoy that to play Starset, you only need the one core rulebook. Everything from player information to GM (Overlord) information is contained within. 

Starset RPG Announcement

Ease of Starting a Group & Availability of Supplemental Material: (8/10)

At this time – to the best of my knowledge – there are not any supplemental materials for Starset RPG. Hoodwink Games does offer a “Player’s Manual” and “Universe Manual” that are separate from the core rulebook, but those are actually pieces of the core rulebook split out into separate guides, and not their own unique books.

 

If you’re thinking of trying out Starset: The Great Dimming, I can confidently say that you can bring this game to any group of people – even those new to TTRPGs – and have a great time. The game’s easy to pick up, fast-paced, and provides tons of interesting setting material.

 

I’m personally hoping for more supplemental material from the game in the future (particularly for combat and level-up progressions).

 

Starset RPG: The Great Dimming is Produced By:

Josiah Mork – Hoodwink Games

Share This Article

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.

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!
Dragonlance
By Jacob Tegtman December 17, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=257fKzW8yzA Transcription Before there was Game of Thrones, Baldur’s Gate, and Critical Role.… there was Dragonlance .  A fantasy saga that defined an entire generation of D&D players — epic wars, tragic heroes, and dragons that actually felt like dragons. But if you aren’t familiar, what is Dragonlance — and why are we still talking about it in 2026? Well to answer that last question, the new “Legends Edition” which is the second Trilogy of Dragonlance is coming to Amazon in February. This is a big deal because getting new copies of the original Dragonlance Chronicles Trilogy, and now this second “Legends” Trilogy was becoming very difficult. I’m hoping these new prints rekindle the spark of one of the greatest D&D settings and novel series of all time, and introduce even more people to its magic. Welcome back to Eternity TTRPG, your home for D&D history, lore deep-dives, and the stories that shaped the game we play today. If you love tabletop RPGs, classic settings, and learning why D&D looks and plays the way it does today, you’re in the right place. So, let’s talk about one of my favorite fantasy settings – and fantasy book series of all times – Dragonlance . Dragonlance started as a bold idea from Tracy Hickman and Laura Hickman , later developed with Margaret Weis at TSR. To answer the burning question you may be having, right off the bat – yes, the Dragonlance adventures came before the book series. At the time, most D&D adventures were simple and modular. You’d kick in a dungeon door, fight some monsters, grab treasure, and move on. Dragonlance asked a very different question. What if Dungeons & Dragons could tell one long, epic story? Instead of disconnected adventures, the Dragonlance team wanted a campaign with a clear beginning, middle, and end. A single, continent-spanning war. A story that unfolded over time, not just session to session. To make that work, players wouldn’t create random characters. They’d play pre-generated heroes, each designed to fit directly into the narrative, with personal arcs baked into the plot. That idea became the original Dragonlance AD&D module series — eventually twelve linked adventures telling the story of the War of the Lance. On paper, it was revolutionary. At the table… it was complicated. The problem is simple. And honestly, you can probably pause the video here and tell me the problem, yourself, based on your own D&D games. It’s basically this: D&D games, and it’s players – are unpredictable. Dungeons & Dragons thrives on player choice, improvisation, and chaos. Dragonlance, on the other hand, needed players to be in very specific places, doing very specific things, at specific times. If the party ignored a hook, skipped a location, or made an unexpected choice, the entire story could fall apart. So the modules relied heavily on railroading — nudging, and sometimes outright forcing, players back onto the intended path. That tension made Dragonlance awkward to run as a campaign. The story was strong, but the format worked against the strengths of tabletop roleplaying. And that’s when Dragonlance found the form it was truly built for. To promote the modules, TSR (that is, the company founded by Gary Gygax and Don Kaye, to publish D&D) decided to release a trilogy of tie-in novels. That decision came late, the original author didn’t work out, and Margaret Weis and Tracy Hickman ended up writing the first book themselves — in roughly three months. The result was Dragons of Autumn Twilight, released in 1984. Which, even talking about almost brings a tear to my eye – the book was just that impactful to me in my teenage years. TSR expected modest sales. But instead, the book was a massive hit. For many readers, this wasn’t just their first Dragonlance novel — it was their first D&D novel. It introduced the idea that a D&D party could be the heart of a fantasy epic, with flawed characters, emotional arcs, and long-term consequences. This is basically why Dragonlance matters to D&D history. And not just a little bit. It matters – a LOT. Dragonlance proved that Dungeons & Dragons wasn’t just a game system — it was actually its own entire storytelling engine. If you haven’t read the novel series, I have some amazing news for you, shortly. But at its core, Dragonlance is about one idea: hope in darkness. The world of Krynn is broken. The gods are distant. War is everywhere. People are scared, tired, and cynical. But, the world of Dragonlance isn’t saved by a single chosen hero. Instead, this novel series tells you that the world can be saved when ordinary people choose to do the right thing, even when it’s hard, and even when it feels pointless. That philosophy shaped the tone of the setting. Dragonlance was darker than most TSR-era worlds, but it was never hopeless. Friendship mattered. Faith mattered. Sacrifice mattered. Umm, a lot. Those themes became incredibly influential, especially for party-focused storytelling in D&D campaigns. Dragonlance also changed how dragons were treated in D&D. Before this, dragons were often just very powerful monsters. Dangerous, sure — but still just another encounter. Dragonlance made dragons rare, mythical, and world-shaping. What becomes the mystical return of dragons isn’t just a side quest in this setting. It’s THE central event that changes the balance of power across the entire world. That idea — that dragons should feel legendary, and not just routine — stuck, and it still shapes how dragons are presented in modern D&D. After the success of the original trilogy, Weis and Hickman followed it with Dragonlance Legends, which is what I’ll be getting to more about in just a few minutes. Instead of escalating to an even bigger war, Legends zoomed in. It focused on the twins from the first trilogy: Raistlin and Caramon Majere, and on the topics of ambition, responsibility, and the cost of power. It introduced time travel – which to be honest, I don’t love – personal tragedy, and consequences that felt intimate. This trilogy, too, was a massive success, even hitting the New York Times bestseller list — a first for TSR. For a brief moment, Dragonlance wasn’t just a D&D setting. It actually became the face of D&D storytelling. But Dragonlance’s greatest strength eventually became its weakness. The setting was tightly bound to one story and one cast of characters. Once the War of the Lance was resolved, the world of Krynn felt… finished. New stories struggled to find the same weight. Bigger threats felt repetitive. New heroes had a hard time stepping out of the shadow of the originals. Unlike the Forgotten Realms, Krynn never felt like a neutral playground. It felt like a world where the most important story had already happened. And slowly, Dragonlance faded from the spotlight. Dragonlance went quiet after 2010. But in February 2026, we’re getting a new hardcover release of Dragonlance Legends — collecting the full trilogy with new behind-the-scenes material from Weis and Hickman. It’s not a full revival of the setting. It’s a reminder of an important moment in D&D history, when the game experimented with storytelling in a way that permanently changed how we think about campaigns. This trilogy about the twins: Raistlin and Caramon – is coming after the Chronicles trilogy was rereleased (I believe) just this last year – I got my copy from Margaret Weis at GenCon. These books haven’t been in print for some time. So, if you like what you’ve been hearing about Dragonlance, or you – like me – are a longtime fan, you may want to pick these up. You can get the original Chronicles Trilogy on Amazon now, and the second Trilogy – Legends – is coming out this February. Dragonlance asked a question that D&D is still trying to answer: Is this game about total freedom… or about telling powerful stories? Most tables today try to balance both. And whether you loved Dragonlance or bounced hard off its railroads, its influence is still baked into how D&D is played, written, and remembered. So I want to know — have you read Dragonlance, or played in a campaign set in Krynn? Would you run a Dragonlance campaign today, or does it feel too tied to its story? Let me know in the comments, like the video if you enjoyed it,subscribe for more D&D deep dives, and I’ll see you next time.
Show More