Collaborative fantasy adventure driven by hope, fear, and the roll of twin dice
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fantasy
NarrativeCollaborativeHeroicRoleplay-HeavyFiction-FirstTheater of the MindCharacter BuildingDramaBeginner-FriendlyCharacter-Driven
Languages: English
Dice2d12
System FamilyStandalone
Cost$$$
LicenseDarrington Press Community Gaming License (DPCGL)
PublisherDarrington Press
Year2025
ComplexityMedium
AccessibilityHigh
CommunityHigh
Core Mechanic
Roll 2d12 Duality Dice (Hope + Fear) and add modifiers vs. difficulty. Which die rolls higher determines whether the moment swings toward the players (Hope) or the GM gains Fear tokens to spend on complications. In combat, adversary attacks roll d20 + modifier against target's Evasion.
Best For
Groups who want heroic fantasy with emotionally driven storytelling, where every roll shifts momentum between hope and fear. Great for Critical Role fans and narrative-focused tables.
Highlights
Hope/Fear duality creates constant dramatic tension, fiction-first combat flows freely without rigid turns, card-based abilities add a tactile element, session zero and safety tools built in
Considerations
Card-based system works best with physical or printed cards though character sheets alone suffice, asymmetric GM/player rules have a learning curve, tightly coupled to its own setting and lore