# Want a Dark Souls or Bloodborne TTRPG? Pick by Bosses, Death Loops, or Ruined-World Mood

Published: 2026-11-07
Updated: 2026-11-07

Compare four Soulslike TTRPGs by combat, death loops, and mood to find the best fit for your group's playstyle.

## Article

I’d pick [Hollows](/item/hollows) for boss tactics, [Runecairn](/item/runecairn) for death-and-retry play, [MÖRK BORG](/item/morkborg) for a doomed world, and [When the Moon Hangs Low](https://www.whenthemoonhangslow.co.uk/) for gothic monster hunts. The best fit depends on what you want from [Dark Souls](https://en.wikipedia.org/wiki/Dark_Souls_(video_game%29) or [Bloodborne](https://en.wikipedia.org/wiki/Bloodborne) - not just how dark the setting looks.

My first question: Do you want to master fights, return after death, or live through the horror? These four games give different answers.

Quick Comparison

Game
Combat focus
Death and return
Setting

Hollows
Teamwork against one boss
Return to the Refuge, with limits and a cost
Rotting realms and personal corruption

Runecairn
Read attacks and manage resources
Bonfire returns; each death costs 1 Vigour
Norse ruins after Ragnarök

MÖRK BORG
Short, lethal fights
No built-in retry loop
An apocalypse ends the world at the seventh Misery

When the Moon Hangs Low
Monster hunts and investigation
No verified checkpoint loop
A plague-scarred gothic city

I’d start with your group’s top priority, then check whether its death rules match the campaign you want.

 
 

Dark Souls & Bloodborne TTRPGs: Find Your Best Fit

## 1. Hollows

### Boss tactics

Hollows puts one boss, the Entity, on an eight-space tactical map: four close positions, three ranged positions, and Support. Front, flank, and rear shift as the Entity moves, so one move can turn a safe Hunter into a target.

Support gives Hunters a place to recover out of sight, but keeps them out of the action. Threat pushes the party to decide who takes the pressure, who rotates, and who covers an ally. High-Threat areas can strengthen attacks or allow interrupts, while opposing positions can enable Focus.

Each Entity brings its own movement, interrupts, and attack rules. On its turn, it can make an attack and a maneuver - or take two maneuvers.

### Death-and-return loops

At 0 Wounds, a Hunter becomes dying. Fail the Hard roll, and they wake in the Refuge. But each rebirth comes at a cost: the rot inside the Hunter grows stronger.

### Setting tone

Hollows pairs light exploration through a poisoned Hollow with tightly structured tactical boss fights. Its rotten realms take shape around the Entities, with grotesque horror and personal corruption at the center.

Exploration mostly serves the hunt: find Entities, Relics, and Rumours while risking damage or Doom along the way. Groups that want more travel, dungeon procedures, or long-form investigation will likely need extra material.

Runecairn offers the same death pressure with less boss choreography.

## 2. Runecairn

### Boss tactics

Runecairn favors fast, reactive combat, especially in a one-Warden, one-Adventurer duet.

Attacks hit automatically, and Defence reduces damage before it reaches Resilience. The Warden signals enemy attacks, giving players a chance to roll away, withdraw, block, or parry with the right gear or ability. Skills and spells generate Fatigue, which fills inventory slots. Combat comes down to reading threats and managing resources. With fights moving this fast, mistakes matter - and feed straight into the death system.

### Death-and-return loops

Death sends the Adventurer back to the last bonfire they rested at. They keep their items but lose 1 Vigour. At 0 Vigour, they become a shade and are permanently lost. Souls stay at the death site; dying again before retrieving them means losing those Souls for good. Retries can help, but they aren't free.

Resting restores Resilience and clears Fatigue, but most defeated enemies return. Powerful foes - including gods, jotunn, and dragons - stay dead. Each bonfire presents a choice: recover and fight ordinary enemies again, or push on with fewer resources.

### Setting tone

Runecairn takes place in the Nine Realms after Ragnarök. The gods are dead or missing, and strange titans roam the ruins. Pick it for Souls-like ruin exploration rather than Bloodborne-style gothic city hunts.

5 [Dark Souls](https://en.wikipedia.org/wiki/Dark_Souls_(video_game%29), Demon Souls, [Bloodborne](https://en.wikipedia.org/wiki/Bloodborne) style tabletop RPG recommendations

## 3. MÖRK BORG

At the bleakest end of the scale, MÖRK BORG swaps boss mastery and resurrection loops for collapse.

### Boss tactics

MÖRK BORG favors short, dangerous fights. Players generally roll attack and defense checks against a difficulty of 12, while armor reduces damage. Combat is fast and lethal, but boss fights don’t revolve around learning patterns or working through scripted phases.

### Death-and-return loops

At exactly 0 HP, a character rolls a d4; a 4 means death. Below 0 HP, they die outright. Death is final, with no checkpoint loop or built-in reset. Choose this game if you want losses that stick.

### Setting tone

The Calendar of Nechrubel brings the apocalypse into play. Each day advances the Calendar of Nechrubel, and the campaign die controls how fast Misery arrives. The seventh Misery ends the world, so delays and extra recovery days carry a risk.

This is doom-metal fantasy: ruined societies, grotesque violence, and black humor. The pressure comes from a world falling apart, rather than Bloodborne’s gothic hunt.

If your group would rather hunt than face the end of the world, the next game shifts from apocalypse to pursuit.

## 4. When the Moon Hangs Low

If your group cares more about the hunt than the end of the world, When the Moon Hangs Low sends Hunters into Harrowmire - a decaying gothic city of plague, fire, and ghouls. Expect Bloodborne-like investigation and dangerous hunts, rather than repeated attempts at the same boss.

### Boss tactics

Combat uses opposed rolls, with abilities rated 1–5 determining how many d6s you roll. Counterattacks can stagger foes, but they don’t stop incoming damage. Cover and lighting also matter, affecting protection and visibility.

The rules don’t show formal boss phases or grid-based positioning. The focus is on hunts, investigation, and intrigue, not scripted boss encounters.

### Death-and-return loops

Armor absorbs damage before Health drops. Once Health runs out, wounds follow. Each Hunter’s Mark grants a Boon and a growing Curse, while exhausting Resolve brings the Hunter closer to being consumed.

A resurrection or checkpoint loop hasn’t been verified, so don’t choose this game mainly for death-and-retry play. Death adds pressure; it isn’t a reset loop.

### Setting tone

Harrowmire offers more than ruined scenery between fights. Forbidden remedies, faction intrigue, and cursed hunters give you reasons to investigate and interact with survivors alongside each contract.

## Death and Return: What Resets and What Changes?

Death is only part of the story. What matters next is how the game lets you return - and what it takes away. [Runecairn: Wardensaga Remastered](https://shop.byodinsbeardrpg.com/products/runecairn-wardensaga?srsltid=AYCX9vIL_slgSqFOt6Dj5YbxOT9YCjNM_2IeOB8Ci4giX5ercRUkn6fU) has the clearest checkpoint loop here.

Game
Death and return
What resets
Campaign consequence

Runecairn: Wardensaga Remastered
Return to the last bonfire you rested at. You keep your items but drop your Souls and lose 1 Vigour. At 0 Vigour, your character is permanently lost.
Rest restores Resilience, clears Fatigue, and resets ability-score loss. Most enemies return, but gods, jotunn, and dragons stay dead.
You can retry with the same character. Die again before recovering your dropped Souls, and those Souls are lost for good.

Hollows
Dead Hunters awaken in the Refuge. Revival is limited to once per Hunt.
A Refuge action revives the Hunter. No bonfire-and-enemy-respawn loop is documented.
Falling to 0 Wounds a second time immediately removes the Hunter from the grid. Supplementary rules can restore fallen Hunters, but at a cost.

MÖRK BORG
At 0 HP, characters risk death or lasting injury. Below 0 HP is usually fatal.
No standard revival loop or enemy reset is established.
Expect to replace your character rather than get a guaranteed rematch.

When the Moon Hangs Low
No standard resurrection procedure is verified.
No checkpoint loop or resource recovery is confirmed.
Check the applicable rulebook for death’s consequences.

The next difference is mood: ruined-world survival or gothic pursuit.

## Setting Tone: Apocalyptic Ruins or Gothic Hunts?

Choose the backdrop your group wants: apocalyptic ruins, a gothic city, mythic wreckage, or a corrupted frontier.

Game
Setting tone
Best fit
What it does not deliver

MÖRK BORG
Apocalyptic fantasy in a doomed world.
Doom-heavy exploration and cursed sites.
Elaborate boss choreography, resurrection loops, or urban hunts.

When the Moon Hangs Low
A plague-scarred Victorian city filled with abandoned buildings and ghouls.
Hunter-led quests and monster kills.
Bloodborne’s exact lore, boss mechanics, or death rules.

Runecairn
Ruined Norse realms.
Mythic exploration and dangerous journeys.
Victorian gothic horror or plague-city hunts.

Hollows
A rotting dark-fantasy world.
Tactical boss hunts.
A plague-city premise or MÖRK BORG’s end-times fatalism.

Beyond tone, the next choice is what kind of play your group wants most.

## Choose the Game That Fits Your Group

If it’s still a close call, let your group’s top priority guide the choice.

Game
Best for
You give up

Hollows
One-boss tactical fights.
Relative positions instead of grid movement.

Runecairn
Souls-style retries.
Each death costs Vigour and can end the character.

MÖRK BORG
Apocalyptic mood.
No built-in boss phases or resurrection loop.

When the Moon Hangs Low
Gothic monster hunting.
No formal boss phases or checkpoint resets.

Before you start, ask each player to name what matters most: encounters, death rules, or tone.

## FAQs

### Which game is easiest for a first-time GM?

[Cairn](/item/cairn) is a great choice for a first-time GM. Its simple d20 roll-under system skips complex combat modifiers, and character creation is fast, with no classes to work through.

The light rules let the GM, called the Warden, focus on guiding the story and making rulings based on what’s happening in the fiction. Little prep is needed, and random world-building tables help keep the workload low while maintaining a consistent atmosphere.

### Can Runecairn work with a full party?

Yes. Runecairn supports three or more players with optional rules in Wardensaga Remastered. Additional Adventurers can join as allies for [cooperative play](/category/cooperative), while the black fetch mechanic lets players invade, echoing multiplayer in Souls.

The core game is still built for one Warden and one Adventurer, though, so it may not be the best fit for a classic party-based adventure.

### How can I keep repeated boss fights engaging?

Shift the focus from punishment to progress. In games like Runecairn, dying and trying again helps players learn enemy mechanics and adjust their approach. Signal incoming attacks so players can choose how to respond, whether by parrying or rolling.

Let equipment upgrades or knowledge of the surroundings carry over between loops, so failed attempts still feel like progress. Skip repeated dialogue and sections players have already bypassed to keep the encounter moving.

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