Invisible Sun

Invisible Sun TTRPG · Invisible Sun Roleplaying Game

Invisible Sun

Invisible Sun is a surreal, magic-saturated fantasy game where you play a vislae, a modern mystic who slips out of the everyday Shadow and back into Satyrine in the Actuality. People appreciate it for its rich symbolism, uncanny neighbourhoods, and stories driven by desire and secrets. A session feels like art-house fantasy and occult mystery, with elegant weirdness rather than a focus on combat.

A professional Game Master guides you through striking scenes, meaningful choices, and strange bargains. It’s great for creative beginners seeking a guided experience, as well as for veterans who enjoy layered worlds and consequences. Ideal for birthdays or team events that embrace imagination and problem-solving. Find your fit among our Game Masters for in-person or online play.

How to play Invisible Sun

When you attempt something risky, the Game Master sets a difficulty level from 1 to 10. You roll a single d10. Skills, helpful assets, magic, and teamwork can lower that difficulty or provide you with an advantage. Meet or exceed the target to succeed. The Sooth Deck, a tarot-like set of cards, alters the mood and can enhance or distort certain actions and spells. Turns are conversational: state your intent, roll if necessary, the GM narrates the outcome, and the story progresses.

Players come with a character concept linked to a magical order, personal ambitions, and a few secrets. The Game Master introduces Satyrine’s inhabitants, locations, clues, and symbolism, along with tools like the Sooth Deck and engaging handouts. One-shots feature streamlined characters and a specific objective, such as a heist, a negotiation, or a quest for hidden truths. Campaigns focus on character development, recurring NPCs, and optional side scenes between sessions. For online games, we utilise shared dice rollers and video options similar to those in Online Play.

Double-exposure portrait of a smiling person seated in front of bookshelves
Double-exposure portrait of a smiling person seated in front of bookshelves
Green ten-sided die with gold numbers 5 and 9 visible.
Green ten-sided die with gold numbers 5 and 9 visible.

Frequently Asked Questions

I’ve never played Invisible Sun. Is it difficult to learn?

Getting started is straightforward. A professional Game Master manages the rules and guides you as you play. You describe your actions, roll a single d10 when necessary, and the Sooth Deck introduces atmosphere and surprises. New players can use quick-start characters or present a simple idea, and we’ll develop it together. If you have a specific table vibe or teaching style in mind, take a look at Game Masters and choose the one that suits you.

Do we need the Black Cube or any special components?

No. You do not need to own any products. For in-person games, your Game Master provides the Sooth Deck along with any props or handouts. For online sessions, they utilise digital tools for cards and rolls, so you only need a reliable video connection and a quiet space. If you are interested in how remote tables operate, see our online play options. A single d10 is sufficient for players in either format.

What types of stories does Invisible Sun excel at?

Personal quests in an unusual city. Desires and secrets drive the gameplay, so scenes focus on discovery, symbolism, and significant choices. Imagine surreal neighbourhoods, deals with powerful entities, artistic heists, delicate negotiations, and mysteries that uncover what your character truly desires. Combat may occur, but the emphasis is often on social, investigative, and magical problem-solving. Your Game Master adjusts the tone from whimsical and wondrous to eerie and uncanny according to your group's preferences.

How does this differ from D&D? Will combat be significant?

It is less tactical and more dreamlike. There are no battle maps or lengthy damage calculations. Magic is omnipresent, and the Sooth Deck influences outcomes in real time. Progression is based on your character’s personal journeys and secrets, rather than a loot or level grind. Conflicts arise, but they are swift and perilous, with imaginative strategies often proving more effective than mere physical confrontations. Anticipate complex choices, symbolism, and social influence to overcome many challenges without the need for a dungeon crawl.

What group size and session length are most effective?

Invisible Sun accommodates 2 to 5 players. Three or four allows everyone the opportunity to pursue personal goals while still sharing scenes. Sessions typically last 3 to 4 hours, including a short break. This provides ample time to explore Satyrine, follow clues, and achieve a satisfying development in each character’s story. One-shots concentrate on a clear objective, such as a heist or negotiation. Campaigns develop ongoing arcs and may include optional short side scenes between sessions.

Is it appropriate for younger or sensitive players?

Yes. The game’s surreal tone can be adjusted to suit your group. For family-friendly sessions, the Game Master emphasises wonder, puzzles, and imaginative magic, steering clear of frightening or heavy themes. For mixed-age or sensitive groups, we employ clear tone-setting and safety tools, and avoid anything unwelcome. If you prefer darker intrigue or occult mystery, that is also an option. You set the boundaries and mood before play, and we adhere to them.

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Genres you can play in Invisible Sun

  • Surreal

    Dream logic at the table. Rooms fold into one another, clocks bleed, and questions answer themselves. Think Alice in Wonderland, with…

    View genre: Surreal
  • Mystery

    Follow the clues, construct timelines, and apprehend the culprit. Think Knives Out, but you are the detective, assembling alibis and…

    View genre: Mystery
  • Occult

    Candlelit rituals, cryptic symbols, and whispered conspiracies. Imagine The X-Files as you pursue clues through secret lodges and concealed…

    View genre: Occult
  • Whimsical

    A whimsical fantasy where logic takes tea breaks and kindness resolves issues. Imagine Alice in Wonderland, filled with curious rules…

    View genre: Whimsical
  • Absurd

    Worlds where logic takes a holiday. Anticipate absurd rules, existential humour, and unexpected dread, much like The Hitchhiker’s Guide to…

    View genre: Absurd

What players think

  • Tom was brilliant! He was really great with the children and very patient with his explanations. It was a wonderful evening and definitely worth doing again! The kids asked the next day when we would be doing this again.

    Danny

  • First of all, I want to say that Sebastian was really great as a DM. For his first run as a booked DM, he did a really good job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot and yet wasn't a complete story. Discovering that there are two more parts wasn't very positive for us, as it meant there was no satisfying conclusion to the story. 2. As new players, it was difficult for us to understand the English character sheets in such a short time. In German, it would have been much easier. Even receiving the character sheets a few days in advance would have been helpful for preparation. 3. More guidance would be beneficial. Especially for beginners, a more linear one shot would have been preferable. We wasted a large portion of the adventure time doing unnecessary things because we didn't really know how the game worked. Overall, I think the StoryForgers concept is really good and I see a lot of potential in it, especially for introducing new players to D&D. I hope you don't take my feedback the wrong way but as honest criticism. Best regards, Mario

    Mario

  • Bryan was exceptional. We had a group with varying levels of experience, and he managed to keep everyone engaged and involved. His attitude was fantastic, and he made the game enjoyable for all. I particularly appreciated how he could clearly explain what was required from our less experienced players while keeping our more seasoned players on their toes with his extensive knowledge of the game. Everyone in our party had a wonderful time thanks to Bryan.

    Jeremy

  • Dayron was fantastic. Well-prepared, punctual, and had a brilliant sense of humour.

    Corey

  • Dayron was fantastic; he provided an excellent experience. Thank you!

    Casey

    The Merry Meeple

  • The game was incredibly engaging. I arranged a session as a gift for my boyfriend, who is very enthusiastic about it, and he was thoroughly pleased and appreciated Leonardo's professionalism. I don't have much experience with DnD, but I found the game to be quite straightforward and enjoyable.

    Marina

  • A very good GM, Baptiste adapted well to our group and helped us progress in this one-shot. One issue was with the character sheets provided, which were not complete or clear. Some of the French translations were rather approximate. For instance, our cleric was missing spells (no healing spell) even though they were meant to have some.

    Pierre

  • Rachel was fantastic; my daughter and her friends left their game saying it was the most fun they'd ever had, and my daughter wanted to sign up for another game with her straight away. She was friendly, and her approach enabled the players to fully immerse themselves in the game by allowing them to control how they wanted their actions to be carried out. I would certainly work with her again.

    John

  • A pleasant and straightforward introduction to D&D. Amber was adept at explaining and guiding the game, allowing us as players to quickly get into the rhythm and concentrate on the narrative. Collaborating with my colleagues to devise attack strategies was an enjoyable experience and provided valuable insights into each other's characters, thought processes, and differences. Overall, I found it to be a highly enjoyable session.

    Jens

    Triodos Bank N.V.

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