Yep, you read that right. There is in fact an officially licensed roleplaying game based on From Software's notorious dark fantasy saga out there...
...but only in Japan. (You knew there was a hook somewhere.) And frankly, the likelihood of it ever seeing a formal English release are slim-to-none, despite the fact that spin-offs like the Dark Souls board game have proven there's plenty of players salivating for an analogue version of their favorite die-'em-up.
Still, after getting my hands on a copy during a recent trip to Tokyo, I thought it might be a fun exercise to try and work through the rulebook - and share my findings with other RPG fans curious to see how From's particular brand of gameplay translates to a tabletop setting. My Japanese language skills are barely there, but with a lot of machine translation and a bit of common sense, I've managed to develop a reasonable understanding of what makes this thing tick.
THE BACKGROUND
First off, a bit of general background: the Dark Souls TRPG was first published in 2017 by Kadokawa, the company behind iconic anime magazine Newtype and various prominent and not-so-prominent manga and light novel series you may or may not have heard of, such as Chrno Crusade and Haruhi Suzumiya. Despite the name, it's based directly on Dark Souls III, the most recent entry into the franchise at the time.
The game itself was primarily written by Hironori Katou, an employee of the Japanese RPG company Group SNE. Group SNE is a bit of an elder statesman in the local roleplaying scene, having created the highly popular Sword World (essentially Japanese D&D) franchise all the way back in 1989. The most recent edition of Sword World, 2.5, still seems to be doing solid business for them, but they also produce games in other genres, dabble in board, card, and computer gaming, and have published localized versions of Western stalwarts like Shadowrun, Earthdawn, MechWarrior, Tunnels & Trolls, and the D&D Rules Cyclopedia.
In short, this RPG isn't the product of some fly-by-night operation - it's a book with a pedigree.
THE BOOK
The Dark Souls TRPG is a 304-page black and white manga-sized volume - a pretty standard format for Japanese RPGs, as I've discovered. In a fun touch, once you remove the dust jacket, you'll discover that the front and back covers of the book are copies of the standard character sheet; the inside back flap of the jacket doubles as a little player reference guide.
Bluntly, the production values aren't going to give Wizards of the Coast any sleepless nights - it's all very spartan, illustrated mainly by screenshots from the game itself - but it's very readable, extremely handy to carry around, and cheap, coming out to the equivalent of about 14 bucks at the time.
My copy of the TRPG also came with a full-color GM's reference chart-slash-referee screen, which breaks down the core actions and terminology and provides an index for the most important rules. This turned out to be an valuable starting point when it came to deciphering the game.
PROLOGUE
The book kicks off with the more-or-less legally mandated "What is an RPG" spiel and a rundown of the basics of the Dark Souls setting. The whole shebang covers 9 pages, and seems to be fairly surprise-free.
SECTION 1. MAKING
Pages 14 to 62 deal with character generation. You have two ways to create a PC in the Dark Souls TRPG: pick a pre-gen, or roll one up yourself. In an apt nod to the original game's co-op features, each campaign only has one proper PC - all other players are White Phantoms summoned by the "host" to assist them in their quest. Groups who really want to recreate that Dark Souls experience in all its glory can even try to play using only non-verbal communication to talk to each other - a handy guide at the back of the book (p. 298 and 299) lists all the gestures used in the video game.
(It's worth noting at this point that the TRPG deliberately skews towards one-on-one play or extremely small groups. Hironori is up-front about the fact that this was done to replicate the tension and isolation of the source material as much as possible.)
As in the video game, PCs have 8 core stats: Vigor, Attunement, Vitality, Strength, Dexterity, Intelligence, Faith, and Luck. Like D&D 3E, those stat scores are mainly used to determine stat modifiers, which are equal to the relevant stat divided by 4, rounding down. If you have a Strength of 9, for instance, this translates to a +2 modifier. In fact, the only time the base stat really comes into play is when determining which classes you can take and which abilities you can learn and use.
The one exception to this is Luck, which simply grants a number of re-roll attempts per session equal to your stat score. In other words, 10 Luck means 10 re-rolls. Each re-roll used reduces your Luck pool by 1, and regaining Luck only seems to happen under rare circumstances during play.
Next come the derived stats. The first of these is the character's Level, which is equal to the sum of all of your stats minus 80. You then divide it by 4 to get your Level Modifier. The game reckons the average Level is 8, but it can definitely swing higher or lower.
Hit Points (HP) are expressed as boxes; your character has a number of HP boxes equal to (5 + Vigor Modifier). These are marked off as you take damage. Focus Points (FP) are spent to use your various abilities, and are equal to (5 + Attunement Modifier). To recover lost HP and FP during play, PCs have special items called Estus and Ashen Estus Flasks, which restore 3 HP and 1 FP respectively when used. Each Flask has a limited number of charges determined by the scenario, and only works on its owner.
Defense (DF) determines how much damage you take from attacks. The game distinguishes between Physical Defense and Magical Defense, which are the sum of the Physical/Magical Armor Values for all currently equipped armor plus your Level Modifier.
Finally, you have your Initiative Bonus (equal to your Dexterity Modifier), Muscle (Strength Modifier), Magic Power (Intelligence Modifier), Miracle Power (Faith Modifier), and Skill Power ((Faith + Strength Modifier)/2). These determine how much punch your various attacks and abilities will pack in combat, and how quickly you'll be able to take actions.
What about Vitality? It’s used for tracking encumbrance, mostly. There are 3 levels based on how much weight you're hauling vs. your Vitality: Light (load less than or equal to Vitality), Medium (Vitality +1) to (Vitality x 2) and Heavy (Vitality x 2 +1) to (Vitality 3). In addition to determining just how much you can carry, period, Vitality also decides whether you can effectively dodge with your loadout. The higher your encumbrance, the more expensive dodging becomes - but more on that later.
With that covered, let's look at how the stats are actually determined. Randomized character generation means rolling (2d6+4) eight times, then assigning the results to the eight stats as desired. However, the game advises you to re-roll if you wind up with more than 105 points of stats, as you will be powerful enough to unbalance the pre-written adventures included in the book.
If you want to limit the amount of unpredictability here, the end of the chapter has some alternate (and honestly fairly fiddly-looking) methods for randomly generating stats. Or players can just take 88 points and split them between the eight stats as desired, eliminating the element of chance entirely.
Once you have your stats set, you get to choose a class from one of the ten listed in the book. Players familiar with Dark Souls III will recognize these already: Knight, Mercenary, Warrior, Herald, Thief, Assassin, Sorcerer, Pyromancer, Cleric, and Deprived. Each of these has its own stat prerequisites, starting equipment, and starting abilities. To qualify as a Knight, for instance, you need at least Vitality 15, Strength 13, and Dexterity 10, while a Thief requires Dexterity and Luck of 12 or higher. However, each of the classes also has a set of default stats you can use. So if you know you want to play a Herald, just pick the pre-gen Herald and be done with it.
With your class selected, the next step is to generate three memories from your former life. The first one is obtained by rolling on your class-specific memory table, while the other two are generated using a set of six (Joy, Fun, Bright, Dark, Anger, Sorrow) tables shared by all classes. Potential results can include things like "Days sequestered away, reading books" or "Ridiculed by your closest friends."
Memories provide a little flavor and context to your character, but also have a mechanical effect: each time the PC dies and wants to resurrect at a Bonfire - dying being a key component of the Dark Souls experience - you must lose one of your memories. If a character has no more memories left to lose, they're dead for good. This is a bit more punitive than the original games, but puts a hard limit on how long a session can drag on for.
To wrap character creation up, you select a name, gender, apparent age, and a short description. At this point, it's onto the second chapter: the basic rules.
...but only in Japan. (You knew there was a hook somewhere.) And frankly, the likelihood of it ever seeing a formal English release are slim-to-none, despite the fact that spin-offs like the Dark Souls board game have proven there's plenty of players salivating for an analogue version of their favorite die-'em-up.
Still, after getting my hands on a copy during a recent trip to Tokyo, I thought it might be a fun exercise to try and work through the rulebook - and share my findings with other RPG fans curious to see how From's particular brand of gameplay translates to a tabletop setting. My Japanese language skills are barely there, but with a lot of machine translation and a bit of common sense, I've managed to develop a reasonable understanding of what makes this thing tick.
THE BACKGROUND
First off, a bit of general background: the Dark Souls TRPG was first published in 2017 by Kadokawa, the company behind iconic anime magazine Newtype and various prominent and not-so-prominent manga and light novel series you may or may not have heard of, such as Chrno Crusade and Haruhi Suzumiya. Despite the name, it's based directly on Dark Souls III, the most recent entry into the franchise at the time.
The game itself was primarily written by Hironori Katou, an employee of the Japanese RPG company Group SNE. Group SNE is a bit of an elder statesman in the local roleplaying scene, having created the highly popular Sword World (essentially Japanese D&D) franchise all the way back in 1989. The most recent edition of Sword World, 2.5, still seems to be doing solid business for them, but they also produce games in other genres, dabble in board, card, and computer gaming, and have published localized versions of Western stalwarts like Shadowrun, Earthdawn, MechWarrior, Tunnels & Trolls, and the D&D Rules Cyclopedia.
In short, this RPG isn't the product of some fly-by-night operation - it's a book with a pedigree.
THE BOOK
The Dark Souls TRPG is a 304-page black and white manga-sized volume - a pretty standard format for Japanese RPGs, as I've discovered. In a fun touch, once you remove the dust jacket, you'll discover that the front and back covers of the book are copies of the standard character sheet; the inside back flap of the jacket doubles as a little player reference guide.
Bluntly, the production values aren't going to give Wizards of the Coast any sleepless nights - it's all very spartan, illustrated mainly by screenshots from the game itself - but it's very readable, extremely handy to carry around, and cheap, coming out to the equivalent of about 14 bucks at the time.
My copy of the TRPG also came with a full-color GM's reference chart-slash-referee screen, which breaks down the core actions and terminology and provides an index for the most important rules. This turned out to be an valuable starting point when it came to deciphering the game.
PROLOGUE
The book kicks off with the more-or-less legally mandated "What is an RPG" spiel and a rundown of the basics of the Dark Souls setting. The whole shebang covers 9 pages, and seems to be fairly surprise-free.
SECTION 1. MAKING
Pages 14 to 62 deal with character generation. You have two ways to create a PC in the Dark Souls TRPG: pick a pre-gen, or roll one up yourself. In an apt nod to the original game's co-op features, each campaign only has one proper PC - all other players are White Phantoms summoned by the "host" to assist them in their quest. Groups who really want to recreate that Dark Souls experience in all its glory can even try to play using only non-verbal communication to talk to each other - a handy guide at the back of the book (p. 298 and 299) lists all the gestures used in the video game.
(It's worth noting at this point that the TRPG deliberately skews towards one-on-one play or extremely small groups. Hironori is up-front about the fact that this was done to replicate the tension and isolation of the source material as much as possible.)
As in the video game, PCs have 8 core stats: Vigor, Attunement, Vitality, Strength, Dexterity, Intelligence, Faith, and Luck. Like D&D 3E, those stat scores are mainly used to determine stat modifiers, which are equal to the relevant stat divided by 4, rounding down. If you have a Strength of 9, for instance, this translates to a +2 modifier. In fact, the only time the base stat really comes into play is when determining which classes you can take and which abilities you can learn and use.
The one exception to this is Luck, which simply grants a number of re-roll attempts per session equal to your stat score. In other words, 10 Luck means 10 re-rolls. Each re-roll used reduces your Luck pool by 1, and regaining Luck only seems to happen under rare circumstances during play.
Next come the derived stats. The first of these is the character's Level, which is equal to the sum of all of your stats minus 80. You then divide it by 4 to get your Level Modifier. The game reckons the average Level is 8, but it can definitely swing higher or lower.
Hit Points (HP) are expressed as boxes; your character has a number of HP boxes equal to (5 + Vigor Modifier). These are marked off as you take damage. Focus Points (FP) are spent to use your various abilities, and are equal to (5 + Attunement Modifier). To recover lost HP and FP during play, PCs have special items called Estus and Ashen Estus Flasks, which restore 3 HP and 1 FP respectively when used. Each Flask has a limited number of charges determined by the scenario, and only works on its owner.
Defense (DF) determines how much damage you take from attacks. The game distinguishes between Physical Defense and Magical Defense, which are the sum of the Physical/Magical Armor Values for all currently equipped armor plus your Level Modifier.
Finally, you have your Initiative Bonus (equal to your Dexterity Modifier), Muscle (Strength Modifier), Magic Power (Intelligence Modifier), Miracle Power (Faith Modifier), and Skill Power ((Faith + Strength Modifier)/2). These determine how much punch your various attacks and abilities will pack in combat, and how quickly you'll be able to take actions.
What about Vitality? It’s used for tracking encumbrance, mostly. There are 3 levels based on how much weight you're hauling vs. your Vitality: Light (load less than or equal to Vitality), Medium (Vitality +1) to (Vitality x 2) and Heavy (Vitality x 2 +1) to (Vitality 3). In addition to determining just how much you can carry, period, Vitality also decides whether you can effectively dodge with your loadout. The higher your encumbrance, the more expensive dodging becomes - but more on that later.
With that covered, let's look at how the stats are actually determined. Randomized character generation means rolling (2d6+4) eight times, then assigning the results to the eight stats as desired. However, the game advises you to re-roll if you wind up with more than 105 points of stats, as you will be powerful enough to unbalance the pre-written adventures included in the book.
If you want to limit the amount of unpredictability here, the end of the chapter has some alternate (and honestly fairly fiddly-looking) methods for randomly generating stats. Or players can just take 88 points and split them between the eight stats as desired, eliminating the element of chance entirely.
Once you have your stats set, you get to choose a class from one of the ten listed in the book. Players familiar with Dark Souls III will recognize these already: Knight, Mercenary, Warrior, Herald, Thief, Assassin, Sorcerer, Pyromancer, Cleric, and Deprived. Each of these has its own stat prerequisites, starting equipment, and starting abilities. To qualify as a Knight, for instance, you need at least Vitality 15, Strength 13, and Dexterity 10, while a Thief requires Dexterity and Luck of 12 or higher. However, each of the classes also has a set of default stats you can use. So if you know you want to play a Herald, just pick the pre-gen Herald and be done with it.
With your class selected, the next step is to generate three memories from your former life. The first one is obtained by rolling on your class-specific memory table, while the other two are generated using a set of six (Joy, Fun, Bright, Dark, Anger, Sorrow) tables shared by all classes. Potential results can include things like "Days sequestered away, reading books" or "Ridiculed by your closest friends."
Memories provide a little flavor and context to your character, but also have a mechanical effect: each time the PC dies and wants to resurrect at a Bonfire - dying being a key component of the Dark Souls experience - you must lose one of your memories. If a character has no more memories left to lose, they're dead for good. This is a bit more punitive than the original games, but puts a hard limit on how long a session can drag on for.
To wrap character creation up, you select a name, gender, apparent age, and a short description. At this point, it's onto the second chapter: the basic rules.