TBA
Paths to Eternity is a Free to Own, Free to Play Tabletop Role Playing Game (TTRPG) in the vein of Dungeons & Dragons and Pathfinder, built on new, updated DNA. It takes lessons from the classic fantasy role playing games (RPGs) of the past but combines them with new ideas from Japanese role playing games (JRPGs), non-traditional and non-fantasy TTRPGs and award-winning western video games.
For those completely new to TTRPGs and uninitiated in the genre, more details about how this game and similar games ‘work’ are provided in Part 1→ .
The ultimate goal of Paths to Eternity is to contribute to a new era of role playing games, built on fresh mechanics, where the games are focused on the players and game masters first. Being ‘player and game master focused’ means delivering the best and richest possible fantasy role playing experience (for free) without being concerned by the design constraints posed by legacy, page-counts or marketing.
Paths to Eternity is designed from the ground-up to be a system aligned with the Dark Fantasy, Mid-Fantasy and Epic Fantasy genres. It is also designed to be adapted to any traditional fantasy setting, particularly for those already playing or running existing games. This means players and game-masters can expect the following;
In addition to the main Fantasy genres encompassed by Paths to Eternity, tools are also provided to play and run games in a number of added sub-genres, including court intrigue, desert-survival and tales from the Far East. This is discussed further in Campaign Settings→ and later chapters.

The driving inspiration behind creating Paths to Eternity was to combine Fantasy RPGs as they were circa the early 2000s (when they begun embracing deep customization and complex mechanics) with lessons learned from non-fantasy tabletop games and the millions of design-hours that have refined modern Video Games in the broader RPG genre.
The desired end-result is a visceral and impactful fantasy game with rich mechanics that are also streamlined (rather than simplified). It seeks to deliver an experience of meaningful progression, following adventurers from their beginnings as outmatched underdogs, all the way to wherever their destinies might take them — even unto challenging Dark Gods.
In striving towards those ends, a number of sources deeply inspired Paths to Eternity:
As well as Against the Dark Master, Pathfinder 1st Edition, Dungeons & Dragons 4th Edition, Mythras, Dragonbane and many others.
Plus numerous other action-oriented role-playing games such as Path of Exile, The Witcher 3, World of Warcraft and Final Fantasy XIV.
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While Paths to Eternity strives to be very accessible to anyone who has previously played Dungeons & Dragons or Pathfinder, a number of its core design principals are fundamentally different. Perhaps the greatest of these differences include the following;
Paths is not made to be a ‘lite RPG’. Characters require time-investment to make, rules (while as streamlined as possible) can be intricate and multi-layered and — most of all — campaigns and adventures are intended to be played over weeks, months or even years rather than just 1-2 sessions.
Paths is also not a ‘video game on paper’. While popular video games inspire many of the mechanics of Paths to Eternity (such as the items and equipment), playing Paths embraces the unique aspects only possible in a TTRPG. Combats can be ‘cheated’ or avoided by smart players, important characters can be killed-off early (ending ‘quests’) and talking your way out of situations is, if anything, encouraged. Where ‘video-gamey’ aspects have been incorporated, this has only been done to speed-up or add important nuance to play.
At its core, Paths to Eternity is about engrossing role playing, not just fighting monsters and winning — though doing both can definitely be part of the experience.
While compiled initially as an online ruleset, Paths to Eternity is laid out like a book, complete with Parts and Chapters. Those new to the game are encouraged to start at the beginning, following the threads as they weave through the ruleset. This all starts with Part 1 - A Journey Begins→ (and Chapter 1 - How to play (The Basics)→).