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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-DrivenDeadlyFiction-FirstGrimdarkLore-HeavyMission-BasedNarrativeRules-Light
Languages: English
Diced6 dice pool
System FamilyStandalone
Cost$$
LicenseAll Rights Reserved
PublisherSoulMuppet Publishing
Year2024
Complexity Low
Accessibility High
Runnability High

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.