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.

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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

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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.

Gargoyles in armor stand on a stone roof at night under a blue moon
By Jacob Tegtman April 13, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=OMnHDV9p7hk Transcription What if your next D&D character was carved instead of being born? And what if their entire purpose was decided the moment they were made? Welcome back to Eternity TTRPG. Today, we’re returning to Crooked Moon to explore the playable monstrous races that this awesome campaign setting provides. Next on list are the Stoneborn from Pholsense – I hope you’re ready, as this race is really fun.  Stoneborn are carved from – well, from stone – by the ruler of their land—and they’re brought to life through a divine force called the Silver Path. In Pholsense, Stoneborn don’t come from families. They literally start as blocks of stone. The ruler of the province, Archbishop Danton Alexandre Renault (a name you may have heard from some of my other Crooked Moon videos – particularly the ones based on specific adventures), oversees their creation. A body is carefully carved into shape—usually with wings and a humanoid form. So, think gargoyle statue. At some point during this process, the Silver Path—a divine power—brings that body to life. Based on the lore of Crooked Moon, we don’t really know exactly what “the Silver Path” is. It’s not like buried somewhere obscure, later on in the campaign book. I think it’s left open-ended so your group, or DM, can sort of play it up as they’d like. Mystery is, after all, a big part of the Crooked Moon setting. It’s worth starting here with the Stoneborn though because the Silver Path is the process of how this carved statue of stone awakens. The Silver Path is clearly stated in the lore as A divine force or guiding power associated with order, light, and purpose. In the Crooked Moon setting, whether you’re playing a Stoneborn or want to highlight them as a DM, the Silver Path functions as: A religious belief system (what people worship) – as the whole process of Stoneborn creation is either overseen, or even performed, directly by the Archbishop A real source of power (it actually does things, like awaken inanimate stone) And is a standard for morality (what’s considered “good” and “right” in the lands of Crooked Moon) In short, the Silver Path is the god-like force that defines “order and good” specifically within the lands of Pholsense. It’s also worth noting that the Silver Path is not described as a spell, and it’s clearly not some form of hidden technology. It is like a divine power. So, moving on, the Stoneborn are made of whatever stone they were carved from. That determines their color and texture. Their shapes can vary a lot, depending on their creator’s artistic choices. This means that your Stoneborn could be a gargoyle, like I mentioned before. But, they could also have features similar to animals, dragons, or angels. You can also have a lot of fun with it and mix different traits rather than having just one clear form. All Stoneborn do have wings, but they’re heavy. And they can fly—but just not quickly or easily. When it comes to the land of Pholsense it’s a strict and orderly place. Rules are taken seriously, and roles are clearly defined. Stoneborn are usually created to actually serve a very specific function within their society. Common roles include: Guards Enforcers of the law Or protectors of important places, such as religious buildings (perhaps even locations where the Silver Path takes place) Because they are created rather than raised, many Stoneborn strongly believe in following their assigned purpose. But – and this makes for great roleplay opportunities – not all of them agree with their assigned paths, forever. Some eventually start to question: Why they were made Whether their role in life is fair And whether the Archbishop—or the Silver Path—is always right Mechanically, Stoneborn are durable and flexible. They’re classified as Constructs. You can choose to be Small or Medium-sized. They also have a flying speed equal to half their normal movement. When it comes to abilities, Stoneborn come with: Argent Gleam Once per long rest, you can use a bonus action to choose one of two effects: 1) Path’s Grace You cast Bless without needing components. 2) Zealous Charge You take the Dash action, and your next attack deals an extra 2d6 radiant damage—even if the attack misses. Next, they have Silver Bulwark When you take bludgeoning, piercing, or slashing damage, You can use your reaction to gain resistance to those damage types until your next turn. And then lastly, Watchful Senses gives you proficiency in either: Insight Perception or Survival When it comes to roleplaying, Stoneborn characters are mainly about purpose. You might think about: Why your character was created Whether they still believe in their assigned purpose now And how they feel about the person who made them Some Stoneborn fully trust the system they come from. Others might not. You can also explore their relationship with the Silver Path: Do they see it as a real guiding force? Or just something they were told to believe in? Finally, Stoneborn don’t die of old age, in quite the same way as most creatures. After a long life—around 300 years—they physically break down and return to rubble. Personally, I think it would be kind of cool if they just permanently petrified, returning to their state before the Silver Path – almost like every Stoneborn graveyard isn’t just filled with creepy gargoyle statues like in most fantasy games... but the graveyard is the gargoyles... providing a glimpse into each stoneborn’s life, and what mattered to them. So what do you think? Would you play a Stoneborn, or have you played one already? And more importantly—Would you follow the Silver Path… no matter where it leads, or what it asks of you? Or would you be a black sheep among the gargoyles? Drop your thoughts in the comments below. I think next up I have planned to cover the Plagueborn. But if you have another Crooked Moon race on your mind that you want me to dive into, let me know. See you guys next time!
A fantasy adventure advertisement for
By Jacob Tegtman April 9, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=z-Ut7R3J2m0 Transcription Lost megadungeons from Gary Gygax himself are hitting crowdfunding this week. This is unpublished content from the father of D&D that's been sitting in archives for decades. Plus, the community is reacting strongly to what this might mean for old-school gaming.  Welcome back to Eternity TTRPG - your go-to source for all things D&D and tabletop RPG news. Today we're diving into what might actually be the most significant piece of D&D history to surface in years. So here's the scoop that's got the “old school renaissance” community in a frenzy. The Gygax Trust has announced they're bringing previously unpublished megadungeons created by Gary Gygax to crowdfunding platforms. Now, before you ask "wait, didn't Gary pass away in 2008?" - yes, he did. But here's the thing that makes this absolutely incredible. These aren't reconstructions or "inspired by" content. These are actual, honest-to-Mordenkainen unpublished works that Gygax created but never got to release during his lifetime. Here’s what We're Actually Getting: According to the announcement, we're looking at multiple megadungeons that showcase Gygax's legendary dungeon design philosophy. And when I say megadungeons, I mean the real deal - we're talking about sprawling, multi-level complexes that could keep your party busy for literal years of gameplay. The Gygax Trust is being pretty tight-lipped about specific details, but they've confirmed these materials were found in Gary's personal archives. Think about that for a second - these are dungeons designed by the original dungeon master. They are effectively classic D&D dungeons... that were never released. Also, I will be putting links for these megadungeons in the video’s notes, so be sure to check there to back them and get your copies if you’re interested! And with this... Community Reaction Is Off The Charts The D&D OSR (old school renaissance) subreddit is absolutely exploding right now. One user posted: "This is like finding lost Beatles recordings. Gary's dungeon design was unmatched - geometric, deadly, but fair. If these are authentic Gygax creations, this could be the most important RPG release in decades." But it's not just the old school gamers who are getting excited. Even 5e players are recognizing the historical significance. Over on r/DnD, another user wrote: "Even if you never run OSR games, owning actual unpublished Gygax content is like having a piece of D&D's DNA. This is our hobby's history." Now, here's where it gets interesting from a business perspective. The Gygax Trust is going the crowdfunding route rather than partnering with Wizards of the Coast or another major publisher. This makes total sense when you think about it. Crowdfunding gives them complete creative control, and honestly - The OSR community has proven they'll throw serious money at quality old-school content. Just look at the success of campaigns like Rappan Athuk or Barrowmaze. Here’s What This could mean For The Hobby: These dungeons matter beyond just nostalgia. Gary Gygax wasn't just the co-creator of D&D - he was a master of dungeon ecology and design philosophy that modern game design still draws from. These megadungeons could provide incredible insight into how he approached long-form campaign design. We're talking about seeing the evolution of ideas that influenced everything from the Temple of Elemental Evil to modern 5e adventures. Plus, let's be real - in an era where a lot of published adventures hold your hand every step of the way, getting pure, unfiltered Gygax dungeon design could be exactly what some tables are craving. D&D has effectively – shall we say, lost its soul(?) – in recent decades. This represents a return to what D&D was at its core, from one of the gentlemen behind the game. There are some Questions with these adventures though, that Everyone's been Asking Of course, the community has concerns too. The big question is authenticity and presentation. How complete are these materials – that is, is there a reason they weren’t published to begin with? Will they be published as-is with Gary's original notes, or will they be "updated" for modern sensibilities? One user said: "I hope they preserve Gary's original voice and design philosophy, even if it means the content feels dated by today's standards. That's literally the point - we want to see how the master actually designed dungeons." So that's this week's big news! The return of Gary Gygax content through crowdfunding is honestly something I never thought we'd see. What do you think? Are you excited for authentic Gygax megadungeons, or do you think some things should stay in the past? Drop your thoughts in the comments below. If this video got you hyped for some classic dungeon crawling, smash that like button and subscribe for more TTRPG news every week. I’m certain these will be some dungeons that I’ll be covering in the future, once they’re available. Until next time, keep those dice rolling!
A high-angle shot of a crowded Gen Con event
By Jacob Tegtman April 5, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=OvxI1GXJerE Transcription Dungeons & Dragons is finally returning to the convention that made it famous… Well, to be clear – D&D has been at Gen Con. It’s just, they haven’t really had much of a presence there in recent times, have they? Even small indie games have had substantially larger booth space than D&D, which I saw last year basically tucked into a back part of the convention, with pretty much only like a 20ft by 10ft space, or so. If even that, to be honest.  And, I don’t know for sure if D&D hosted many events even at Gen Con while we were there last year. Maybe a few intro games? But if I had to guess, I would’ve said that third parties may have run more games of D&D than Wizards of the Coast D&D actually did. But, after years of near silence… Wizards of the Coast is planning to go all-in on Gen Con again. The real question is—why now? We’ve seen a lot of relatively big moves from D&D recently, back towards its roots. So, what could this move mean for the future of D&D? Welcome back to Eternity TTRPG—your go-to news channel for all things D&D and tabletop roleplaying. Today we’re diving into some pretty cool news, hopefully a big positive for the direction of D&D: Wizards of the Coast is officially heading back to Gen Con with D&D in a big way. And honestly… it’s kind of a full-circle moment. Let’s rewind for a second, because – as I’m sure you know – Gen Con isn’t just any convention. Gen Con was founded back in 1968 by Gary Gygax, which to be honest, I didn’t know prior to researching for this video. If you aren’t aware, Gen Con is now the largest convention for tabletop gaming, I believe in the world. It pretty much takes over Indianapolis for, what I can confidently agree, is probably indeed the best 4-days of gaming each year. At the time they started Gen Con, it was just a small gathering of wargaming fans in Wisconsin. But in 1974… Gygax and Dave Arneson released Dungeons & Dragons. And, of course, Gen Con became ground zero for spreading the game. People would attend… pick up a copy… and bring it back to their hometowns. That’s how D&D went viral—before the internet even existed. It turns out, hanging out with cool people in person and telling them about cool things – in person – was the OG way to go viral. Go figure! So, fast forward a few decades… Gen Con became the D&D event, and the tabletop gaming event. We’re talking massive tournaments, huge reveals… Even a life-sized castle built on the convention floor. Yeah. That actually happened. But then something changed. In recent years, Wizards of the Coast has been… mostly absent. No big booths. No major announcements. Just a quiet, minimal presence—if anything at all. I can tell you, seeing them last year, like I mentioned, was not only unimpressive... it was actually even a bit sad. I remember thinking like, “why are you guys even here? Why bother with a booth like this, it just makes D&D look bad.” And other fans have definitely noticed, as well. At this point, you might be wondering: why did D&D pull away from Gen Con, anyways? Well, a few key things: First—vision. Wizards started treating D&D less like a game… and more like a global entertainment brand. You’ve seen the somewhat recent movie, and then they’re pushing hard towards digital tools now, trying to make D&D more of a money-making tool, and truthfully, less like the D&D we all grew up with. Second—control. Instead of third-party events like Gen Con, Wizards of the Coast has focused more on their own events. Things like MagicCon – for Magic: the Gathering. And third—cost. Giant booths and live events are expensive, and brand-awareness is not the same as actual sales. In the past, the cost of large-scale live events like Gen Con was a no-brainer investment for D&D. However, with D&D moving towards online income, live spaces didn’t fit the online vision as much. So, for years… Gen Con became more of a community-run D&D space rather than an official one. But now—that’s changing. Wizards vice president recently confirmed that Gen Con is about to become a major part of D&D again. Starting this year: Annual D&D product roadmaps will be revealed at Gen Con They’ll have more organized play events And there will be more direct and “official” community engagement Like so many of the things Wizards of the Coast is doing to push live community spaces for D&D again, this could be a big deal – but it will depend on how well Wizards follows through. Still though, this is the first time in years that Wizards is showing up where the players are. And this could be a great sign for the game. With all of this in mind, we now finally come to the question: “why is this happening now?” There are a few clues. First—D&D has lost major momentum in the TTRPG space, let’s be real. Wizards is, perhaps, finally recognizing the loss of their community, and is trying to reconnect with the people who built the community to begin with. We’ve seen: The return of classic settings – which is ok. I’d rather see – as one recent viewer put it – new stuff. Done in the classic way, but some actual new content would be x1,000 times better. And they are creating new seasonal content, with a return to D&D modules and “official” weekly play at local gaming stores. Second… Let’s talk about the elephant in the room. The OGL controversy. You may remember: The Open Gaming License controversy, when Wizards of the Coast tried to change D&D’s open license in a way that would restrict creators and potentially take a cut of their earnings—sparking massive backlash and boycott calls from the community. That moment seriously damaged trust with fans. And while things have cooled down… This Gen Con push feels like a very intentional move to rebuild goodwill. Because if you want to win back hardcore players—You show up at Gen Con. That’s all there is to it. Show up, and make it fucking awesome. Make your audience actually want to play D&D again. For a lot of fans, D&D skipping Gen Con has felt… weird. It’s the place where the fire started. It’s been the biggest name in tabletop ghosting the biggest tabletop event in the world, in favor of creating online subscription models that very few people actually want. But now? This feels like a return to D&D’s roots. A reconnection with the community that built the game’s legacy in the first place. So the real question is—Is this just good PR… Or the start of a new era for D&D? What do you think? Drop your thoughts in the comments. And if you enjoyed this coverage, don’t forget to like, subscribe, and roll for initiative on the next video. See you next time!
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