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Essence is a fantasy adventure roleplaying game designed for fast, decisive play and character driven storytelling. It supports a wide range of fantasy tones, from heroic exploration to darker or more unusual worlds, and is flexible enough to handle classic quests, political intrigue, dungeon delves, and long journeys. The system places emphasis on risk, tempo, and consequence, keeping the focus on meaningful choices rather than prolonged resolution. 

The game is built around five design pillars:
i) Speed,
ii) Versatility, 
iii) Rulings over Rules,
iv) High Stakes,
v) Shared Spotlight
.

Combat is intended to resolve in sharp, purposeful exchanges rather than long battles of attrition. Characters do not rely on large pools of health. Instead, they survive through layered defences such as Edge, Ward, armour based Damage Reduction, and a small Vitality pool. Positioning, timing, and teamwork matter more than incremental bonuses, creating tension without slowing the game.

Essence uses a simple d6 dice pool system that applies equally to combat, social encounters, and exploration. Characters are not tied to rigid classes, nor are they required to be experts in combat. Players can build diplomats, explorers, investigators, scholars, or support focused characters who remain fully effective and influential at the table. Social interaction and exploration are given the same mechanical weight as combat, ensuring that every character has opportunities to shape the story.

Essence is aimed at groups who enjoy fantasy roleplaying but want faster resolution, clearer stakes, and a system that keeps everyone engaged. It is accessible to new players while offering depth for experienced tables that value sharp tactics, narrative and moments where every decision carries weight. In the current iteration I am focused on the core rules, but I will add additional perk trees, spells, monsters and perhaps my personal setting or two at a later date.

This release is intended for active playtesting. I am particularly interested in feedback on the pace and clarity of combat, how the layered defense system feels in play, and whether encounters resolve decisively without losing tension. I would also welcome impressions on non-combat characters, especially those focused on social interaction or exploration, and whether they feel as influential and engaging as combat focused builds. Clear notes on rules clarity, edge cases, and moments you particularly enjoy or dislike are especially valuable.

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EssenceCoreRules.pdf 580 kB