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Inevitable

Core Rulebook
Doomed cowboy knights defy prophecy in a dying kingdom's final days
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fantasy
AtmosphericCharacter-DrivenDark FantasyDeadlyFiction-FirstGrimdarkLore-HeavyMission-BasedNarrativeRules-Light
Languages: English
Diced6 dice pool
System FamilyStandalone
Cost$$
LicenseAll Rights Reserved
PublisherSoulMuppet Publishing
Year2024
Complexity Low
Accessibility Medium
Runnability Low

Core Mechanic

Build a dice pool of d6s from Reputations, equipment, and risk-taking. Roll and take the highest: 1–3 fails with a Consequence, 4–5 succeeds but with a Consequence and earns a Showdown Token, 6 succeeds cleanly. In climactic Showdowns, one character faces the Threat alone — roll d6 plus bonuses from negotiated Costs against a target equal to Threat minus accumulated Showdown Tokens.

Best For

Groups who want a narrative, play-to-lose fantasy RPG where doomed cowboy knights sacrifice everything to defy prophecy in a richly detailed kingdom on the brink of destruction.

Highlights

Play-to-lose structure makes failure and sacrifice mechanically meaningful rather than punishing. Six classes (Errant, Mystic, Godsman, Taleweaver, Roamer, Shadowjack) each with unique abilities and Reputation suggestions. Nested quest structure — World Quests, Stepwise Quests, Doom Quests, and the Fall Quest — creates escalating campaign arcs. Showdown mechanic focuses climactic confrontations on a single character negotiating personal Costs against the Threat.

Considerations

Tightly bound to the Kingdom of Myth setting with no toolkit for other campaigns. Play-to-lose premise requires buy-in from all players. GM must manage interconnected Doom timelines and escalating Threat levels across multiple quest types. No tactical combat system — conflicts resolve through the same Challenge and Showdown mechanics as everything else.