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 love 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 combat first.

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 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 from 1 to 10. You roll a single d10. Skills, helpful assets, magic, and teamwork can lower that difficulty or give you 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 create a character concept linked to a school of magic, 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 simplified characters and a clear 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.

Common questions

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

Getting started is a breeze. A professional Game Master takes care of the rules and guides you as you play. You simply describe your actions, roll a single d10 when necessary, and the Sooth Deck adds atmosphere and unexpected turns. New players can use quick-start characters or bring a straightforward concept, and we’ll develop it together. If you have a specific table vibe or teaching style in mind, check out 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 brings the Sooth Deck and any props or handouts. For online tables, they use digital tools for cards and rolls, so you only need a reliable video connection and a quiet place. If you are curious about how remote tables run, 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 fuel the gameplay, encouraging scenes that focus on discovery, symbolism, and significant choices. Imagine surreal neighbourhoods, deals with powerful entities, creative heists, subtle negotiations, and mysteries that uncover what your character genuinely desires. While combat can occur, the emphasis is typically 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. Advancement is based on your character’s personal arcs and secrets, rather than a loot or level grind. Conflicts arise, but they are quick and perilous, with inventive strategies often proving more effective than simply exchanging blows. Anticipate layered choices, symbolism, and social leverage to overcome many challenges without the need for a dungeon crawl.

What group size and session length are most effective?

Invisible Sun shines with 2 to 5 players. Three or four allows everyone space to pursue personal goals while still sharing scenes. Sessions run for 3 to 4 hours, including a short break. This is ample time to explore Satyrine, follow clues, and achieve a satisfying turn in each character’s story. One-shots focus on a clear goal such as a heist or negotiation. Campaigns develop ongoing arcs and can 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 kid-friendly tables, the Game Master emphasises wonder, puzzles, and imaginative magic, while steering clear of scary or heavy themes. For mixed-age or sensitive groups, we implement 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, build timelines, and catch the culprit. Think Knives Out, but you are the detective, piecing together alibis and secrets…

    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 a breather and kindness is the key to solving dilemmas. Imagine Alice in Wonderland, filled with…

    View genre: Whimsical
  • Absurd

    Worlds where logic takes a holiday. Expect absurd rules, existential humour, and sudden dread, like The Hitchhiker’s Guide to the Galaxy…

    View genre: Absurd

What players are saying

  • Tom was fantastic! He was really great with the kids and very patient with his explanations. It was a wonderful evening and definitely worth doing again! The kids asked the next day when we could do 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 fantastic job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot 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. Cheers, Mario

    Mario

  • Bryan was exceptional. We had a group with varied experience levels, and he managed to keep everyone engaged and involved. His positive attitude made the game enjoyable for all. I really appreciated how he could clearly explain what was needed for 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 fantastic 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. Thanks!

    Casey

    The Merry Meeple

  • The game was incredibly engaging. I organised a session as a gift for my boyfriend, who is really passionate about it, and he was very 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

  • Baptiste was a fantastic GM who adapted seamlessly to our group and helped us make great progress in this one-shot. However, there was one issue with the character sheets provided; they were not complete or clear. Some of the French translations were quite rough. For instance, our cleric was missing spells, including a 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 let the players immerse themselves in the game by giving them control over how they wanted their actions to unfold. I would definitely work with her again.

    John

  • A great first experience with D&D. Amber was excellent at explaining and guiding the game, allowing us as players to quickly get into the flow and focus on the story. Collaborating on attack strategies with my colleagues was a fun activity that provided valuable insights into each other's characters, thought processes, and differences. Overall, I found it to be a very enjoyable session.

    Jens

    Triodos Bank N.V.

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