
Mistborn TTRPG · 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 mix stealth, charm, and metal-fuelled feats to tip the scales. The tone is your choice, from gritty street crime to noble intrigue, and it can be adjusted for families or seasoned fans alike.
A session feels like a great heist movie that learned magic. You plan, scout, make allies, and then move 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 get rich 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 move the story forward, often with complications. Resources like metals can give you an edge or open up dramatic stunts when it counts.
Players bring a character concept that fits the crew, from smooth-talking Soother to agile thief or tough skaa bruiser. You decide how you contribute to the job each scene, whether through deception, stealth, or a daring push and pull. A professional Game Master brings the city, factions, jobs, and consequences, then keeps the pace sharp. One-shots focus on a single objective with a clear finish. Campaigns build your crew’s goals, rivals, and influence over time, with downtime to recover and scheme between scores. Want a gritty slow burn or fast cinematic capers? Browse GM playstyles.





Common questions
Do I need to read the Mistborn novels first?
You don’t need to read the books. Your Game Master provides a quick overview of the setting, the metals, and what your crew is aiming to achieve. You learn as you play. If you’re familiar with the series, the GM incorporates familiar details and respectful nods. If you’re not, the session avoids making assumptions. Key plot points from the novels are not essential knowledge and can be omitted. The focus is on your characters, their objectives, and the task at hand.
How is this different 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 tracking tactical powers on a grid. Fights are quick and perilous, so teamwork and creative stunts really shine. If you enjoy schemes, shifting alliances, and consequences that resonate between jobs, this is a perfect fit. 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 other specialist. You can also excel without metal powers, as a mastermind, spy, or skilled burglar. Full Mistborn exist, but they are intentionally rare. Your Game Master will discuss power levels to keep the group balanced and the story enjoyable. Feruchemy is supported when it fits the era or background you choose. Whatever you select, everyone gets moments to lead, and the crew’s combined strengths determine the outcome.
Will the session reveal major 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’s also possible with prior notice. Session briefs highlight any potential spoilers upfront, and you can veto them. The world’s tone and themes remain, while the plot focuses on your crew and their choices.
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 create an intimate, stealthy atmosphere. Six is manageable with a lighter rules approach and defined roles. A one-shot typically lasts 3 to 4 hours, covering briefing, planning, action, and fallout. Campaign sessions are of a similar duration, with larger operations spread across several meetings. Your GM maintains a brisk pace to ensure you have time to both scheme and act.
Do I need special dice or do I have to memorise the metals?
No special gear is needed. The rules use only six-sided dice, whether physical or digital. You don’t need to learn every metal straight away. Your character sheet outlines your abilities, and the GM will explain timing and costs as they arise. Quick references cover pushes, pulls, soothing, rioting, and other common effects. If you prefer, you can begin as a non-Allomancer and add powers later in the campaign.
Is the tone too grim for kids 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 focus on daring escapes rather than grim details. If you have a specific vibe in mind, choose a GM whose style aligns with yours and mention your preferences when booking. See examples on GM playstyles.
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