
How do I play Firebrands?
We’re designing the new system at this very moment, and we’re currently testing the game concept in one-shot sessions at conventions, conferences, and game nights across the US!
If you’re interested in running or joining a beta session of Firebrands, we’d love to meet you. Just head over to our crowdfunding page and toss us a coin — as little as $1! — to get in our Discord!
How does the game work?
Firebrands is an arcanepunk game in a fantasy world that mirrors our own. Like other TTRPGs, it’s a dice-based game of group improvisation, best played with 4-6 players and a game master who guides the story. It’s designed to be playable with as few materials as a table, dice, pencils, and some paper. (But don’t worry, we’re designing sick game pieces too!) You’ll need 6 dice: a d4, a d6, a d8, a d10, a d12, and a d20.
Just like most other TTRPGs, you’ll design your Playable Character (PC) by choosing a Class, picking your Stats, and imagining a backstory. Then, you and your fellow players – AKA your Organizing Committee – will embark on a quest together to defeat terrible enemies.
Victory in Firebrands depends on your ability to work together. Can you empower each other to take power over your reality and win the world you want?
(Sneak Peek) Game Mechanics: Classes + Traits!
Every character has a certain amount of magic, and a Class (and Subclass) that corresponds to your role in the Organizing Committee. You’ll begin the game as an Organizer, and you’ll have the choice to add on a new Class as you level up — or to dive deep into the Organizer Class. Are you a Strategist? A Bard? A Technician? A Historian? A Healer?
Each character also has six Traits: Heart, Wits, Fleet, Guts, Grit, and Charm. You choose which of your 6 dice applies to each Trait, based on your character’s natural qualities.
If your character is naturally highly attuned to other people and innately prioritizes relationships, they might have a d20 Heart.
If they’re pretty smart and strategic, they might have a d12 Wits.
Decently brave and intimidating? Maybe a d10 Guts.
Average charisma? d8 Charm.
Slightly slow to act? d6 Fleet.
And if they have the constitution of a Victorian child, they might have a d4 Grit.
Here’s the thing: your Traits don’t have to define your PC’s abilities. As you take on quests and improve your skills, you can get permanent Bonuses to add to your rolls. So even if your PC starts the game with the social skills of a rock, you can turn that d4 Heart into a success with +5, +10, or even +15 on your roll!
Check out our About page to see the Traits of our founding team!






