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 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 provide 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 bring a character concept linked to an order of magic, personal aspirations, 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 goal, such as a heist, a negotiation, or a quest for hidden truths. Campaigns focus on character arcs, recurring NPCs, and optional side scenes between sessions. For online games, we use shared dice rollers and video options similar to those in Online Play.

Two friends playing D&D at a table with dice and a human skull prop, deep in conversation during their role-playing game.
Two friends playing D&D at a table with dice and a human skull prop, deep in conversation during their role-playing game.
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 simple. 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 mood and surprises. New players can use quick-start characters or bring a straightforward concept for us to develop together. If you have a specific table atmosphere 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 provides the Sooth Deck along with any props or handouts. For online sessions, they utilize digital tools for cards and rolls, so you only need a reliable video connection and a quiet space. If you are curious about how remote tables operate, check out 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, delicate 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 journeys 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 mere combat. Anticipate complex 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 the opportunity to pursue personal goals while still sharing scenes. Sessions last 3 to 4 hours, including a short break. This provides ample time to explore Satyrine, follow clues, and achieve a satisfying turn 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 tables, the Game Master emphasises wonder, puzzles, and imaginative magic, while steering clear of frightening or intense themes. For mixed-age or sensitive groups, we implement clear tone-setting and safety tools, and move away from 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

    Logic in dreams at the table. Rooms intertwine, clocks bleed, and questions resolve on their own. Imagine Alice in Wonderland, filled 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 are saying

  • Joran had 6 kids aged 12 fully engaged for the entire four hours. Most were playing for the first time. They were actively entertained from start to finish. At no point did anyone seem bored or irritated. Joran was also perfectly prepared and had great game materials on hand.

    Haiko

  • Ruby was amazing; this was our group's first DnD experience, and she helped everyone grasp the rules and enjoy themselves.

    Adam

  • We had a fantastic time; the boys really enjoyed their campaign, and Evan was excellent. I would definitely recommend Evan. Thank you!

    Cheidhia

  • Geert was a lot of fun and very enthusiastic! We were laughing so hard we could hardly breathe :D

    Wessel

  • It was an amazing experience for the girls! Thank you, Marie! You were incredibly well prepared, the girls were captivated by your every word, and it felt like you had been playing together for years! Looking forward to seeing you next time!

    Annick

  • Tom was amazing! 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 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 positive attitude made the game enjoyable for all. I truly appreciated how he could clearly explain what was needed from our less experienced players while keeping our more seasoned players on their toes with his expertise in the game. Everyone in our party had a fantastic time thanks to Bryan.

    Jeremy

  • Dayron was fantastic. Well-prepared. Punctual. And had a wonderful sense of humour.

    Corey

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