What Is Einsol's Razor?

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Einsol's Razor is a tabletop roleplaying game where high fantasy and cyberpunk collide, magic and machines in the same world. This guide covers what it is, how it plays, and what you need to start. It's the first stop, so start here.

Before you start
No prior reading needed. You don't have to own the books or watch a single video to follow this. This is your entry point.

The short version

You and a few friends play characters in that world. One of you runs it as the Game Master, or GM. Everyone else plays a character living in it. When the outcome of something is uncertain, the dice decide. Together, you build the story session by session.

The name is a philosophy

Einsol's Razor isn't just a title. It's the principle the whole game is built on, called the Axiom of Infinite Potentiality: the idea that anything is possible, and the world is yours to shape.

The game lives that idea through choice. It's roleplay-first, which means you start with who your character is before you decide what they can do. You pick a Genotype, your character's heritage. You pick a Background, the life they led before the story began. You decide what drives them, the wound at their core. Only then do they take up a class, specialized training that's a starting point you shape, not a box you're locked into. The choices never stop. Every level brings more, so no two characters come out the same.

The books even leave deliberate gaps for your table to fill in. Nothing here is fixed, and that's on purpose.

The world: magic and machine, not one or the other

The world is called Adamah. It was once whole, then broke apart under war, technology, magic, and faith. From the wreckage of the Sundering War rose the City-States, built on the fusion of magic and technology. Neural links and spell matrices. Corporate towers and ancient ruins. Hacking and spell weaving, side by side.

Scattered through it all are Einsols, rare shards of a shattered divine power, and immensely strong. Corporations rival nations. A digital network runs under everything. The world never asks you to choose between the blade and the algorithm. It expects you to master both.

How it plays

At its core, the game is a conversation with dice. The GM describes a situation and asks what you do. You answer. When the outcome is uncertain and it matters, you roll.

Most rolls work the same way: roll a twenty-sided die, add the right Core Stat, and compare the total to a target number the GM sets. Meet it or beat it, and you succeed. Your character has six Core Stats covering anything you might attempt: Strength, Endurance, Agility, Cognition, Intuition, and Charm.

Combat uses the same idea with a bit more structure: roll for turn order, spend Action Points on what you do, and trade attack rolls against defense rolls. You'll learn the details in their own guides. For now, the point is that one simple roll sits under nearly everything.

What makes it different

A few things set Einsol's Razor apart.

The magic and tech fusion is built into the rules, not just the lore. The same character can hack a door and weave a spell, and the game treats both as real, learnable skills.

Your character is defined by what they master, not by destiny. There's no chosen one here.

And failure isn't a dead end. The game has a signature system where falling short, or making a sacrifice, earns you something you can spend later. A rough roll can still push your story forward. You'll meet that system in its own guide.

What you need to play

  • A GM and at least one other player. The game is built for a group.
  • A set of dice: d4, d6, d8, d10, d12, d20, and d100. Cheap to buy, and free dice-roller apps work fine.
  • A character. You can build one in minutes with the free Character Creator on this site.

Everything else, the rules and the tools, lives right here.

Quick recap

  • The name is the philosophy: the Axiom of Infinite Potentiality. Anything is possible, and the world is yours to shape.
  • It's roleplay-first and built on choice. You start with who your character is, not what they can do, and keep choosing at every level.
  • Magic and technology are fused, not separate.
  • One person is the GM and runs the world. Everyone else plays a character. Most actions take one roll: a twenty-sided die plus a Core Stat, meet it or beat it.
  • To start, you need a group, a set of dice, and a character.

Next up

  • How Play Works: the game loop and your first roll
  • Make Your First Character

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