I can't believe a tabletop RPG based on Ubisoft's The Division has proved to be so popular
The Division is coming to tables later this year.
Tom Clancy's The Division, to give it its full name, has a lot more staying power than anyone would have originally credited it with. The gloomy post-apocalyptic shooter spawned a sequel, a mobile spin-off, a third game is still in development, and there's even a movie in the works—though the latter has been in limbo for years.
And now the pandemic-themed live service romp is being adapted for our tables in the form of Tom Clancy's The Division: The Official Tabletop Roleplaying Game.
I found both main entries to be serviceable shooters with a few good ideas slightly elevating them above the deluge of live service games—but they're both a bit forgettable, especially if you're not that enthusiastic about American survivalist porn. Which I'm not.
But there's still a hunger for this kinda thing, apparently. The Division 2 is still hosting new events and cross-promotions with other Ubisoft games (nothing says post-apocalyptic survival like doing some Avatar cosplay), as well as spitting out major updates.
Still! I wouldn't have assumed there'd be much interest in a TTRPG adaptation. The Division's setting is not exactly evocative, and as an RPG it's very by-the-numbers, all the loot and stats and character progression without any meaningful roleplaying systems.
I was wrong, though, because the TTRPG has absolutely demolished its—admittedly humble—pledge target of $58,206/£43,394. With 15 days to go, it's already at $383,572/£285,960. That's from just shy of 1,500 backers. Which, granted, isn't a vast number when you compare it to the most popular tabletop Kickstarters, but combined with the amount pledged this does put it comfortably within the platform's current top 10 for tabletop campaigns.
But having checked out what's on the table, I get it. The TTRPG lets you build agents who get dropped into "hostile territory" for some scraps and misadventures, using skills from the games like automated turrets and experimental technology to achieve their objectives. But more interesting to me are the roleplaying opportunities.
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"Beyond the firefights, Agents must navigate fragile communities, deal with desperate survivors, and make hard choices to help rebuild a shattered society," the Kickstarter pitch reads. "This is where the roleplaying experience truly comes to life—every decision matters, not just how you fight, but who you trust, protect, or abandon.
"While the Diplomat excels in forging alliances and defusing tensions, and the Technician helps restore critical infrastructure—from clean water systems to improvised power sources—every Agent can influence the world around them, shaping relationships, securing resources and changing the fate of those they encounter."
Yes to all of this! While The Division's world never felt particularly scintillating, it absolutely still held promise. With the breakdown of society and all the infrastructure that once propped it up, it leaves lots of space for heroics and pragmatic decision making—but the games never seemed interested in delving into that, at least not in a meaningful way that gave players any sense of agency.
So it feels like the TTRPG contains a missing piece, completing the grim fantasy that The Division sets up.
That said, there are already countless post-apocalyptic tabletop settings that do this, so I'm not going to be rushing to grab one based on an Ubisoft game just yet, but I can absolutely see the appeal here.
Tom Clancy's The Division: The Official Tabletop Roleplaying Game is expected to appear in October 2026.
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Fraser is the UK online editor and has actually met The Internet in person. With over a decade of experience, he's been around the block a few times, serving as a freelancer, news editor and prolific reviewer. Strategy games have been a 30-year-long obsession, from tiny RTSs to sprawling political sims, and he never turns down the chance to rave about Total War or Crusader Kings. He's also been known to set up shop in the latest MMO and likes to wind down with an endlessly deep, systemic RPG. These days, when he's not editing, he can usually be found writing features that are 1,000 words too long or talking about his dog.
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