Eastbound is a contemporary life roleplaying game set in fictional cities inspired by East Asia. You play an adult with a job, a family, and a daily routine — and a life that is about to get complicated.
Most play lives in ordinary days: commutes, deadlines, dinners, late-night convenience stores. When the table wants it, those same ordinary days turn into television-scale drama: confrontations, confessions, betrayals, reconciliations. The game moves between the two registers, and the contrast is the point.
What you do
Pick a built campaign and a seat at its table, or bring your own person and walk in from outside. Each session, you say what your person does and says; the game master plays the world back — people, consequences, interruptions.
There is no fixed script beyond the established history. Stories grow from what your person wants, owes, and hides.
Checks
When what you attempt could fail, cost something, or get complicated, roll 2d6 + one stat.
| Roll | Result |
|---|
| 10+ | Clean success. |
| 7–9 | Success with a cost or complication. |
| 6– | Things escalate. |
Your stats are Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Looks. If there is no meaningful risk, do not roll — just say what you do.
Tone
All drama is between consenting adults at the table. Before play, the table sets its dials: how heightened the drama gets, how central romance is, how heavy dark material runs, and what the screen may show. Anyone can soften a scene at any time.
Read The Drama Engine next for the small set of mechanics, then Making Your Person, then Campaign Flavors to pick the season's tone.