In this review, we will talk about DIE RPG, a role-playing game in which we will play the role of… Role Players! We will be catapulted into an experience that, conceptually, could be defined as a kind of “goth-Jumanjii”.
The game comes from the minds of Karen Gillen and Stephanie Hans and is published (in English) by Rowan, Rook and Deckard, whom we thank for sending us a copy for review. We recommend that you follow them on their website and on their Facebook and Instagram pages to stay up to date on new projects.
You can buy the game in its physical version for 52.66 euros on the official store; otherwise, you can find the digital edition for 23.41 euros always on the same store.
Review of the Art and Structure of DIE RPG
The DIE RPG manual is a volume of about 416 pages, very substantial and full of content.
It is organized into 11 chapters and within it we find various pages structured like a comic book, to pay tribute to the original work. In fact, this role-playing game derives from the comic of the same name; this connection can be found, in addition to the shared setting, also from the artistic style of the manual (inspired by American comics).

The writing is clear and very schematic, but uses medium-high level English; so for it could be quite complex for those who are not familiar with the language. However, thanks to the care in writing and the presence of bold, italics and red boxes to deepen some concepts, the difficulties decrease. Another great help is the glossary, which contains all the specific terms of the game.
From an artistic point of view, DIE RPG shines and surprises; we find many colourful, bright and impactful illustrations that immediately catch the eye. The graphic design of the manual is also taken care of in every detail, remaining consistent throughout the reading and organizing the information in a sublime way.
A Die for Taming Them
The system of DIE RPG is very quick and easy to learn, but it hides a depth that is not indifferent.
The basic mechanic is to roll a pool of 6-sided dice; each die that gets a value of 4 or more counts as a Success. Added to this is the difficulty that will remove a number of successes equal to its value. This number is decided by the Game Master (GM, the narrator in this RPG) and can go from 0 to up, depending on the circumstances. After applying the Difficulty, if any successes remain then the test will be passed.


When they have to make a test, the Paragons (as the PCs are called in DIE RPG, but this is what we will talk about later) roll a number of d6 equal to the value of the Feature chosen for the test; these are the 6 classic role-playing games: Strength, Constitution, Wisdom, Intelligence, Dexterity and Charisma. Their value can range from 0 to 4. To this pool the PCs can add a die for each Advantage in the action; they derive for example from good workmanship equipment or other circumstances. On the contrary, Disadvantages will remove nuts with the same criteria.
A very interesting mechanic is that every 6 obtained counts as a Special; these are particular skills that can be activated and contribute in a unique way.
Within the chapter, we find extra rules to add depth to the game system, such as critical failures, costly successes and much more.
Persona and Paragon
A fundamental element is the division between Persona and Paragon. This is because the narrative hook of DIE RPG consists of the fact that players play people who, for the most disparate reasons, have found themselves at the gaming table and end up in the RPG they were playing.
So the Persona are the human beings who have been transported into the world while the Paragons are the characters they play.


The Persona will not have dedicated cards, but will be managed and created only in a narrative way; they have a background and a reason why they found themselves at the game table, which emerges through a series of questions that will form the basis of the narrative.
The Paragons will instead have a dedicated card, class, skills and characteristics. This implies that their creation will be more articulated and mechanically profound.
Paragon Creation Review in DIE RPG
Each Paragon class is completely different from the others and offers very unique playstyles. Although this is original and increases replayability, it can certainly make it difficult for novices.
One of the common points between the classes is that the characteristics all start from 2; then, based on the class, you can raise 2 statistics by 1 point. Other elements valid for any choice of class are the decision of the name, aesthetics and equipment. Once these steps have been carried out, each class will have its own specific unique steps.



The five classes of the Paragon are:
- Dictator: an artist who, thanks to his Voice, can generate and manipulate the emotions of others.
- Emotion Knight: A knight who harnesses emotions to empower his sacred weapon.
- Neo: an expert in robotics and cybernetics who possesses futuristic devices and exploits them thanks to an integrated AI.
- Godbinder: Devoted to one or more of the gods who, through contracts with them, can enjoy various blessings.
- Fool: a wandering mine that uses its madness and love of freedom to shape the world.
A really interesting thing is that each class has a significant die size; for example, the Dictator has the d4, which comes into play when using particular skills of their PC.
I particularly appreciated the possibility of deciding on specific elements of various classes, such as a particular emotion for the Emotion Knight and for the Dictator or the gifts of the Neo.


Another focal point of the game is that the Game Master also has his own Paragon, which will act as a direct opponent of the players. Definitely a different twist than other role-playing games. Obviously, this character will also have dedicated powers and his die will obviously be the d20.
Playing DIE RPG
DIE RPG wants to transport players into a very special experience, which aims to break the fourth wall and the subtle division between player and character.
To do this, the manual introduces a series of steps (almost rituals) that must be followed to get the purest and deepest experience with this role-playing game. These phases are first reported schematically and then eviscerated in detail.
Following these steps, through questions and group discussions, the Person, the Paragon, the tone of the play and its motivations will be defined. Since everything is done in a rigorous and very precise way, following these questions allows you to live a very special experience and very different from other role-playing games.

The prefaced scenario of the manual (taken directly from the comic) states that players have come together to play an old fantasy RPG from their childhood. But in case you want to change this scenario, changing the questions or the rituals of preparation for the game, the manual proposes a series of appropriate tips and tools. For example, you could change the setting by playing in a futuristic cyberpunk, or in a well-known world like Narnia.
Moreover, at the bottom of the manual, we find 8 different scenarios, perfect to start a campaign or get a one-shot.
Running a Campaign
A normal scenario in DIE RPG is intended to last from 2 to 4 sessions, allowing you to keep a very high pace. The manual also provides everything you need to build a longer and more articulated campaign.
During a campaign, the Paragon will explore a world made up of 20 regions (just like the faces of a d20) and will have to grow, strengthen and solve problems in order to face the Antagonist.

The manual also features a deep character growth system, which unfolds as if it were a map. It’s interesting that characters grow when they face themselves and their fears. Thanks to these key moments, they will unlock really interesting powers that can heavily affect the narrative.
All the steps, tips and procedures are well explained and in-depth, allowing anyone to create a campaign in a very simple way.
DIE RPG Bestiary Review
DIE RPG provides us with a rich bestiary and lots of tips on how to create original creatures.
The basic assumption is that every creature or adversary the Paragons face is an echo of the fears, fears, and traumas of the associated Persona. For this reason, we are given various guidelines to build personalised and unique opponents. The creation process is very quick and easy to follow, even for novice players.



Otherwise, if you do not want to create new ones, in the manual we find many creatures ready for use. They are all linked to fantasy imagery and each has its own statistics; it is also specified what fears or traumas it can embody. Among them are dragons, cockatrixes, demons, animals, vampires and much more.
A very interesting opponent to face is Fallen. These are beastly bio-mechanical creatures, hungry and eager to eat Paragon and their associated Persona. They are the most dangerous opponents in the game and will need to be approached with great caution.
DIE RPG Review Conclusions
In conclusion, DIE RPG is a complex, articulated, deep but really interesting game. It offers a very different type of game and experience compared to other role-playing games.
All this is accompanied by an artistic sector of the highest level and a simple but effective system, which allows you to enhance the themes proposed.
Given the potentially dedicated issues, it is also worth noting the presence of the most common security systems, such as x-cards and lines and veils.
Obviously, I recommend DIE RPG to lovers of the related comic. However, I encourage anyone slightly fascinated by these issues to give it a chance because it is truly a praiseworthy and excellently made manual. Are you ready to get involved?


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