Shadowrun 6th Edition Review

This Shadowrun 6th edition review is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.


My Review – 81 / 100

Shadowrun 6th Edition Review

Shadowrun is a game set in a distant future. It’s a dark and gritty world where hackers, organized crime, tech and cyborg parts dealers, and thugs abound. It’s a world where corporations/ government have near-absolute control.


Shadowrun is the cyberpunk genre at its best. Play as a cyborg samurai, a sniper, a tech wizard, and more. Think something that shares similarities with a setting like “Ghost in the Shell” and you have a good idea what the game’s about. The biggest difference is that there are true magic-users in Shadowrun, in addition to “tech wizards.”

Shadowrun Uniqueness: (9/10)

Shadowrun’s game mechanics are unique, and the setting is very unique.


Skill checks are resolved by rolling a pool of 6-sided dice equal to your character’s skill value, plus attribute score relevant to what you’re trying to accomplish. You always succeed by rolling 5’s or 6’s on your dice, and you have a limit to how many “successes” you can count according to the limits for that action (ex: weapons only allow you to have so many “successes” from a roll, depending on the weapon’s quality). Get enough “successes,” and your skill check passes.


If you roll half of your total dice as 1’s, a “Glitch” occurs, which throws in additional challenges and problems.


I like that Shadowrun keeps things simple with the target numbers you want to roll for your dice. Since you only ever have to roll 5’s and 6’s, it’s easy to remember.


I also like that unlike other TTRPGs that use a similar system of checking results, Shadowrun doesn’t require you to buy special dice to play.

When it comes down to it, Shadowrun lets you roll lots of dice (very fun), yet still resolve outcomes very quickly. Most games that roll a lot of dice typically take a long time to see what actually happens as a result of the roll.


Ease of Learning Shadowrun 6th Edition: (8/10)

Math in Shadowrun is pretty easy. Since you aim for “hits” with your dice rolls (5’s and 6’s) instead of adding every dice roll together, the game is inherently easier than those that require more math.


Overall, Shadowrun’s a pretty straightforward game for people who are used to tabletop gaming. However, it’s still not super easy for someone new to the genre, as character building takes quite a bit of time and intentionality. Similar to games like DnD 5th Edition, you’re probably looking at 45 minutes or more to make your character.


One thing that threw me off a bit when I first played Shadowrun 6th Edition is that there are characters who excel physically, technologically, and magically. It’s almost like there are three worlds all with their own rules, that converge.


These different “worlds,” or aspects of play don’t make the game more difficult or anything – it’s just another unique element that is relevant to learning the game.


Shadowrun 6th Edition Presentation: (8/10)

Shadowrun’s core rulebook is well-organized and conveys its messages with a great deal of clarity. There is some artwork mixed in with the text, which is a great addition. Even the font styles chosen for the rulebook brings you, as the reader, into the kind of cyberpunk world the game designers have created.


Overall, the rulebook is thoughtfully laid out and enjoyable to read and reference.


Shadowrun Lore: (10/10)

Shadowrun lore is very interesting. It’s not something you need to read in order to play the game. But it does give you plenty of material to work for creating your own story in the game’s universe.


The times I’ve played Shadowrun (I always gamed as a player for Shadowrun sessions, not as a game master), our group never used much of the official lore. But even though our game master created her own setting, the classes, items, skills, and really everything else to do with your character are all firmly rooted in the Shadowrun setting. So, while gaming, we still got to experience a large part of the Shadowrun lore, by default.


There are parts of the Shadowrun lore that I like better than others (personally, I think the magical aspects are a bit out of place with the rest of the setting). And there are parts of the lore that are almost too real (mega corporations taking over all aspects of life… yikes! Gives me some serious “Ready Player One” vibes).


But I have to say that the lore is top-notch and provides an endless world in which to explore.


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Combat in Shadowrun: (7/10)

When I think about categorizing Shadowrun combat, what comes to mind is three separate pieces: physical, magic, and technology (as mentioned above).


If you have characters in your gaming group with a variety of classes, it’s not uncommon for unique fights to break out on at each of those three “levels.” As in, fighters slash with swords and fire guns. Wizards fight in the magic realm. Those who can hack and manipulate technology combat in cyberspace. It’s a cool concept.


From my experience though, the three spaces don’t really intermix very well. What ends up happening is that each character in your party ends up fighting their own individual battle at their own “level” of space and competency. Because everyone’s separated, it doesn’t really feel like you’re a team working together. To me, it feels like you’re three individuals fighting on your own.


It’s a little hard for me to conceptualize battles in Shadowrun, I think is what it comes down to. While the cyborg samurai is running around slashing people with his ultra katana, the technomancer is physically standing in place, combating in the “virtual” world. Honestly, it does kind of make sense, it’s just a bit jarring for me to visualize.


One thing I do like though about battles in Shadowrun is that having high initiative in a battle allows you to take actions with your character multiple times in a single turn. It’s a much more dramatic method of initiative tracking than simple turn-taking.


Game “Flow”: (7/10)

Getting into the flow of a gaming session from a perspective of Shadowrun’s lore is very easy. Every part of your character and the “missions” you undertake are firmly rooted in the game world.


However, the game’s rules are not always smooth, and don’t always keep things moving quickly. Determining damage from weapons is not simple, for example, as you have to mitigate armor, then a number of other small steps.


I find that game mechanics often get in the way of the game’s storytelling. Oftentimes, tabletop RPGs try to “realistically” resolve relatively unimportant details (when it comes to the story – what people actually care about), resulting in play taking much longer than it really needs to.


Unfortunately, Shadowrun has a little bit of that unnecessary resolution stuff going on – not a ton, but a little bit.


Shadowrun 6th Edition Artwork: (8/10)

Shadowrun’s art features a dark and edgy style that’s very unique and high quality. Run a search for any Shadowrun artwork (official or fan-made) and you’ll immediately get a strong sense for the gaming world.


Additionally, the artwork is a help when it comes to inspiration for game sessions, so it definitely has its own utility.


Ease of Purchase: (6/10)

Oddly, Shadowrun’s website is not extremely easy to navigate, nor is it easy to purchase Shadowrun on the website. I tend to favor games that practically put the book I’m looking for in the online cart for me. It’s just nice when I’m purchasing something for fun when the experience is very smooth and easy.


Shadowrun can be found on Amazon, but even there it’s not clear which book you should purchase to start playing (unless you’re already familiar with Shadowrun 6th Edition, and the supplemental books you want to purchase).


The game’s famous enough that you can find this information elsewhere, online, but that still doesn’t make it a wonderful user experience.


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

You only need one book to play that goes for $20 as a PDF. That’s about as good of a price as you’ll find for any game, anywhere. Hardcover versions of the game can also be purchased for about $50 which isn’t bad at all, either.


If you’re new to Shadowrun, it’s relatively inexpensive to give the game a shot.


Fame & Availability of Supplemental Material: (8/10)

Shadowrun is pretty famous among hardcore tabletop gamers, but not among casual players. If you do get into the game and get a group going, there is all kinds of fan content and supplemental material available to help you create or otherwise run a campaign.


Overall, if you find people who are interested in the sound of Shadowrun’s lore, you should have an easy time setting up an RPG campaign.


Shadowrun is Produced By:

Catalyst Game Labs


Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my 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.

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my 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.

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!
Map of the Tomb of Horrors dungeon on aged parchment
By Jacob Tegtman April 2, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1r1xrclddMg Transcription A piece of classic D&D is coming back… but just not in the way you’re probably expecting.  Wizards of the Coast just announced something that could completely change how many people play D&D—short, fast, old-school adventures are officially returning. And yeah… I don’t think it’s an exaggeration to say that – as so often, depending how well Wizards of the Coast can execute this – this might actually be the biggest shift in D&D storytelling in years. Welcome back to Eternity TTRPG—your go-to party member for all things Dungeons & Dragons. Today we’re breaking down the return of adventure modules, what they are, why they disappeared, and whether this is actually genius… or just another attempt at recovering a piece of D&D that’s already forever sailed away. So this all dropped at Gary Con in Wisconsin, which was March 19-22 nd , just a couple weeks ago. That’s where the VP of D&D, confirmed that modules are coming back. If you’ve only played modern D&D, where campaign books are pretty lengthy and involved, this might not sound like a big deal. But it kind of is a big deal because this isn’t just a new product… it’s a return to D&D’s roots. If you aren’t familiar though, you may be wondering – what even is a module. Back in the early days of D&D, adventures weren’t the massive 300-page books we often see now. They were short, self-contained stories. Think quick, punchy adventures you could finish in a session, or a few sessions. They’re basically the ancestors of modern one-shots. These official D&D modules, which many people absolutely loved, were: Compact Easy to run And perfect for drop-in play, for someone who was a more casual gamer, or for someone visiting, etc. But when 3rd Edition rolled around, D&D itself changed. The game shifted toward long-term campaigns, deeper character progression, and structured storytelling—and short, standalone modules just didn’t fit that vision anymore. This brings up a whole order of interesting topics, but in older D&D (like Basic and Advanced D&D), the game assumed: That you’d jump between adventures Characters might not persist long-term – character death was super common, and almost even encouraged And the game world was only loosely connected Modules fit that style of play perfectly, where you can do a quick story that is compelling, engaging, and action-packed, but doesn’t necessarily try to stretch that narrative further into a larger context. 3rd Edition D&D, however, introduced: Strong character progression systems Feats, skills, and long-term character builds And most importantly, a focus on ongoing story arcs Suddenly, D&D became about one continuous campaign , not disconnected adventures. So instead of a: “here’s a dungeon for the weekend” vibe, the design officially shifted to: “Here’s a story that takes your party from level 1 to 15.” It’s also worth mentioning that with 3rd Edition, Wizards of the Coast introduced the Open Game License . This license meant: That third-party creators could make adventures freely Which inevitably led to the market becoming flooded with small modules. So, Wizards of the Coast didn’t need to focus on short adventures anymore. Instead, they could focus on: Big flagship campaigns that had a longer shelf life, and felt like “premium products” With lengthier and more involved Core rulebooks While letting the community handle smaller content. To summarize the history, D&D once offered “official” short, adventure modules. That module model shifted towards third-party creators with the advent of 3 rd edition. And now, 26-years later, third parties are still creating modules, but we’re also making a return to “official” D&D modules. Moving forward, the big question is: what’s different this time? According to D&D, these new modules will tie into something called D&D Seasons, which we’re already getting a taste of now. Think of themed content sets that last 3–4 months. The idea is basically what Magic: The Gathering does with Card release sets. Every 3months, they roll out a new set, where players can access new content. In this case, with D&D, it’ll be a new module, or new modules, based around the current set’s theme. Examples could include what we’re seeing with D&D Seasons for 2026, which will each be three-month series: starting with the Season of Horror followed by the Season of Magic And then finally into the Season of Champions with this year’s last quarter. These modules will also connect to organized play programs—in-store sessions of quick weekly games, for those local gaming stores that want to host these kind of events. Overall, D&D is aiming for: · Faster games available to more people (meaning like 1-2hr adventures, rather than the 3-4hr sessions many longtime players often get into, with their friends) · Easier prep for DMs · And more accessible D&D overall We don’t know yet if these will be physical books… or digital-only releases on D&D Beyond. My guess is there will be both available. Modern D&D campaigns are a big commitment. Oftentimes you’re talking months… sometimes years. And I love that, personally. Probably, anyone who’s ever been part of a long-term successful campaign, does love that style of play. However, I think we can all agree that not all campaigns make it very far, at all. I’ve heard the average number of sessions for most campaigns is 7-usually before they fall apart because of scheduling conflicts, lack of player interest, etc. So, modules are intended to flip the current long-term D&D campaign dynamic, not by replacing them, but by giving players another choice. Modules aim to be: Easier for new players to get into D&D, Create less pressure on DMs/ less requirement for preparing a long-term campaign And provide alternatives of play that could be perfect for people with busy schedules This might be what the D&D community needs right now. At the end of the day, these modules coming out will essentially be one-shot sessions that D&D provides for anyone who’s interested. My take is that Wizards of the Coast has made some tremendous mistakes with D&D. However, I do think that an attempted return to D&D roots is move that makes a lot of sense. The real test will be in the execution. If Wizards can make this new generation of D&D modules feel fresh and meaningful—then they may be onto something. If, however, they feel like recycled content with a new label… Players will notice, and probably resent the effort a little bit. I’m just saying, we don’t need more content on Strahd, Tomb of Horrors, and many other adventures Wizards has been putting out. I’ve been playing those adventures since the original modules and content on them. Personally, I’d be looking for something new, and that means Wizards of the Coast would have to get creative and take some content risks. Which... is something big companies don’t often like to do. That’s why we see so many remakes of movies, rather than exploring new ideas. Corporations often prefer “safe money” over true art. But, what do you think? Are you looking forward to trying these new modules… or will you stick with longer campaigns? And do you think D&D will create some awesome new concepts, or try to rehash the same adventures people have been playing for years, in hopes of relying on past success? Drop your thoughts in the comments. And if you want more D&D news, updates, and tools to make your games smoother and more enjoyable—hit that like button and subscribe. I’ll see you guys in the next one.
Josiah Mork: Creator of Starset RPG and Pen RPG
By Jacob Tegtman March 27, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=9In5gaz65s8 Transcription Jacob Tegtman (00:01.848) Hey everyone, welcome back to Eternity TTRPG, where we cover really everything tabletop gaming related, Dungeons and Dragons. Now we're finally jumping into some of my favorite topics, which is game design and getting to spend some time with great game designers up and coming, people who are established. And today we're interviewing Josiah Mork, who is the owner and lead designer for Hoodwink Gaming. So welcome to the show. Thanks for being part of the channel. Josiah (00:33.142) Thanks, it's my pleasure. Yeah, it's been great working with you on eternity and getting to swap ideas. So I'm really looking forward to being able to talk through some of that process with you. Jacob Tegtman (00:44.478) Awesome, Ben. Yeah, I've been looking forward to talking with you. We always have a lot of fun when we catch up. I think this will be a really good conversation. There's so many parts of your mini games that I've wanted to ask you about for really such a long time. And it always felt like we were working on some project or discussing something. But now I have a really good excuse to just nail you down for maybe about an hour-ish and hopefully die. Josiah (00:50.028) for sure. Josiah (01:04.972) There's always something. Jacob Tegtman (01:14.352) dive into what you've been doing and why you've made some of the decisions you've made, which I think are really interesting. I'm sure, yeah. So do you just want to maybe start by introducing yourself more, know, who you are, what you've done, and yeah, where you're going? Josiah (01:20.968) Yeah, well, hopefully I've got good answers for you. We'll see. Josiah (01:32.756) Yeah, absolutely. yeah, like you said, I'm Josiah. I'm from Michigan, living just out of DC now. I've been designing and playing board games since my early teen years, I guess I would say. I love creative writing and storytelling. That's just been an amazing way that I've found to connect with people. My actually my undergrad and my grad degrees were in communication and looking at how communication connects us and strategies and stuff behind it. And so I find a storytelling a really compelling way to do that. But before I had gotten into school and whatnot, you know, I was homeschooled. I was in late middle school and I was reading this cartoon. Maybe you are some of your viewers have seen it. Foxtrot comics. And there are some. Have you seen it? Highly recommend, highly recommend. It's really funny. But there are these two characters, they're really nerdy middle schoolers and they were playing Dungeons and Dragons in the comic. And I just thought that was the coolest thing. But my parents, know, I'm a Christian, my family's Christian, fairly conservative. And so my parents were more familiar with like the 80s, like D &D scare, very like Stranger Things season four. And so they were not really like, yeah, not really D &D fans. And so I was like, well, okay, I'll create my own. And that's how it all got started, you know? And then it was a great way to make friends in my Boy Scout troop. You know, we would play, would swap ideas, we would... Jacob Tegtman (02:51.202) Yeah. Jacob Tegtman (02:55.042) Not too far ahead. Sure. Yeah, that's awesome. Jacob Tegtman (03:08.12) time. Josiah (03:09.972) you know, go on crazy adventures with rules that didn't quite work. And then over time, you know, I just realized that there were all of these cool avenues to explore and storytelling that D &D didn't necessarily do. And so I just felt really passionate that this is my way to connect with people and connect people with each other is through writing games. Jacob Tegtman (03:30.508) That's amazing, man. Yeah, it's funny, like the ways that we get into gaming too. Like you mentioned those comics. you ever see Dexter's Lab? Okay. Okay. Yeah, was probably a little bit before. Yeah. There was like an episode that was kind of based on Dungeons and Dragons and I saw it when I was like six and that's what got me into it as well. yeah. Josiah (03:39.616) Yeah, well, I've heard of it. Yeah, I've seen clips from it, yeah. Josiah (03:52.972) It's so funny how it seems like every show, know, Community, Gravity Falls, like, there are all these shows of every different genre, and they all have like a D &D episode for some reason. And I love it, you know, but it's so random. Jacob Tegtman (03:58.679) Yeah. Jacob Tegtman (04:05.302) Yeah, like all of them. Me too. Yeah, it is. Yeah. I also like the takes that different shows have on like nerdy board games. I think was like Parks and Rec had, I forget what the game was called. Yeah, you remember it. Yeah. Yeah. That's so cool, man. Josiah (04:20.81) The Cones of Dunshire, yeah. Love that, love those episodes. Jacob Tegtman (04:29.646) So I want to dive into really all of those things more, but what games do you currently have available then? And your website will post it in the show notes as well, but it is hoodwinkgaming.com for anybody who's interested. But yeah, tell us about some of your games. And again, I feel like I want to go into all of these in more detail, but yeah, give us the summary version at least for now. Josiah (04:55.05) Yeah, so it's a little deceptive at the moment. My original titles and kind of most of the games that I do are under the pen brand. So play easily now is the acronym. We have war game and role playing game. But actually neither of those are on the market at the moment. If you go to my website. Yeah, we've got a landing page for the war game and we've got a preview for the RPG. And I've actually I've got. Jacob Tegtman (05:12.95) really? I was actually, yeah, I was checking it out like yesterday, so. Josiah (05:24.422) know, prototypes of both of those here. But they are still in development because of various different reasons of wanting to refine some ideas or just kind of ended up having to move to other projects. So they're almost launch ready. But those are the ones that they're working on for the longest, just the newest editions aren't quite together yet. Jacob Tegtman (05:29.506) Yeah. Jacob Tegtman (05:39.96) Yeah, nice. Jacob Tegtman (05:46.04) Very cool. Josiah (05:46.164) And then the one that I've been working on most recently, and that we actually have a new project launching next month for, is Star Set. So that's a grimdark survival-oriented tabletop role-playing game that we launched initially a couple years ago, and then just did a relaunch for the second edition for, which is much more crunchy, much more mechanical, and much more narrative-based. So really looking forward to building that out. Jacob Tegtman (06:14.542) That's exciting. Yeah, I can attest that game is great. I really enjoyed reading through it. Everything from the design of the book to the art to the way that you have, especially character building in that, I find super fascinating. You can just tell, yeah, the amount of attention to detail in there is like out of this world. It really feels like you guys... Josiah (06:27.148) Well, thank you. Josiah (06:34.966) haha Jacob Tegtman (06:38.478) You took the lore of the game and you baked it into every part of the game. Whereas I think a lot of games like, you know, we'll talk about D &D later. D &D is like the game that's everything. So it's like if it's in a fantasy book or movie or anything, like we'll just jam it into D &D somehow. And, you know, that kind of has its place, but for building characters and stuff, you know, like you don't, I don't know. It's supposed to be able to fit many different genres and you're Josiah (06:42.72) Mm-hmm. Jacob Tegtman (07:08.612) I think what's so cool about is that when you're playing Star set you're playing Star set Because from the very first thing you do with your character and their background and their skills even it's all based on the lore of this whole universe so Josiah (07:19.902) Mm-hmm. Well, I really appreciate that. mean, that's really the heart behind it when we were working on it is, we had a story that we wanted to tell and really created the universe to tell that story. And one of the things, you know, that I picked up studying communication is that, you know, we are attracted to details. And even if it's details that, we haven't necessarily experienced in our own lives. Jacob Tegtman (07:24.963) Yeah. Jacob Tegtman (07:33.324) Yeah. Josiah (07:45.324) hearing vivid details or strong emotions in other people's stories lead us to be more connected with them. And so that was something that we really trying to flesh out in Star Set. hopefully, from the sound of it, it hopefully worked pretty well. Jacob Tegtman (08:00.352) I think so, yeah, absolutely. So, what do we talk about first, man? Like, what do you want to talk about first? Josiah (08:01.452) Thank you. Josiah (08:11.672) man, I could talk about games for hours and hours, so I better let you guide that conversation. Jacob Tegtman (08:14.944) You Okay, I just want to make sure we cover like the big things before we dive into the nitty gritty here. Yeah. Yeah. Josiah (08:24.332) Oh yeah, I mean, I kind of touched on, I guess I'll throw it out there. I'll throw it out there because it's really important to me and kind of the company into my story. you know, I really do, we're about to, you know, dig into the nitty gritty, like you said, and Dungeons and Dragons and all the different games that are out there. And I just think, you know, before whether you're a designer or a player, whenever you kind of step into a game, I think the most important thing and what's in the mission kind of a hoodwink that we try and do differently is that Jacob Tegtman (08:33.379) Yeah. Josiah (08:53.446) The games are just kind of an excuse. Really, the games are just an excuse to get together with people and to have FaceTime with people. And if working in social media has taught me anything, it's that people need that more than anything. And that's why we call it Hoodwink Games, because we kind of have all these substitutions. get hoodwinked into thinking that socializing is something that it's not. And really, it's just fellowshipping with people and joining community and FaceTime with people. and talking about the things that matter with people. And the way to do that from going from stranger to best friend is in my experience games. And so that's kind of the heart behind it. Jacob Tegtman (09:30.658) That's been a cool one. Yeah. You know, it's interesting you bring that up too, because this is something I've been thinking a lot about recently, especially as everybody's been seeing more AI come into their work, into their lives. And I feel that more than ever, people are wanting that human, real human interaction. And so as good as video games are looking nowadays and as fun as MMOs are and stuff like that, and I like all of those, I don't think I've Josiah (09:43.628) Mm-hmm. Josiah (09:53.004) Mm-hmm. Jacob Tegtman (10:03.53) found anything that's as fun is sitting around playing a tabletop role-playing game, especially in person. mean, even, you over FaceTime like this is fun, but something in person about it just makes it one of the best experiences. Josiah (10:09.729) video. Josiah (10:13.142) Mm-hmm. Josiah (10:18.686) It really does. It's those shared memories and those shared jokes. And, you know, I work in politics, doing social media for politics. And the thing that just aggravates me the most about politics, but also religion, people say don't talk about politics or religion because people care about it so much. And it's like those are things that we care about the most. So we should be able to share those with people. But you can't because as soon as you bring them up, you know, there are all these walls. Jacob Tegtman (10:39.48) Sure. Josiah (10:48.062) and games when you've played for a couple hours with somebody and slayed the dragon and made a couple jokes, then it's like, well, okay, now your opinion isn't the thing that I'm defining you on. The thing I'm defining you on is that, you know, you're a half drunk elf paladin or something like, and it just makes it easier. Jacob Tegtman (10:48.416) I guess. Jacob Tegtman (11:04.014) Yeah, that's so true. That's so true. Yeah, it definitely does break down those walls and give you that sense of shared history, even if it's like a shared mental history, theater of the mind. So, yeah. Josiah (11:17.27) Mm-hmm. Mm-hmm. It's great. Jacob Tegtman (11:21.428) I agree, man. Especially when you're doing... So I haven't read through all of the lore of Starseq. There's just so much in there. I've read through a good deal of it. But I think one of the things that also stands out about at least that game, because I know Penn's still in the work in progress... Josiah (11:38.599) the Jacob Tegtman (11:39.446) that, you know, it does cover a lot of political things and it covers a lot of religious things and you aren't like pushing a view on anybody, but just inherent to human life is politics and religion. so games let you approach these topics like in ways that allow you to explore what could be, but in a safe way and have conversations about what could be without feeling like you're being attacked or told. Josiah (11:53.856) Mm-hmm. Josiah (12:01.6) Thank you. Josiah (12:05.836) Mm-hmm. Yeah, that's really the, again, I'm really glad that you feel that way about the game, because that was one of the number one priorities of it, is there are just really hard conversations that should be had. And that game kind of came out of COVID, where there were a ton of hard conversations people were having. And I think you could spend every day, every minute of every day with people. Jacob Tegtman (12:14.306) Yeah, for sure. Jacob Tegtman (12:23.394) That's right. That's right. Yeah. Josiah (12:33.664) but if they're not people that you feel like you can have hard conversations with, then you haven't really been in community at all. And so having a medium like that, where, like you said, I don't wanna tell anybody what they should believe. There are things that I believe are true about God and about the world and about politics and stuff, but those things have to exist relationally for them to mean anything to you. so... Jacob Tegtman (12:39.788) Yeah. Jacob Tegtman (12:50.542) Sure. Josiah (12:58.954) to have that space to kind of explore and talk and then role play through just makes it fun for one thing, but also makes it so much more personal and so much more impactful, I think. Jacob Tegtman (12:59.374) Yeah. Jacob Tegtman (13:10.772) I agree. So what is the next thing that you said you're working on with StarCert? I think I missed that when you mentioned earlier. Yeah. Josiah (13:16.436) Yeah, so my co-writer, Emily, and her husband Ryan, who did some of the art for Star Set, they have actually written and illustrated the first campaign for it. It's called Echoes on Mars, and that's going to be launching on Kickstarter next month. Jacob Tegtman (13:31.822) Okay. Okay, cool. That's exciting, man. So what number of Kickstarter will this be for you? Josiah (13:38.092) Thank Josiah (13:42.294) That's Josiah (13:46.806) seven maybe six or seven. I'm doing this one well I should say the plan is to do it on Kickstarter but changing a lot of things. I'm still talking to them. My wife is behind me. I still want to talk through some of them with her because it had a lot of very negative Kickstarter experiences and learned a lot. So we're to do this one if we end up doing it on Kickstarter very slim down and very different than some of the other ones. So it's a constant learning experience. Jacob Tegtman (13:48.43) Sort of. Yeah. Jacob Tegtman (13:54.094) Sure. Jacob Tegtman (14:16.43) Yeah, I just remember I feel like every year or so I feel like you're launching something on Kickstarter successfully. So at least from the outsider's view looking in, it's like man Josiah just knows what he's doing with selling games. Josiah (14:30.208) You Well, I know a little bit more than I did last time and that's the goal. Yeah.
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