Rolling for Nostalgia
So I’ve been playing the Cosmere RPG lately, and it’s done something I wasn’t prepared for. It’s made me miss the old days. Not in that vague, sepia-toned way people get nostalgic about things they barely remember. I mean the real thing. The visceral, bone-deep ache of knowing you used to have something good and it’s just... gone.
I’m talking about Saturdays. Getting up, sometimes after working third shift, grabbing a shower, and hauling yourself to a friend’s place to sit around a table with a bunch of other nerds and play RPGs until two or three in the morning. Then you’d drag yourself home, sleep for a few hours, and wake up to do homework or chores or whatever mundane thing the real world demanded. And you did it gladly, because you’d just spent twelve-plus hours in another world and it was worth every minute of lost sleep.
I spent years with my gaming group. Years. That’s not something you replace easily. And then I moved ten hours away, because life doesn’t care about your hobbies, and that was pretty much the end of it. You tell yourself you’ll find a new group, you’ll make it work online, you’ll do play-by-post or virtual tabletops or something. And maybe you try. But it’s not the same. It’s never the same. There’s something about sitting across from people, rolling actual dice, watching someone’s face when their character gets obliterated by a critical hit, that a screen just cannot replicate.
And here’s the kicker. Even if I found a group tomorrow, when would I play? I’ve got a full-time job in medical IT. I write books. That’s not a side hustle or a casual hobby I pick up when I’m bored, that’s a second full-time job that doesn’t pay like one. I’ve got an alpha reader waiting on pages. Somewhere in there I’m supposed to sleep and eat and pretend to be a functioning human being. The math doesn’t work. I want to game more. I want to play. The desire is there, screaming at me like a bard who just rolled a natural 20 on their performance check. But the hours in the day don’t give a damn about what I want.
I’ve looked at play-by-post. It should work, right? You write when you can, other people write when they can, and eventually a story comes together. Except it doesn’t hit right. It’s like the difference between a live concert and listening to the same album on your phone with one earbud in while you’re doing dishes. Technically it’s the same music. Functionally it’s a completely different experience. Play-by-post is RPGs with the energy sucked out. You lose the spontaneity, the table talk, the moments where someone says something so absurd that the entire group derails for twenty minutes laughing. That’s the stuff I miss. That’s the stuff you can’t schedule into a forum thread.
And now, because the universe has a sense of humor, one of the players wants to run Daggerheart.
Look. I’m going to be honest here, because that’s what the Tenets demand. I don’t get the appeal. I’ve looked at Daggerheart. I’ve read through it. And I cannot figure out why I’m supposed to be excited about a system where the rules are so light they’re practically transparent, and the abilities you do get cost action points for what amounts to a plus two. A plus two. That’s it. That’s what you’re spending your limited resources on. Not some spectacular, table-shaking power that makes everyone sit up and pay attention. A plus two. I could sneeze and get a plus two.
And here’s the thing people don’t seem to consider when they pitch rules-light systems at someone like me: I write books. I have an alpha reader. I am already doing collaborative narration for a living. I don’t need the RPG to provide me with a framework for telling stories, I have that covered. What I need from a tabletop game is the game part. The mechanics. The crunch. The system that pushes back and makes you earn your victories. If I wanted to sit around and make up stories with other people, I’d start a writing circle, not roll dice.
About a year ago, I answered a Reddit post looking for players in a RIFTS game. And I spent a month on character creation. A month. Building out backstories, stat blocks, figuring out how all the ridiculous RIFTS mechanics interacted with each other, making characters that felt like they had weight and history and mechanical identity. That’s what RIFTS does to you. It’s a beautiful, glorious mess of rules layered on rules, and you need a degree in accounting to build a character, but when you’re done, that character is yours. You earned every stat, every skill, every absurd combination of abilities that makes your GM want to throw the book at you (sometimes literally).
Daggerheart got announced in our group and I said fuck it, I’m writing up Ryoga Hibiki as a minotaur chick with a club like Kaido from One Piece. Took me two minutes. Two minutes, because there just isn’t enough system there to engage with. When your character creation process takes less time than ordering coffee, something is missing. I didn’t feel like I’d built a character. I felt like I’d filled out a name tag.
A month versus two minutes. That’s the gap. That’s what rules-light costs you. Sure, you get to play faster. But what are you playing? RIFTS gave me characters I could write novels about (and have). Daggerheart gave me a sticky note.
I grew up on systems with crunch. AD&D had tables for everything. RIFTS was the aforementioned beautiful mess. There was weight to the mechanics. The rules weren’t just there to facilitate storytelling, they were part of the story. When you rolled and the dice betrayed you, it mattered because the system had teeth. When you succeeded against long odds, it felt earned because you understood exactly how unlikely it was.
Rules-light systems feel like someone took a full meal and replaced it with a protein bar. Sure, it’s technically food. It’ll keep you alive. But nobody’s sitting down at a table excited about a protein bar. Nobody’s losing sleep over a protein bar. And I don’t want to spend my precious, limited gaming time, the two hours I can barely scrape together, eating a protein bar when I know what a full meal tastes like.
I know the argument. Rules-light systems lower the barrier to entry. They let you focus on the narrative. They’re more accessible. And sure, fine, all of that is true. But accessibility without depth is just... shallow. It’s the gaming equivalent of those stories where the protagonist gets handed ultimate power on page three and never has to struggle for anything. Where’s the challenge? Where’s the tension? If the system can’t threaten me, if the mechanics are so forgiving that failure is basically a narrative suggestion rather than an actual consequence, then what am I even doing? I’m not playing a game at that point. I’m doing collaborative improv with extra steps. And I already have a creative outlet for narrative collaboration, thanks. It’s called being an author.
And maybe that’s fine for some people. I’m not telling anyone they’re wrong for liking Daggerheart or FATE or whatever other system treats rules like suggestions. But it’s not for me. I need the crunch. I need the weight of a system that pushes back. I need to feel like my decisions matter mechanically, not just narratively. Because when everything is narrative, nothing is.
The Cosmere RPG, at least, has some meat on its bones. It’s got the Sanderson magic systems baked in, and those are inherently logical, which appeals to the part of my brain that needs to know why things work the way they do. Sanderson’s magic has rules, hard rules, and the RPG respects that. There’s a system you can engage with, not just narrate around. That’s why it’s hitting the nostalgia buttons. Not just because it’s a tabletop RPG, but because it reminds me of what tabletop RPGs are supposed to feel like. Structured. Challenging. Worth the investment of time.
But even so, two hours of it just feels like a tease. Like getting one bite of that full meal and then being told the kitchen’s closed. I remember what it felt like to play for ten, twelve hours straight. To be so deep in a campaign that you forgot what day it was. To have a character with so much history and so many scars (mechanical and narrative) that losing them would genuinely hurt. You don’t build that in two-hour sessions spaced weeks apart. You build that in marathon sessions fueled by bad pizza and worse soda, surrounded by people who care about the game as much as you do.
I don’t know if I’ll ever get that back. That’s the honest truth, and it stings to type it. The people, the time, the energy... all of those things are harder to come by now than they were twenty years ago. And I’m not going to pretend that playing Daggerheart for two hours on a weeknight is going to scratch that itch, because it won’t. It’s a band-aid on a wound that needs stitches.
Oh, and they’re laying it over a Pathfinder module. So we’re taking a system built for a rules-heavy game and running it with a system that barely has rules. That’s like putting a lawnmower engine in a Ferrari and wondering why it doesn’t handle curves.
But I’ll try it. Because at the end of the day, even a pale shadow of the thing you love is better than nothing. Even a plus two is technically a bonus. And who knows. Maybe I’ll be wrong about Daggerheart. It wouldn’t be the first time I’ve been wrong about something.
It would just be the most recent.
Incorrigibly yours,
J.E. Flint











