"Every roll is a story beat. Hope or Fear — pick your fate."
A narrative heroic fantasy by Darrington Press, the publishing arm of Critical Role. At its core: two d12s — a Hope die and a Fear die. The sum decides success; whichever rolled higher sets the tone — triumph or cost. A card-based class and ancestry system builds your hero like a deck, combat feels cinematic, and the GM banks Fear to twist the scene at the most dramatic moment.
The default world is high fantasy with Critical Role flavor: ancient kingdoms, fallen empires, magic-as-legacy. Campaign Frames (Age of Umbra, Sablewood, and more) set the dial — from grim dark-fantasy to bright storybook. Run the in-house setting, or rip the system out and bolt it onto your own world.
Hope & Fear dice
Two d12s in different colors. Sum is the success; the higher die sets the tone. Every roll shifts tokens between players and GM.
Card-built heroes
Class, ancestry, abilities, domains — all cards. Your build is literally a deck on the table.
Cinematic combat
No rigid rounds — the GM passes the spotlight player to player until the scene exhales. Action flows instead of crunching.
Stress & damage
HP, Stress, Armor — three tracks. Stress accrues from fear and magic, armor softens the blow. Going down isn't death; it's choosing a consequence.
Open in Session Zero to let every player vote and see the results.
