The Way It Actually Works
It's awesome.
This Game Has a Right Way to Play It
The Souls System
Skills

The Organization of this Book Makes Me Angry
The Advice is Stupid
This Game Is Flawed
Why Do You Care So Much???
Some Things Just Fit



With their mission clear ("find the dragon and stab it with the magical spear, so you can whittle it down"), Hazbil and Fizbun come into a large room, filled with pillars and a vaulted ceiling. There's a wooden bridge at one end of the room, leading out into the utterly frozen wasteland, with another tower across the way. There's holes in the ceiling big enough for "their" dragon to poke his head and roast them alive.
I announced the DC for Stealth to go check out the wooden bridge: 24. Hazbil and Fizbun about burn out all their Position passing the check.
They get to the bridge, which is exposed to the cold that killed them almost instantly earlier. I make them a deal: they burn enough Position, they can cross the bridge, but it destroys their Stealth Check.
The dragon comes up behind them as they cross. They roll Initiative, and fail just closely enough to where they can burn the Position necessary to go before the dragon.... and thus roll for their combat Position. Hazbil has a higher Strength than Fizbun, so he lugs the spear right at the thing, and passes the thing pretty easily. With the spear that keeps the dragon's Position from resetting firmly lodged in it. Normally, I would make the rest of the campaign about them leveling up for this one boss fight. I certainly could have prepped that.
But the guy playing Fizbun really wants to run some Pathfinder, and I don't get people wanting to run games for me terribly often.
So.
We skipped that part.
We guessed it would take about eight tries to take the dragon down. The dragon began to disintegrate under the influence of the Flame. Fizbun, being a pyromancer, volunteered to take the Flame on, as he had some Flame resistance. But he needed help getting up the stairs to the Kiln. So they stumbled up to the Kiln, and Fizbun, the asshole who closed doors, fell into the Kiln at the top of the tower.
Hazbil looked down from the tower. The ice was starting to melt... and there was a ton of it. He would need to move fast if he wanted to get to the nearby mountains.
This third session of Dark Souls went really well! We have:
At the end of last session they were all shredded by a mysterious red spirit, and reappeared at the second bonfire. The door right in front of them will lead back to that They go down the door to the right. A ghostly spirit stands there, and says "Tell me why you're worthy." They answer, and the spirit likes the answers. It vanishes into all three of them, and they have a bunch of souls now.
There's two doors, left and right. Fizbun goes right, finds an open portcullis, which leads out to a world of utter ice. Onely goes to the left door and finds a golden sign. Onely makes Arcana, and realizes gold is good. He touches it, and out comes a knight, who offers his service.
They go back to the room with the red sign, jump the red spirit that comes out, and chew right through him. The golden knight vanishes. Hazbil and Fizbun now have enough souls to level up, so they go back through the door and Fizbun is now level three. The tension of not being able to spend souls to level up is discussed.
They go back up to the door with the golden knight to see if the sign reset. It has. But standing there is a freakishly tall, gaunt figure, who smiles hungrily at Onely... who smiles back. They stare at each other a minute, and the tall figure introduces himself as Ghorm. He asks if they can look for someone whistling a tune, to a song he can't remember anymore. The players say they will.
They go where they saw Ghorm come from, and find a door to the right, and a staircase to the left. Fizbun checks the door, and when he finds that it's fine, he opens it up, to find the Pyromancy spell Fireburst: damage in a cone, no Position needs to be spent to activate it. He equips it immediately. He goes goes round the corner to find a huge door. He calls the others to him, and they just... open the door..
And freeze solid. The wind blows the door open, and they die instantly. Lose all their souls... and that hurts. They realize they never actually checked the door, they just opened it, without a second thought. I smile cruelly.
They go and close the door to keep the wind from getting into the rest of the complex, and succeed. There's a stair to the left, and they go up... and Hazbil starts hearing a voice to touch the purple summon sign up there. He doesn't. They go beyond it, and find another spirit who asks them to tell them why they're worthy. They give different answers, the spirit approves, and now they have a bunch more souls... and Hazbil goes and touches the purple sign. They kill the spirit who comes out, and now Hazbil has enough souls to get to level four, which would let him use the Astora greatsword they picked up for him in session two. They go and cash in.
When they go back to the staircase with the purple sign, they find another stranger: Nebt, who wants to put a soul to rest with a gift of his favorite whip. Which Fizbun happens to have. Fizbun gives it for a ton of souls.
They manage to keep Hazbil from touching the purple sign again, and go beyond it. There's another staircase to the left (leading back to where the red sign was) and two doors to the right. Fizbun checks the rightmost door: it's trapped, designed to put in more of that freezing cold air. The other-right door leads to a place where there's just a bunch of wreckage and a 60 foot chain. They manage to jam the trap on the rightmost door, and get through.
Sitting next to other side of the door, biting his nails, was Touless... who was looking for a flower. A rare rare flower. He thanked them for opening the door, because he didn't know how, and started to walk through. Onely tried to stop him. Touless drew a knife, and gently asked to be let loose.
Fizbun went beyond, and found a larger area, with three doors, one at the bottom of a flight of stairs. He opened that door.
Onto a crystal lizard's ass.
Fizbun gently closed the door.
He checked the other two doors, and found one had a purple sign right up against the door. Onely, wanting a fight, went and stepped on it, against everyone else's wishes.
The materializing spirit was hit with wave upon wave of steel and a newly discovered fire spray... which almost killed Onely. Fizbun told Onely he ever did that again he would kill him.
Hazbil and Fizbun reappeared at the first bonfire, and their way back to the room before the undead hounds that had killed them. They realized they'd never really searched this room, they'd just gone through the door. Searching, they found a secret, third door! How about that! Fizbun checked the door, found it was unlocked and trapped. He realized there was a counterweight system, so something was going to swing through the door at him. By this time Onely had shown up. After some short introductions, Fizbun told everyone to get clear, and he opened the door. Down came a huge scythe, which would assuredly have cut any of them in half.
Hazbil and Onely stepped through the door, around the scythe. Hazbil stepped onto a purple summon sign... and out stepped a purple warrior with a scythe. In one swing Hazbil was dead.
Fizbun slammed the door, trapping Onely with the mysterious attacker. The scythe swung back in into place with the close of the door. Onely pushed it into the scythe, badly wounding the attacker... and was almost killed by the returning swing. Onely hit the creature in the face, and stunned it with a shout. He pushed it back into the way of the scythe.
Onely reopened the door.
The attacker was cut in half.
Onely looted a sword and smaller scythe off the corpse, and went back to the bonfire. Hazbil got his Strength back and then some from the bonfire warp. Hazbil and Onely had also gotten a bunch of souls from the death of the purple scythe-wielder, more than enough to level up. Fizbun... nope. You don't get souls for shutting the door and running away. Sorry. Not part of the combat. Hazbil took the sword, which granted bonus damage on the next hit against an attacker, and Onely kept the scythe, which allowed him to add damage onto an attack.
It was here that a rule point was clarified to me: you spend the souls to level up. While this is accurate to the video games, it means that leveling up in the Dark Souls TTRPG is a lot harder than in its 5e forbearer. And, since the blood stains were removed, if you die, you just lose the remaining souls, outright. I decided to run that rule RAW for the moment, but it is a curious change. Does make everyone more cautious though! Once you get a good amount of souls you need to find a bonfire and cash them in quick. The fact that it cuts out farming by grinding combats and boring everyone to tears is a plus, even if accuracy is lowered as a result.
They went back to the room of dogs, burst through the door, and earned the surprise round. Fizbun shot off a fireball... which did almost no damage. At all. Hazbil killed two of the four dogs in that opening round. He went before everyone else in the next round, and killed another dog. The remaining dog missed. Onely killed the dog in one shot. Revenge was sweet. They found a door, Fizbun rolled a nat 20 on the roll to check it... only to be told there was nothing wrong with it.
There was a staircase to the left, and a long hallway with alcoves to the right... which had a mysterious voice, ringing in their heads. They went to the right, and found a greatsword that Hazbil was ALMOST qualified for, so he kept it, along with a whip... and the soul of a lost maiden fighter, who gave them her souls. Fizbun kept the whip.
They came to a fork in the complex: left, towards a large staircase, or right, to a door. They went left, wary of doors. Who can blame them?
"Hello, fellow travellers." A creepy corpse stood up, with a large pack on his back. His name was Telvro, and he was now stuck in this "Keep of the Dragon" with them. He sold them stuff...
And that's when the players asked if they could sell each other stuff too, thus gaining souls from it. I didn't see why not, it's not that big a jump from the video games, where you can buy weapons for souls. They swapped equipment around, so specific people could level faster... and then Onely made Hazbil a deal. If Hazbil gave Onely his extra longsword, Onely would give him 100% of all souls necessary to get to level three. See, selling the longsword would allow Onely to level up. They asked me if this was kosher and again, why not? The longsword is gone. They can't use it. That someone levels up means their souls are spent. I don't know if anyone else would allow this, but I mean, the gamebook keeps telling me to make this thing my own! So here I am, doing that!
The group went up the stairs and found a bonfire. Hooray! They also found another staircase to the left, with a door before them and to the right. They decided to go back down the other staircase, and opened that door they had avoided before.
Aaaaaand they found those cavern lizards from the first session. They slammed the door hurriedly, but the lizards rammed the wall... and brought the ceiling down. See, now that little piece of unfairness was adapted from The Tome of Journeys, where it says you can bring walls down for extra damage. Didn't seem like that much of a stretch to rule that the cavern lizards could just blow right through the wall and bring the ceiling down. Onely tried to argue that he could ignore the first killing blow in an encounter. I told him in the chilliest of tones that that was stupid: it was a caved-in ceiling, not a sword swing. No. Absolutely not. Everyone else laughed. Onely laughed and shrugged.
Everyone woke up back at the second bonfire they had just found. They checked the other staircase, only to find that the cavern lizards had broken through and were stomping around. They ran back up the stairs, but were followed by the cavern lizard. Desperate, they went through door on their left, praying this wall would hold.
It did.
But Hazbill accidentally stepped on a red summoning sign. And out stepped a red knight, and tore through them in an absolute whirlwind of death, as this knight could spend Position... and did. And just annihilated them all.
They all reappeared the second bonfire.
So I realized I missed a few things, and edited the table. If you're using this, lemme know how it goes!
Roll 1d12 and d20 every other turn:
**d12 (Events):**- 1-2: Monster - 3: Trap - 4-5: Soul - 6: Item - 7: Bonfire chance (reroll d8; 1 = bonfire) - 8-9: NPC (core book) - 10-12: Nothing
**d20 (Signs):**- 1: Purple Summon Sign - 2: Red Summon Sign - 3: Golden Summon Sign - 4: White Summon Sign - 5-20: Nothing

So we ran a test session of the Dark Souls RPG Saturday. Two players (Billy, Sir Hazbil the Knight, and Nate, Fizbun the Pyromancer). It had been awhile since I had played this game, and it was a blast! We laughed, we laughed, we cringed hard, and laughed more. Despite me having all three books in the line, we only used the core. Mine's shiny. It's so nice. We made characters and played for a little while. I grabbed a random map off the web, printed it off, and resolved to use my encounter dice to populate it as we went. I grabbed the Cathedral of the Deep from page 248 of the Core Book for the random monsters and other stuff.
This was a breeze. The options were "lacking", in the sense that you just had prepackaged stuff that you picked from, with a lot of illusory choice, but it sure makes character creation quick.
Now, there are two ways that the book sort of presents prepping an adventure: make a site or a typical "trad" storygame. I cannot overemphasize how poorly the book serves both approaches, and if I had a true and actual criticism of this game, it would be this lukewarm support in lieu of "figure it out yourself". Fortunately, I have designed my own games and have read tons of OSR stuff, so I just took a few ideas and ran with them. I had some ideas on how I might do that.
I figured out quickly that my initial ideas on random encounters for Dark Souls wouldn't capture the full scope of the game. At all. I also hate the fact that there isn't an easy way to just randomly generate equipment. That's going to trip me up later.
But, for now, I decided to go with two dice - d8 and d20 - rolled every other turn, in areas you have not explored.
| Roll | Result |
|---|---|
| 1–2 | Monster: Roll on the Cathedral of the Deep table (p. 248). |
| 3 | Trap: Electric doorknobs, mimics, or pressure plates. |
| 4 | Soul: A Fading Soul or Large Soul of a Deserted Corpse. |
| 5 | Item: Random equipment or "rubbish." |
| 6 | Bonfire: Only if you confirm with a second "1" on a d8. |
| 7–8 | Nothing: Eerie silence... for now. |
| Roll | Result |
|---|---|
| 1–3 | Summon Sign: Roll for Purple (Mad), Red (Hostile), or Gold (Sunbro). |
| 4 | White Sign: Restores one player and one ally to full Position. |
| 5–7 | Shopkeep: A hollow merchant with overpriced Moss Clumps. |
| 8–20 | The Dark: No cosmic interference this turn. |

Fizbun gently closed the door.
And went back to the bonfire. Sir Hazbil was somehow feeling hardier (his Position/HP max had gone from 13 to 16). Only to find the door had restored itself as soon as he went in. They rehacked the door open, and started checking around... only to find there was a secret door in the same room their bonfire. They came out into a chamber with two doors, one to the front and one to the right.
Fizbun opened the door onto a lovely view of a cavern lizard's ass.
Fizbun gently closed the door.
They tried the other door, and found four undead hounds were minding their own business... and somehow they hadn't disturbed them. The hounds stood between them and another door to the front and a staircase to the left. So Sir Hazbil charged! Fizbun actually threw flame this time! They were putting up a good fight... until an unlucky crit took Sir Hazbil down. By that time there were two hounds and one of them was badly injured, so Fizbun figured he could finish them off.
Fizbun was wrong.
They both woke up at the bonfire. This time Sir Hazbil was weaker... and could no longer wear his armor. His respawning had weakened his Strength score by 1, making him unable to wear the Knight's Armor! Fizbun managed to get a -1 to his Charisma score... which is what he uses to cast spells.
We laughed our asses off.
And called it a session, coz Billy had to go.
The people who say this game doesn't play well are lying. They just are. There's more than a few reviews of this game that claim to have direct play experience that are absolutely lying their asses off, or are filled with players so impossibly stupid that I worry for their ability to walk and chew bubblegum at the same time. And I say this because this game ran really smoothly! Again! With a completely different group!
So Position is used for three things: improve your d20 roll, 1 for 1 (no limit), improve your damage, 1 for 1 (minimum of 5), and improve speed, 1 for 5 extra feet (can't do more than double speed).
If your Position drops to 0 you die and go back to the last bonfire... where you have to roll to see if something random (mostly awful) happens to you. It's a DC 18 Wisdom save. You're gonna fail it a lot.
Burning Position/HP to improve rolls is an incredible thing to do. Each failed roll (and there were a lot of them) the question became: given that getting hitting by a sneak attack right now would send me back to the bonfire, do I burn the health now, making a future possible hit worse, or do I whiff and hope the monster misses? Not all the monsters can burn Position like the Players can, and I didn't throw any of those at the Players, so they didn't have to balance that out. Yet. But each Player roll was intense. And this is the only game I have ever played that has justified a passive defense for the players: you can't spend Position on the GM's attack roll, so it's a genuine guess as to what could happen! The players intuited this problem immediately and had a great time measuring risk. We'll see what happens as they go through the dungeon. They're worse off than they were before, mechanically, but now the shock has worn off.
We will see what the players do next week. But we had a blast. Especially Billy, who now is walking around naked, with a shield. His AC is now lower than the pyromancer's.
What could go wrong?
Before we get into my thoughts on this game we need to go over my opinion of “trad” games, such as modern DnD, Pathfinder, and derivatives such as the Power Rangers RPG and the like. We’ll also need to talk about the other RPGs that are openly based on Soulslike games. It’s not exactly a spicy and original take but without knowing my opinion on both Trad and games inspired by Dark Souls my comments on the Dark Souls RPG are going sound odd.
Spoiler: I like the game. Kinda.
No, I wasn’t sent a review copy.
No, the game is not perfect, it has its very obvious flaws. Yes, shame on Steamforged for not taking more time!
But hear me out.
Trad games (as defined by this blog post) are classified in part as games where the GM is active and the players are reactive. The game rules have a giant hole where storygames, the OSR, and classic games have a turn structure. Whether it be PBTA Moves, Burning Wheel’s round robin style of showcasing player Beliefs, BDnD’s turn structure, etc, most RPGs have some pretty detailed rules on how to handle the story as a part of the game. It’s actually pretty common for RPGs, if you take the hobby as a whole.
But not Trad. There’s a big gaping hole in that area, by and large, because one of two things are expected: either your GM has come up with his own little structure/flowchart/map or whatever, or he bought an adventure so he didn’t have to prep for God knows how many hours.
Don’t balk at that. Even a cursory glance at DnD 3.5 and up reveals that is the assumed state of play. Hours are assumed to be spent by the GM in prepping a showcase of goodies that players of the “wrong” (aka people who are allergic being reactive) persuasion will wreck within minutes. Ironically enough if you hand one of these ornery players a game of literally any other type they become fantastic players, by and large. This is Trad’s greatest disadvantage: if a player wants to do more than react to whatever the GM has in mind they’re going to create waves, regardless of how much the GM communicates with them.
So, now you know my opinion on Trad games.
Dark Souls the RPG is the best Trad game I’ve personally ever read.
There are a lot of games based off of Dark Souls. I’ve played some, and enjoyed them. I’ve read more than a few, more than I can remember right now, so I have a… decently(?)… educated opinion on the subject. These games try to take the feeling of Dark Souls and explore it on their own terms. One of these games, Bleak Spirit, is one of my favorite games. So I’m not here to talk against the many adaptations. They’re good games in their own right, by and large.
But Dark Souls the RPG is the most faithful adaptation that I, personally, have ever read.
It’s not close either.
I’ve now made two astoundingly ridiculous sounding claims. Let’s take them in reverse order.
Dark Souls the RPG is the most faithful adaptation that I, personally, have ever read, for an astoundingly simple reason: with the exception of class features every single mechanical element of the game is an in-game object. You don’t gain spells, can’t just grab whatever weapons you want, you find them! Souls can be scattered throughout the world. Even your backstory is a part of the game, an object you can lose. I’ve not seen another game that’s owned up to it to this degree. And this faithfulness to ludo-narrative cohesion fixes Trad play. The GM can construct an environment with all the mechanical bits and bobs, complete with all the layout tricks he likes. He then drops the players into this environment and sits back. And waits. The greatest strength of a Trad game (letting the GM just go nuts in the background) then overcomes Trad’s greatest flaw (the ease of railroading).
“But the game’s lacking in combat balance!” This freaking Dark Souls, why’re you looking for a fair fight??? That's not a thing in Dark Souls and we all know it!
“The game has glaring flaws!” Yes it does, but you know what you do with that? What you literally do with all Trad games: houserule it extensively. Just 'cause 5e is more polished than Dark Souls does not mean that 5e is a good game, nevermind that they expect you to fix their design stupidity. There’s no real operative difference, like it or not. I’d much rather house-rule a game with a good chassis (Dark Souls) than a mediocre one (5e, and I’m being generous by calling it mediocre). And the set up of Dark Souls is actually really really good.
You can find all the obvious flaws and discuss the really bad production cycle of The Dark Souls RPG all you like. It’s deserved. The game was clearly rushed. But if you’re going to do that the other side of it should be discussed as well. The Dark Souls RPG respects the actual gameplay ideas of the video game, and adapts it to TTRPGs more faithfully than any other adaptation than I’m aware of. That makes the flaws of this game all the more tragic.
That being said, I’m going to enjoy drawing up dark and twisted environments with all the crunchy/fictional goodness I can. Not to mention hacking part my players’ backstories with glee when they die.
If you don’t then that’s your choice. But me? I’m gonna go have some fun.
Sometimes I am really glad I write these awhile in advance. My opinion's become a bit more sarcastic since the above, so in my typical fashion I'm not going to rewrite the above (because it's not wrong) but contextualize it. See, I really like this idea of the special abilities being tied to stuff you find in the world, and that you change your character build by swapping out the items you have, with some influence and choice within the class you have. Combine that with a good and crunchy combat system and something passible at skills and you'd have a good game!
That seems.... familiar... somehow... where have I seen this before?
Yes, Dungeons and Dragons 4th edition, the Essentials line. The classes have more choice than Dark Souls, nevermind the feat choices are voluminous. 4e's got multiple books worth of items, along with a way of fixing the math so that you don't need the items to keep up. Monsters are built off of 4e's far better engine, with plenty of room to not just do what Dark Souls currently does.... but a lot better. Like, a hell of a lot better.
THAT, my friends, is about 80 bucks: the cost of the Dark Souls roleplaying game, shipping included! If you can throw in some extra money for a copy of DM's Guide 2 you'll be set for the rest of your life. You can take the same ludo-narrative stuff that Dark Souls does and put it in here, with more variety, better builds, and actual guidance for hacking the game.
Sure, the art ain't as nice. And the writing in Dark Souls I find more enjoyable. But those above books? They'll give you the same experience, but more reliably.
So yes, Dark Souls is actually a good RPG
But 4e is better, buck for buck.
But that's true of 4e against a lot of modern games, Essentials or not.
I do not like most video games. They feel too sculpted, too clean, too sterile. Having grown up in controlled and sterilized environments I find myself practically allergic to anyone controlling my environment, nevermind me. This makes communicating any part of my worldview particularly difficult, nevermind sitting down to play some other numbskull's idea of fun. So I am phenomenally picky about video games. They either need to be areas where I can just run around or they need to be sculpted so freaking well that I can just enjoy it, as opposed to realize I've been taken for yet another ride.
And I hate that feeling, on a genetic level.
It's practically enough for me to break out in hives.
No, I don't think it's inherently a problem. Well, the hives part, probably yes. But my dislike of being in a sterile and controlled environment is not a problem, thank you very much.
Which brings us to Dark Souls and the secret area Ash Lake.
Dark Souls is Ornery Too
I have noticed something about "classics", actual classics: I usually have to take a long time to absorb them. It took me five attempts to read Brothers Karamazov, over the course of almost ten years. Les Miserables still sits on my shelf, incomplete. The Solar Cycle was shotgunned through rapidly, which I've been told is not the best way to go about it, but I knew that if I didn't just sit down and do it I'd never get it done. And yeah, that was phenomenally difficult to do, but I did it. It always feels like this wrestling of wills, as I try and get this new viewpoint into my skull and try and figure out what I think of it.
Dark Souls and I seem to have a similar relationship. I'm on year two and my second attempt. It's going better, but I'd be lying if I didn't say that cussing the game out and walking away for weeks was a common occurrence. But I've continued on my way, killing everything in my way indiscriminately, hoping that my zweihander could keep the stunlock going, upping my endurance so that I can continue an onslaught of damage. It's probably not the best build but I love seeing creatures stunned or proned.
I heard about Ash Lake thanks to my brother-in-law, Kyle. He told me how to get there: strike down not just one but two secret walls, and make your way down The Tree. When you get to the bottom you will be there, at Ash Lake. I had seen pictures of the trees. The dragon. And that path of white sand, cutting through the navy water. I dunno, I just wanted to go. Why not? It was really that simple of a desire. But the barriers to getting to the secret route was.... not what I wanted to do. Blight Town is an awful awful place. I want to get out of here before I even go; poison swamps with fire-bugs? Nope. Nope. Nope. So walking further into that mess? Definitely not, thanks.
Well the other day, while trying to pick a peck of snide, somehow I stumbled acrost that tree, with two false walls inside!
And I thought: why not?
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| Oh NO. |
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| OUCH |
So I am totally not at the right level to take those guys. It takes way too many hits to kill these fungusmen things, and so one on one became... impractical. I wound up running through, after several dozens of attempts. I practically wept at getting to that bonfire. I'd finally made it down here! After so many attempts I-
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| OH COME ON DARK SOULS! |
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| BUT HEAVEN HELP ME IF WE DON'T WIN NEXT TIME |