A Deep Dive into the Cosmere RPG: Innovation, Narrative, and Mechanics
Sep 9th 2025

A Deep Dive into the Cosmere RPG: Innovation, Narrative, and Mechanics
The Cosmere RPG is an ambitious and carefully crafted tabletop role-playing game set in the expansive universe created by author Brandon Sanderson. Drawing on source material from The Stormlight Archive, Mistborn, and other Cosmere novels, the game opens the door for players to explore these interconnected worlds in a format that balances mechanical depth with narrative flexibility.
Built with a hybrid ruleset influenced by systems like Dungeons & Dragons 5e, Pathfinder 2e, Genesys, and Shadow of the Demon Lord, the Cosmere RPG offers a compelling experience for fans of traditional roleplaying games as well as newcomers to the hobby. This article examines the core features of the system, the way it handles combat, character progression, narrative tools, and its approach to inclusivity and safety at the table.
Cosmere Roleplaying Game Beta Rules Preview
The Cosmere Roleplaying Game Beta Rules Preview represents a collaborative effort by an experienced and diverse creative team, working under the guidance of Brandon Sanderson to bring the worlds of the Cosmere into the realm of tabletop gaming. Below are the key contributors who helped bring this ambitious project to life:
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Executive Producer: Brandon Sanderson
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Production Team: Isaac Stewart and Dan Wells
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Creative Direction: Johnny O’Neal
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Game Design Lead: Andrew Fischer
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Narrative Lead: Lydia Suen
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Editing Lead: Laura Hirsbrunner
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Project Management: Lyla Fujiwara and Anthony Joyce-Rivera
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Design Consultant: Max Brooke
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Design Contributors: Ross Leiser, Sen-Foong Lim, Amber Litke, Sadie Lowry, and Mario Ortegón
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Additional Content Contributors: Welden Bringhurst, Imogen Gingell, and Meric Moir
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Art Direction: Katie Payne
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Visual Design: Gordon McAlpin (Graphic Design)
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Concept Art: Marie Seeberger
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Cover Artwork: Wayne Reynolds
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Interior Illustrators: George Bennett, Vincent Dutrait, Antti Hakosaari, Romain Kurdi, Irina Kuzmina, Ben McSweeney, Steve Prescott, Deandra Scicluna, Lie Setiawan, and Jacob Walker
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Lore & Narrative Worldbuilding (Worldsingers): David Behrens, Joshua Harkey, Eric Lake, Ben Marrow, Ian McNatt, and Evgeni Kirilov
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Sensitivity Reviewers: Kira Aitch, Em Carson, Danny Delgado, Jayrod Garret, Hinahina Gray, Neha Patel, and Basil Wright
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Accessibility Consultation: Chris Hopper
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Marketing and Branding: Adam Horne and Jillian Ross
A System Built from Many Influences
Rather than choosing a single ruleset to emulate, the Cosmere RPG takes foundational mechanics from multiple systems and adapts them to suit the tone and structure of the Cosmere setting. The result is a ruleset that is both familiar and innovative.
Task Resolution and Action Economy
At its core, the game uses a d20-based resolution mechanic reminiscent of Dungeons & Dragons 5e. Players roll a twenty-sided die, add their relevant attribute and skill modifier, and compare the result to a target difficulty. However, the game alters the advantage/disadvantage mechanic in a significant way. Rather than simply rolling two dice and taking the higher or lower result, multiple sources of advantage or disadvantage stack and cancel each other out one-for-one. This modular approach adds a layer of strategy and granularity that allows for more precise control over how situational modifiers affect gameplay.
The game’s action economy draws heavily from Pathfinder 2e and Shadow of the Demon Lord. Characters choose between taking a fast or a slow turn each round. A fast turn allows two actions and resolves earlier in the initiative order. A slow turn provides three actions but comes later. This setup creates meaningful choices each round and forces players to weigh speed against tactical versatility. In a notable departure from traditional action systems, making multiple attacks in a round does not incur a penalty but instead requires the use of different weapons, encouraging preparation and variety in combat.
Plot Dice: Adding Narrative Depth to Resolution
One of the most distinctive mechanics in the Cosmere RPG is the inclusion of the Plot Die, a six-sided die used during high-stakes actions. Two faces show Complications, two are blank, and two show Opportunities. The Complication sides also offer numerical bonuses, meaning players might succeed more easily at a task but trigger narrative drawbacks at the same time.
This mechanic mirrors the narrative dice system in Genesys and similar games. It injects drama and unpredictability into gameplay while reinforcing the story-driven nature of the system. Opportunities and Complications can be used to fuel Event Tracks, which are essentially narrative clocks that trigger certain developments when filled. These elements give both players and Game Masters tools for shaping the story beyond basic success or failure.
Attributes, Pools, and Defenses
Characters are defined by six attributes, grouped into three categories: Physical (Strength and Speed), Cognitive (Intellect and Willpower), and Spiritual (Awareness and Presence). These pairs determine both a defense score—similar to Armor Class in other games—and a resource pool.
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Health is derived from the Physical pair and functions as hit points.
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Focus is tied to the Cognitive attributes and represents mental stamina and concentration. It can be spent to power abilities or resist influence.
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Investiture is linked to Spiritual attributes and fuels supernatural powers unique to the Cosmere universe. Unlike other resources, Investiture is not available at level one, reflecting the rarity and importance of magic within the setting.
This resource structure emphasizes the mental and spiritual dimensions of adventuring, rather than focusing solely on physical health. It also creates interesting trade-offs between defense and capability, especially as supernatural abilities become more prominent later in a character’s progression.
Character Advancement: Paths, Talents, and Customization
Rather than choosing a class at the beginning of the game, players select a Path, which functions similarly to a career or profession. Each Path features three talent trees, allowing for extensive customization and specialization. As characters advance, they can branch into other Paths, offering a level of flexibility not found in more rigid class-based systems.
Some Paths, such as the Agent and Hunter, closely resemble traditional classes like Rogues and Rangers. Others, like the Windrunner and Lightweaver, are tied more directly to the Cosmere’s magical systems. Every Path has a “Key Talent” that defines its core gameplay theme. For example, the Hunter’s ability, Seek Quarry, allows them to mark a known or observed target, granting consistent advantages in tracking, attacking, or gathering information about that quarry. This type of mechanic supports both roleplaying and tactical engagement, aligning with the themes of the source material.
Ancestries and Cultures: Setting-Specific Worldbuilding
At launch, the Cosmere RPG includes two ancestries: Humans and Dancers (Singers). While this may seem limited, it reflects the specific focus on the Rosharan setting from The Stormlight Archive. As the game expands to other Cosmere worlds, more ancestries are expected to be added.
Humans gain additional talents at various levels, while Dancers have access to a unique talent tree that reflects their shapeshifting abilities. These forms offer specialized advantages in different situations and reinforce the idea of adaptability and transformation.
Cultures serve as a blend of background and faction, providing narrative context, language proficiency, and social knowledge. This supports worldbuilding by grounding characters within the societies of the Cosmere, giving players a clear sense of where their characters come from and what they know.
Structured Storytelling: Combat, Conversations, and Endeavors
The game divides scenes into three major categories: Combat, Conversations, and Endeavors.
Combat
The turn structure described earlier encourages dynamic, strategic gameplay. The addition of boss-specific rules makes major adversaries feel powerful and dangerous. Bosses take both fast and slow turns, can spend Focus to interrupt the initiative order or remove conditions, and do not rely on passive mechanics like legendary resistances. Instead, they use the same resource economy as players, but with more versatility, which makes them feel both fair and threatening.
Conversations
Conversations are not always mechanically structured, but when they are—such as in negotiations or political debates—each participant takes turns making influence rolls. Non-player characters can spend Focus to resist influence, giving the interaction a form of pacing and urgency.
However, one potential flaw in the system is that NPCs can attempt to influence players, but player characters are under no obligation to comply. This can lead to situations where influence becomes ineffective or repetitive. A proposed solution is to have successful NPC influence reduce the player’s Focus, even if the influence is resisted, limiting their participation and increasing stakes without forcing specific actions.
Endeavors
Endeavors are extended tasks that require multiple successes to resolve and are similar in concept to skill challenges from earlier editions of Dungeons & Dragons. Complexity levels determine how many successes are needed before a certain number of failures are accumulated.
While this structure is familiar, it sometimes struggles with abstraction, particularly when players possess abilities that seem to bypass the challenge entirely. Some systems, like Star Trek Adventures, resolve this by using fixed intervals rather than failure thresholds, maintaining tension without penalizing creativity. Adopting a similar approach could enhance the Endeavor system’s effectiveness.
Inclusivity, Safety, and Responsible Worldbuilding
One of the most notable aspects of the Cosmere RPG is its comprehensive approach to safety and inclusion. The game includes an in-depth Safety Guide that goes beyond standard content warnings. It discusses session zero practices, setting expectations, and actively using tools like lines, veils, and check-ins throughout a campaign.
Where this game sets itself apart is its focus on how marginalization is portrayed in storytelling. It acknowledges that including themes such as slavery, discrimination, or gender roles—even if condemned within the narrative—can affect players differently. The guide advises storytellers to center the perspective of the marginalized, reaffirm consent even after agreement, and avoid erasing identities while removing the systems that harm them.
This perspective reflects a mature understanding of representation in collaborative storytelling. It encourages thoughtful engagement with difficult themes and equips players and game masters to explore the complex societies of the Cosmere respectfully and responsibly.
Representation of Disability
The game also provides thoughtful guidance for incorporating characters with disabilities. It emphasizes that disabled adventurers are not defined by mechanical penalties. Instead, they are as capable as any other character, with their disabilities integrated into the story, not the mechanics. Injuries may have mechanical consequences, but these represent new and temporary challenges, not inherent limitations.
Perception rules allow characters to choose alternative primary senses. This flexibility maintains consistency while respecting different modes of experience, further reinforcing the game’s commitment to accessibility and inclusion.
Final Thoughts
The Cosmere RPG succeeds in creating a system that is both mechanically sound and narratively rich. By blending multiple influences and adapting them to fit the themes of the Cosmere, the designers have crafted a game that supports deep customization, meaningful decision-making, and storytelling that feels true to Sanderson’s work.
While some mechanics, particularly in Conversations and Endeavors, may benefit from future refinement, the game’s foundation is solid. Its handling of boss encounters, resource management, and narrative consequences makes for an engaging play experience.









