Does Anyone Care? (Cosmere RPG)

I ran most of Bridge Nine for four people with no Cosmere knowledge yesterday. I’ve read up to Oathbringer in Stormlight Archive but am no expert, and my introductory “these are the unusual things about Roshar” was a bit confused and disorganised! But the players had fun, I think, and I enjoyed trying out the system, which feels like the most D&D-ish of the recent similar-but-not-replacement games. I think I prefer it to 5.5, and when I don’t want the collaborative elements of Daggerheart or the involved tactical elements of Draw Steel it might be my go-to for a general fantasy game, at least for a group which was ok with the setting (or Mistborn later this year) and the un-D&D approaches to magic. The generic game could be good too, and allow for a more flexible game in settings where D&D magic wouldn’t work.

I like the approach to unconscious/dying PCs; if I read it right you miss a turn then can decide to wake up with 1hp and a significantly increased risk of more serious injury or, if you do that too much, death.
 
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Just coming back to this thread to respond to the title, gonna let you know that the Books A Million in my little tiny ass town in Central Kansas has more Cosmere RPG stuff on the shelf for sale than Dungeons & Dragons. The clerk told me its out selling all the other role playing books.

Yeah, the nearby B&N had it more prominently displayed then D&D last time I was there (endcap vs general TTRPG area).
 

@Baumi I saw you say you just played this game, I would love to hear about your experience.
It's fast and intuitive (especially when you know D&D) but not much that stands out, except the "Race the Stakes" die and Initiative/Action System. So it's serviceable by staying mostly in the background and it has good support for the feel and features of the Stormlight Setting.

I have only played two low level Session so far so I can only speak for that part. It feels more grounded than 5E, with less powers/spells and combat is quite dangerous, but not as deadly as OSR.
 

It's fast and intuitive (especially when you know D&D) but not much that stands out, except the "Race the Stakes" die and Initiative/Action System. So it's serviceable by staying mostly in the background and it has good support for the feel and features of the Stormlight Setting.

I have only played two low level Session so far so I can only speak for that part. It feels more grounded than 5E, with less powers/spells and combat is quite dangerous, but not as deadly as OSR.
Yeah, just on the reading the rules level, I am impressed with how they made a system that under the hood works very differently from D&D (Encounter based, all Skills all the time, no attrition angle, narrative focus, etc.) while still being very familiar on the basic phenomenal level with standard 5E play (similar math on a d20 roll).

I like the approach to unconscious/dying PCs; if I read it right you miss a turn then can decide to wake up with 1hp and a significantly increased risk of more serious injury or, if you do that too much, death.
It feels like an interesting convergent evolution with how Daggerheart treats injury and death.
 


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