
Mistborn Roleplaying Game · Cosmere TTRPG
Mistborn Adventure Game
Mistborn Adventure Game is the officially licensed tabletop RPG set in the world of Mistborn, published by Crafty Games. It is designed for capers, conspiracies, and social manoeuvring, all under a sky that rains ash. Players form a crew with a shared goal, then blend stealth, charm, and metal-fuelled feats to tip the scales. The tone is your choice, ranging from gritty street crime to noble intrigue, and it can be adjusted for families or seasoned fans alike.
A session feels like a thrilling heist film that has discovered magic. You plan, scout, make allies, and then act when the moment is right. Expect ballroom whispers, rooftop chases, and coinshot acrobatics. Fans of the novels will feel right at home, but you do not need to know the books to enjoy it. Newcomers pick it up quickly, while veterans gain valuable tools for complex schemes. Ready to start? See available Game Masters.
How to play Mistborn Adventure Game
You act by rolling a pool of six-sided dice based on your character’s abilities, skills, and any metal-fuelled power you tap into. The Game Master sets a difficulty or rolls in opposition. You state your intent, choose an approach, roll, and compare results. High rolls succeed cleanly. Lower rolls still advance the story, often with complications. Resources like metals can give you an advantage or enable dramatic stunts when it matters.
Players bring a character concept that fits the crew, from smooth-talking Soothers to agile thieves or tough skaa bruisers. You decide how you assist with the job in each scene, whether through deception, stealth, or a daring push and pull. A professional Game Master presents the city, factions, jobs, and consequences, maintaining a brisk pace. One-shots focus on a single objective with a clear conclusion. Campaigns develop your crew’s goals, rivals, and influence over time, with downtime to recover and scheme between scores. Fancy a gritty slow burn or fast-paced cinematic capers? Browse GM playstyles.





Frequently Asked Questions
Do I need to read the Mistborn novels first?
There is no need to read the books. Your Game Master will provide a brief overview of the setting, the metals, and what your crew is attempting to achieve. You will learn as you play. If you are familiar with the series, the GM will incorporate familiar details and respectful references. If you are not, the session will not make any assumptions. Key plot points from the novels are not essential knowledge and can be omitted. The emphasis is on your characters, their objectives, and the task at hand.
How does this differ from D&D?
It feels more like planning and executing a con than exploring a dungeon. Social leverage, deception, and timing are just as important as a knife or a coinshot’s push. You roll pools of six-sided dice and assess risks and complications, rather than managing tactical powers on a grid. Fights are swift and perilous, so teamwork and inventive stunts really stand out. If you enjoy schemes, shifting alliances, and consequences that resonate between jobs, this is an excellent choice. Looking for a GM who embraces intrigue? Browse available Game Masters.
Can I play a Misting, Feruchemist, or Mistborn?
Yes. You can be a Misting such as a Soother, Coinshot, Thug, or another specialist. You can also excel without metal powers, as a mastermind, spy, or skilled burglar. Full Mistborn do exist, but they are intentionally rare. Your Game Master will discuss power levels to maintain balance within the group and ensure the story remains enjoyable. Feruchemy is supported when it aligns with the era or background you choose. Whatever you select, everyone will have opportunities to lead, and the crew’s combined strengths will determine the outcome.
Will the session reveal significant plot twists from the books?
It doesn’t have to. The GM can set your story before, after, or alongside published events, or in a different city, allowing you to avoid major reveals. If your group desires lore tie-ins or cameos, that can also be arranged with prior notice. Session briefs highlight any potential spoilers in advance, and you have the option to veto them. The tone and themes of the world remain intact, while the plot focuses on your crew and their decisions.
What crew size is most effective, and how long does a job typically take?
Three to five players is the ideal number for planning, legwork, and backup. Two players work well for a more intimate, stealthy experience. Six players is manageable with a lighter rules approach and clearly defined roles. A one-shot typically lasts between 3 to 4 hours, encompassing briefing, planning, action, and fallout. Campaign sessions are of a similar duration, with larger operations spread over several meetings. Your GM maintains a brisk pace to ensure you have time to both scheme and act.
Do I need any special dice or to memorise the metals?
No special equipment is necessary. The rules utilise only six-sided dice, whether physical or digital. You do not need to familiarise yourself with every metal at the outset. Your character sheet outlines your abilities, and the GM will explain timing and costs as they arise. Quick references are available for pushes, pulls, soothing, rioting, and other common effects. If you wish, you can begin as a non-Allomancer and acquire powers later in the campaign.
Is the tone too grim for children or new players?
It can be adjusted. The setting includes oppression and danger, but a professional Game Master can highlight clever problem-solving, found family, and hopeful victories. Content is discussed prior to play, with lines, veils, and fade-to-black options. Villains can be less brutal, and scenes can concentrate on daring escapes rather than grim details. If you desire a specific atmosphere, choose a GM whose style aligns with yours and mention your preferences when booking. See examples on GM playstyles.
Booking Form
Sent!
Natural 1, give it another go!
Please try again or email info@storyforgers.uk