SALT AND BONE
SALT AND BONE
A tabletop RPG where survival has a cost and every ending is earned.
Most tabletop RPGs are about how long you can keep going.
SALT AND BONE is about knowing when to stop.
SALT AND BONE is designed to burn characters down.
Most campaigns reach a natural conclusion between six and ten Pressure Cycles.
Beyond that point, characters are not meant to grow stronger, they are meant to decide how and when the story ends.
This is not a flaw.
This is the game.
SALT AND BONE is a survival tragedy disguised as a survival game.
You enter dangerous situations knowing that:
the longer you stay, the worse things get
time itself is hostile
consequences do not heal
survival is never free
How It Feels at the Table
Once players understand SALT AND BONE, something changes.
The game begins to:
make silence happen at the table
make retreats feel like victories
make survival feel expensive
make endings feel earned, not anticlimactic
The question stops being “Can we win?”
It becomes “What is this worth?”
What Playtesters Said
“I didn’t want to die, but I didn’t want to keep going either.”
“Refusing death felt like a real choice, not a mechanic.”
“By Cycle 6 I wasn’t trying to win, I was trying to survive long enough to matter.”
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