Showing posts with label Fantasy Fridays. Show all posts
Showing posts with label Fantasy Fridays. Show all posts

Friday, August 28, 2026

Fantasy Fridays: The Dying Earth

Jack Vance - The Dying Earth
 Today marks the 110th anniversary of Jack Vance's birth. Back in May, I covered his Dying Earth books for my Witches of Appendix N. Today I want to look at the RPGs of the Dying Earth. There are essentially two published ones, Pelgrane Press' and Goodman Games for Dungeon Crawl Classics. I will consider both today.

Games at The End of the World

I have been spending quite a lot of time lately thinking about dying worlds.

Not post-apocalyptic worlds necessarily. That is something different. I mean worlds that are simply old. Very old. Ancient. Worlds where civilizations have risen, fallen, been forgotten, and had new civilizations built on top of their ruins. And those have fallen and been forgotten as well. Worlds where the sun itself is old, and everyone knows, at least somewhere in the back of their minds, that eventually it is going to go out.

Such is the world of Jack Vance's The Dying Earth.

Vance began the series with The Dying Earth in 1950, followed by The Eyes of the Overworld, Cugel's Saga, and Rhialto the Marvellous. These stories helped give a name to the entire "Dying Earth" genre, although Clark Ashton Smith had already been exploring similar territory with his tales of Zothique in the pages of Weird Tales. (I'll get back to this...)

For gamers, though, Vance is particularly important because his fingerprints are all over Dungeons & Dragons.

The most obvious is magic.

The classic D&D Magic-User studies spells, holds a limited number of them in memory, casts one, and then loses it from memory. That system comes directly from Vance. Gary Gygax openly acknowledged the influence, and The Dying Earth and The Eyes of the Overworld appeared in the famous Appendix N of the AD&D Dungeon Master's Guide. Even things such as the Prismatic Spray and Ioun Stones have Vancian ancestors.

But reducing Vance's influence to "Vancian magic" misses a lot.

The Dying Earth is full of dangerous ruins, forgotten technologies that might as well be magic, bizarre monsters, petty magicians, decadent city-states, amoral adventurers, strange customs, ancient artifacts, and people willing to undertake extraordinarily dangerous journeys because someone told them there might be something valuable at the other end.

Sound familiar? It should. 

Plus, there is the feeling of overwhelming dread that the sun could go out tomorrow or next week or in a thousand or a million years. The people, though, are not letting that stop them. Party like it is 1,999,999,999. 

That mixture of wonder, decadence, fatalism, absurdity, and danger makes the Dying Earth a fantastic place for gaming. It also makes it surprisingly difficult to get right.

There are currently two major licensed attempts to bring Vance's world directly to the gaming table. One comes from Pelgrane Press. The other comes from Goodman Games.  Both have their merits and take remarkably different approaches.

And I think both approaches tell us something useful about the Dying Earth.

Pelgrane Press - The Dying Earth
Pelgrane Press - The Dying Earth

When Pelgrane Press put out The Dying Earth Roleplaying Game in 2001, they were putting the first officially sanctioned version of Vance’s world into print. And this one is nearly as legendary as the stories it is based on. Robin D. Laws was the chief designer on the 192-page core book, with John Snead and Peter Freeman.

Laws was quick to see that a straightforward adaptation of D&D would not do for his game. There is no denying the debt D&D has to Vance, but for all that, a D&D character does not act like one of Vance’s creations. That was the problem Laws intended to put right.

Combat is there, of course, but so are Persuade and Rebuff, and they are just as vital. An argument is made into a mechanical contest; with the right style of persuasion or resistance, you can be as effective at talking an opponent into some folly as you would be with a sword. It has the right feel.

The mechanics are built around a d6 and point-rated abilities, which can be spent to tip the odds, giving the narrative play a light touch of resource management. One should not confuse this with GUMSHOE, even if Pelgrane has become synonymous with that system in later years. The Dying Earth RPG has its own rules and predates GUMSHOE entirely.

Then there is the matter of power levels, perhaps the most interesting thing about the design. A campaign is broken down into three tiers. You have the Cugel level, where you are an adventurer or a rogue, and survival is as much about a well-told lie as it is about your fighting prowess. Move up to Turjan, and the characters are magicians of note, delving into ancient places and wielding serious spells. At the Rhialto level, you are dealing with the likes of the sandestins and commanding extraordinary power.

It is a fine way to handle the source material. Cugel and Rhialto may share a world, but they are hardly of the same genre or power level, and Pelgrane makes no pretense that one evolves into the other by the ordinary process of advancement. They are simply different ways to play.

Pelgrane has also been thorough in their treatment of Vance’s world, from the oddities of Kaiin to lost civilizations and the more eccentric corners of the Dying Earth. They have backed the game with a good number of supplements and The Excellent Prismatic Spray magazine over the years.

There is an obvious weakness to it all, however. This is a game keen on staying true to Vancian behavior, and the player has to come to terms with that. The long list of abilities is a telltale sign of the late 90s/early 2000s design school, and even some adherents of the game wish it were shorter (the Revivification Folio has since put some order to the rules).

But the basic aim is met. If the players start quibbling over armor class and marching order when a monster turns up, they are missing the point. But when one player declares that character must go in first by virtue of his education, and the player is hard put to make the case for another’s superior qualifications, then we are on to something.

Pelgrane is not after D&D’s take on Vance. They are after Vance himself. There is a difference. Understanding that is the key to playing this game.

Dungeon Crawl Classics - Dying Earth

Then there is Goodman Games, which takes almost the opposite approach.

DCC Dying Earth - Player's LibiramDCC Dying Earth - Primer of Practical Magic

With Dungeon Crawl Classics Dying Earth, you are not put to the task of learning some new game built for the express purpose of emulating Vance or a Vancian world. The question posed here is far more intriguing: what if we were to take Dungeon Crawl Classics (DCC), with its Appendix N pedigree, and shove it headlong into one of its own source materials?

As it happens, quite a bit comes of it, and the results are quite fun.

The 2023 release from Goodman is a substantial boxed set for the DCC RPG. You will find a 64-page Player’s Libram, the 104-page Primer of Practical Magic, a bestiary, and other resources in the set. It is an expansion and a setting, not a stand-in for the core game; the regular rules are still required.

Four new classes make up the bulk of the mechanical changes: the Magician, Wayfarer, Witch, and Vat-Thing. You already know this has my attention.

Take the Wayfarer. He is your Cugel type, a rogue and opportunist, a confidence man who is as much a survivor as a traveler. Since Luck is already a defining feature of DCC, Goodman has made much of it. A Wayfarer’s Luck can be wonderfully volatile, and the class has the rhetorical tools for the verbal manipulation a Vancian scoundrel requires. In a way it is a clever solution to the problem Pelgrane noted, that Cugel is apt to talk someone else into having his problems for him. Only here it is done in DCC fashion.

The Magician is another matter. DCC wizards have always been something of a risk; spell checks are unpredictable and dabbling in the supernatural leaves its mark. The Dying Earth version of the class goes further. The designers have made for an exceptional offensive caster where spells are not so much a curriculum as fragments of lost knowledge handed down by some eccentric sorcerer. Very Vancian.

Then you have the Witch and the Vat-Thing, which move things away from standard DCC fantasy. The latter, in particular, is well suited to a world where magicians will putter about making life in vats with little more than a vague notion of what they are at. It underlines the fine line between magic, old science, and monstrosity.

New rules, patrons, and creatures are in order, as well as grudge tokens, which I like. There are rules for grudges because this is Jack Vance. The petty feuds and betrayals get some mechanical heft. And with fresh treatments of rhetoric and Luck, the DCC mechanics acquire a Dying Earth edge.

You could make a case for criticism. After all, it is still DCC.

Someone on the RPG subreddit put it well: with Pelgrane, you have the Cugel stories where everyone is out to swindle each other, whereas DCC is more like the early Dying Earth where the world wants to eat or deceive you. Another felt Goodman was simply forcing the setting into DCC rather than making a system for Vance. That is certainly the mission statement of the original Dying Earth RPG.

I would say both are fair points. But I don’t see the second as a flaw. DCC is already in the neighborhood with its desperate tomb robbers, its inexplicable artifacts, and its wizards playing with forces they do not comprehend. There is no need to force the fit. DCC was already halfway there on its own. It is largely one of tone and personal choices.  

Pelgrane has you playing Vancian characters. Goodman provides the Vancian adventure. They are not the same, but they are close enough that I could see myself drawing on either for a campaign.

In fact, the best Dying Earth experience likely lies somewhere where these two games intersect. Either is fine on its own, really, but together they provide a truer picture.

No. I am not going to attempt conversion notes. 

The Ash Witch

Since I first read Clark Ashton Smith's "Zothique," I have had this image of a witch walking out of the desert where no one should have survived. She has a staff with a skull on top and covered in ash. I'll also admit the idea of her walking out of the desert and into a city-state was largely influenced by Black Sabbath's "The Wizard."

Jack Vance's "Dying Earth" has done nothing to dissuade me from this vision.

Eventually, the Ash Witch became someone important in my Yog setting, even if just as a tale or legend, but that legend starts somewhere. So here she is, for the DCC Dying Earth (fits her the best).

This is very much a "Dying Earth" version of this character; I even have The Murthe, the Sorceress Llorio, as her Patron. 

Larina Eschata, the Ash Witch
Larina, the Ash Witch

Larina Eschata, the Ash Witch
10th-level Neutral Witch
Pact Entity: The Murthe, Llorio the Sorceress
Occupation: Scholar of forgotten religions
Alignment: Neutral

Str 10 (+0)
Agi 15 (+1)
Sta 14 (+1)
Per 18 (+3)
Int 17 (+2)
Luck 16 (+2)

HP: 38
AC: 13

Init: +1
Speed: 30'
Attack: +5
Action Dice: 1d20 + 1d20
Crit: 1d20/II

Saves: Fort +4, Ref +7, Will +7

Spell Check: +13
Maximum Spell Level: 5

Ritual Weapon: Dagger
Birth Augur: Survived beneath the Dying Sun.
Birth Gift: Second Sight.
Known Squalms: 14.
Demonic Taint: 3

Starting Animus: Syncretic Heretic

Larina has publicly denied the divine authority of the Priest-Kings and incorporated forbidden rites, dead gods, and the teachings of Llorio the Murthe into her witchcraft. Priests, inquisitors, and agents of the Priest-Kings regard her as a particularly dangerous heretic.

Ensqualm: Curse

First level: Charm person*, comprehend languages, detect magic, demon summoning, magic missile, ropework, sleep, ward portal.
Second level: Detect invisible, ESP*, forget*, invisibility, levitate, scorching ray.
Third level: Consult spirit, dispel magic, fireball, paralysis*, write magic.
Fourth level: Control fire, polymorph, wizard sense.
Fifth level: Magic bulwark.

* The Murthe's Favor

Transfer Vitality: d20 + Personality modifier + class level check.

Larina, the Ash Witch


Friday, May 22, 2026

Fantasy Fridays: Forgotten Realms Book of Lairs

Book of Lairs [Forgotten Realms] (2e)
 Working through my Forgotten Realms books. I’ve been wanting to put in some time with the Forgotten Realms reviews. In part because I have a pile of them here staring at me. Taunting me. 

The one for today is an odd little utility book of the sort TSR excelled at in the late 80s and early 90s.  Don’t expect a campaign-shaking mega-adventure or a big boxed set. Nor is it one of those "here is an entire country, good luck" affairs. It is far more straightforward. "Here are some monsters and their lairs. Go on and have an adventure."

Book of Lairs [Forgotten Realms] (2e)

1994. By Nicky Rea and Sam Witt. Cover art by Larry Elmore, interiors from Valerie Valusek, and cartography by John Knecht and Rob Lazzaretti. 96 pages.

For this review, I am considering my PDF and PoD versions from DriveThruRPG.

This book follows the previous Book of Lairs format TSR has put out in the past, only this is tailored for the Forgotten Realms and for AD&D 2nd edition. Inside you will find 35 short scenarios, each with a monster at its heart. The product copy touts "over 30" adventures for a single session full of danger and humor and the like; I would say that is as apt a description as any.

One thing I do want to point out right away in reading this. Hidden in the math is an ersatz or even proto-Challenge Rating. Each monster lair listing has recommended total levels and recommended average party level. Divide the total levels by 6 to get close to the average party level. It works much in the same way Monster Mark did, and Challenge Levels do. We almost had this in 1994. 

Also note that this is not a monster book, nor an adventure book in the full sense. It is a collection of mini-situations and encounters. And that is where you will find both the merit and the flaw in it.

They do make some assumptions about your library, namely that you have the Campaign Setting and the Monstrous Compendium appendices for the Realms. The latter is key.

You won’t be looking at the usual suspects. We have alguduirs, asperii, beguilers, belabras, bhaergala, bichirs, cantobeles, cildabrins, crawling claws, crimson death, dimensional warpers, dracoliches, fachans, firenewts, frosts, hauns, inquisitors, loxo, monkey spiders, morins, orpsus, revenants, saurials, sha’az, silver dogs, thylacines, wemics, and so on. This is strength really. It makes this a Realms book and not the same as the previous Book of Lairs. IT does mean you need the Forgotten Realms Monstrous Compendium pages, though.

With the old Monstrous Compendium type books/pages you are given some wonderful, oddball creatures and left to your own devices. I don’t mind that; I enjoy my monster books for the reading. But a monster ought to have context, a place in the world, something more than a roll on the random encounter table to justify its presence.

Book of Lairs provides that. Each entry is brief, a page or two at the most. There is the creature, the setup, the lair, a few complications. You can run it with hardly any prep. You will find another reviewer has it right: the bulk of the encounters in here run to 2 or 3 pages and are drawn from the monsters in MC3 and MC11, the appendices for the Forgotten Realms Monstrous Compendium. It is a quality that makes the book feel like something you can put to good use at the table.

Then again, not all of them are "Realmsy" (if you want to call it that). You could take some of these and put them in Greyhawk, Mystara, my own Mystoerth, or wherever your world is with no trouble. I would say that is the best way to employ the book these days. Sure, it is a 96-page tome of weird AD&D monster encounters and a product of the Realms, but I can make use of it anywhere. My oldest is currently using it in his own world using AD&D 1st edition, so it has flexibility. 

The setting does make its presence known. You will come across Harpers, Zhentarim, Tyr, Moander, places like Westgate, Yhaunn, Calaunt, the Shining Plains, and Sembia. But do not expect the kind of lore you get in The Code of the Harpers; this is a working DM’s book. I think that is why I like it.

My only real gripe (and this is a minor one) is with how it is put together. An alphabetical list by monster is well and good when you have decided on a dracolich or revenant, but what if you are looking for something to throw at a 5th-level party in a swamp? So an index by level or difficulty (dare I say, Challenge Rating) would be great.

But then, it is 1994 TSR. This is the sort of thing you were meant to read, mark up, and leave next to your DM's screen. Find an encounter, make it your own, and be done with it. There is a very AD&D sensibility to that.

In many ways, the Realms at this time still has that huge, messy quality to it, with things left unexplained. I see that as a feature, not a bug. The Forgotten Realms is at its best when it seems you have only seen one inn or one haunted ruin, and there are a hundred other things about to step out of the torchlight. This book gives you that sense.  I mean, despite the fact that we are now sitting on the other side of 40 years of published Realms lore, I am still new to all of this.

thylacine
There is your dracolich lair, the big ticket item, but I am more inclined toward the odder, smaller fare. A silver dog, a saurial, a wemic, or the thylacines (I am a fan of The Howling III, and I think at least someone on the Realms staff is as well.). They are the kind of creature that tells you the Realms is more than generic fantasy with Elminster tacked on. These are places where oddities have families, enemies, and a history.

That is what the book is worth. It shows you a monster is not a stat block. It has a place, a situation, and motivation. And the lair itself is often the adventure.

Sinéad, Nida, Arnell, Jaromir, and Rhiannon

Since my characters are still heading east, this book is immediately useful to me. I could drop one of these encounters into their path without too much trouble. A strange beast on the road. A ruined tower with something nesting inside. A village dealing with a problem that is bigger than they understand. That is exactly the sort of thing this book is built for.

I don’t know that Book of Lairs is essential Realms material. If you are building a Realms library, you want the boxed sets, the regional books, the big lore books, and probably the deity books before this one. But if you are actually running AD&D 2nd Edition Forgotten Realms, or any old-school fantasy game, this is the kind of book that earns its keep.

It is not flashy. It is not a grand tour of Faerûn. It is not going to explain the Time of Troubles or give you the secret history of the Harpers. It will give you a monster in a lair and a reason for the characters to investigate. Which, honestly, is how most good monster encounters should work.

The PDF and PoD are both legible and easy to read for a scanned product.

The PoD suffers from faded text typical of a scan, but this one is a little better than most, to be honest, and unless you are looking for it, you might not notice it. 

All in all, pretty happy with my purchase.

Friday, May 8, 2026

Fantasy Fridays: FOR4 The Code of the Harpers

The Code of the Harpers
 I really need to get back to these. The obvious reason is I have not been playing much Forgotten Realms recently as Jackson, IL has taken up all available game time and mental processing. But seeing how I have spent the last few days trying to puzzle out something I just dropped on the players (the foreign exchange student from Finland, Renee Jäneläinen, just walked into Sylvia Velasco's El Espejo Oscuro and called Sylvia "Godmother." I have no idea how that is working out.) I thought maybe I let that stew a bit and check in on the Realms. No updates from the characters really, Sinéad, Nida, Arnell, Jaromir, and Rhiannon are still heading east. But I'll talk about their reactions to the Harpers as they happened (back in September? October?).

The Code of the Harpers

1993. Forgotten Realms Accessory FOR4. By Ed Greenwood. Cover art by Jeff Easley, interior art by Scott Rosema. For AD&D 2nd Edition. 128 pages.

Ok. Lets put two things out there right now. First, Ed Greenwood LOVES his Harpers. They are the secret -not-so-secret society of do-gooders in the Realms, and he has a very high opinion of what they do, who they are, and their place in the Realms. Naturally. I can't fault him for that at all. 

Secondly. I neve cared for them. Now, in my defense (such that it is) I think what I didn't care for was the attitude of various players about having their characters be part of the Harpers and what I thought the Harpers were. To me they seemed more like one of those Societies (capital S) that gets by on their name and the deeds of a handful of actually talented people that did good work once apon a time. As it turns out, there are plenty of groups like that in the Realms (the Flaming Fists, for example, could be like this), but this isn't who the Harpers were or are.

So, instead of going with my original preconceptions about who and what this group is, I am going to view them through Ed's eyes. This has served me well in the past and has given me a whole new appreciation for the Forgotten Realms. 

I picked this book up as a Print-on-Demand book and PDF from DriveThruRPG. I am reviewing both.

The Code of the Harpers

One thing seemed to jump out at me from the start. The Harpers are made up of a lot of Bards. I think this was true in Ed's original ideas for the Harpers with 1st Edition Bards. There is a lot here that makes me think that these roles are better served by someone with fighter, thief, and druid skills. Like the old 1st edition Bards. But this book is expanded enough to use the AD&D 2nd edition Bards and I also get the feeling that the AD&D 2nd Edition The Complete Bard's Handbook would be a good companion piece to this. 

This book is divided into roughly 19 sections. Not really chapters. 

The Prologue and Introduction provide some in-universe and real-world background on the Harpers and on what this book is about. 

The next dozen or so pages in The Code of the Harpers. This tells us who the Harpers are and what they do in the Realms. This chapter did a lot to alleviate my preconceived ideas about what the Harpers are. They seem less like a group of Shriners (only because they always keep popping up doing something [note the Shriners actually do things other than drive little cars]), and more like a rag-tag group of underfunded, underfed people trying to do good things. Though if the Harpers could drive little cars in parades to get money for sick kids, I think they would. In many ways, they remind me of S.A.V.E. from Chill. 

A couple of interesting bits here are the things expected of Harpers (a lot) and the symbols left behind by Harpers to warn others. Though I think after a while others have figured these out. 

The History of the Harpers is next, about 16 pages, and it is a fun read. Even at this point I only know enough of the Realms to be somewhat dangerous, there are a lot of dates and more people here. Am I supposed to know them all? I don't think I am. I think this is Ed's way of introducing someone and then filling in the gaps later. I think only Ed knows it all, and maybe not even then. So I guess I am not supposed too either. This flows right into The Harpers Today, with "today" as 1367 DR (which is still 10 years in my game's future).

What follows next are 30-some odd pages of NPCs that can be used: Master Harpers, Senior Harpers, Harper Heroes, and Some Selected Harpers. There are some names here I do recognize, but it has also given me some good NPCs to have on hand. I didn't count, but it looks like Chaotic Good is the alignment of choice among Harpers. Makes a lot of sense, really. 

Again, one thing is very obvious here. Ed loves his characters. Everyone from Elminster and The Simbul all the way down to Sheenra Duth seems to be equal in his eyes. Well...I think he might love The Simbul more (I know *I* do).

The High Heralds are akin to "elite Harpers," but they feel like something else. Special agents might be the better word. Each one seems a little different from the others.

Harper Allies is exactly that. People who help the Harpers but are not Harpers themselves. Three are presented here, The Simbul herself, Tamper Tencoin, and Beldara Larune who I am dying to use somewhere.

Harper Haunts covers about 15 pages and details various strongholds and hideouts of the Harpers. 

Harper Magic is divided into two sections: Spells and Magical Items. Spellsingers are mentioned, but not really detailed here. Spells, should really be called Spell, since there is only one. Lots of magic items though. 

Foes of the Harpers is an interesting one since it is really a "Foes of Good" sort of chapter. I mean yeah I could be a snarky little bitch and say there is a clear Black and White division here of all Harpers good, all that oppose them are bad. BUT I think that defeats the purpose of what this books is trying to present. All these foes are well funded, ingrained into their societies, and very powerful. The Harpers are a bunch of scrappy nobodies (for the most part) and certainly fighting an uphill battle that they will more than likely lose. But the battle is always fought. And I think that is important.

We get a couple of pages of Joining the Harpers. Some songs on Harper Ballads (no sheet music like Dragonlance), and finally a Monstrous Compendium page on a Spectral Harpist.

About the PDF and PoD

My PDF is rather clear, to be honest. The Print-on-Demand has the fuzziness common to scanned files, but it is not terrible and is still very readable. 

Code of the Hapers PoD

Sinéad, Nida, Arnell, Jaromir, and Rhiannon

My characters in the game I play in are headed East. I am sure they will run into some Harpers at some point, maybe they already have!

But for this I want to talk more about how the characters see the Harpers. Jaromir and Rhiannon are too involved with the idea of Rashemen to think about what the Harpers mean to them. Nida isn't really "good" (Alignment-wise) enough to join them and she has no desire to get killed for a lost cause.

That leaves Arnell and Sinéad. I can see Arnell wanting to join up, but as a cleric he would make a better ally than an operative.

The leaves my little half-elf bard/wizard Sinéad.

On paper, Sinéad would make for a great Harper. She is a bard, she plays the lute (ok, but there is no group out there called "The Luters"), and she has magic. I may have mentioned before that Sinéad is part of a long line of near-witch half-elf characters of mine who use music as the basis of their magic. Her spiritual "godmother," Heather, was built around the idea of what I thought a Harper or Spellsinger was. By all rights, Sinéad SHOULD be a Harper.

But I think here is where I exercise a bit of humility. 

Sinéad isn't going to be a Harper. She might have opinions about them, but like me, most of them are wrong.

Reading this book set me right on what the Harpers really are, not what I thought they were. 

Following the examples set out by the Harpers themselves, I can't, in good conscience, have one of my new favorite characters just up and join them because I've decided I now know better. 

Maybe the Harpers are watching her. Maybe they think she might be a good recruit, or not. Either way, she will move on east with her merry band of misfits and lost children, and the Harpers will keep their eye on them. Besides, if nothing else, the Harpers are seen as loners. Sinéad and her group are very much "found family," even if Arnell and Sinéad still don't really get along all that much. Their togetherness is their purpose.

The Harpers have likely already tagged my witch NPC, Moria (in the Realms game I run), as "potential problem, keep watch on her." (Note to self, could I port a version of Moria over to Jackson??)

I have read and reviewed many Realms books since starting this project. This one has been one of the nicer surprises. 

Friday, March 20, 2026

Fantasy Fridays: Symbaroum

Symbaroum Core Rulebook
 Today at 9:46 Central Time, the March, Vernal, or Spring Equinox takes place. The moment of equal day and equal night. Now the sun gains ascendance. The perfect metaphor for the Dark Fantasy RPG Symbaroum.

I have been fascinated with Symbaroum, along with Vassen, ever since I saw them at Free League's booth a couple of Gen Cons ago. I grabbed the hardcover of Vassen since the Victorian era interested me more, but I grabbed the PDFs of both. Both cover that Fantasy-meets-Horror feel I love in my games. Also, both cover a theme I revisit time and time again: magic in the face of something new. In Vassen, the Old Ways are confronted by the Industrial Revolution. In Symbaroum, it is magic, and its corrupting effects in the face of the new, Sun-based, monotheistic faith.  Given that today is the day when day and night are equal, Symbaroum edges out in terms of theme.

Symbaroum is a Swedish dark fantasy tabletop RPG set in a world where a fragile human civilization clings to its borders, and just beyond them lies Davokar, an ancient, sprawling forest saturated with ruin, magic, and corruption. It's equal parts high fantasy adventure and creeping nature horror, drawing on Nordic, Celtic, and Slavic mythology to tell a story about the price of ambition.

If the Vernal Equinox represents the perfect, fleeting moment between day and night, Symbaroum is the RPG that lives in the twilight. Created by Free League, it is half High Fantasy and half Folk Horror, wrapped in some of the most evocative art the hobby has ever seen. 

I do want to mention the art first. The illustrations by Martin Grip are extraordinary: haunting, earthy, and alive with dread. It's not just the look of the art, it is the feel. This game feels like a cold, rainy day in an unknown Scandinavian village. Winter is over, but this is still not spring or summer. 

The premise is simple: A people have fled a dead, war-torn land to settle on the edge of the ancient forest of Davokar. They want to rebuild their empire, but the forest is not a passive backdrop. It is a living, breathing, and deeply vengeful entity. 

Fantasy

Knights, queens, treasure hunters, witches, and wandering barbarian clans; Symbaroum has all the archetypes of classic fantasy. The world of Ambria is richly detailed, with political intrigue, warring factions, and ancient lineages. There are ruins to explore, artifacts to recover, and a vibrant cast of cultures that feel genuinely distinct from generic Tolkien-esque fare.

Horror

The forest is the horror. Davokar is not simply dangerous; it is wrong. Every spell cast, every ruin disturbed, every artifact pocketed risks accumulating Corruption: a creeping darkness that twists body and soul. The elves of the Iron Pact do not protect the forest; they enforce its quarantine. Something ancient sleeps beneath the trees, and the game's entire mechanical design keeps reminding you that you are trespassing. Think Princess Mononoke, but the forest wins.

Most horror-fantasy hybrids bolt the genres together. Symbaroum weaves them into the same thread. The Corruption system means magic, the engine of fantasy, is also the engine of horror. Every powerful choice leaves a mark. 

Dark Fantasy

This game is not one of high fantasy or even low-magic, gritty dungeon crawls. You are not on an epic quest. You might be a hero, but you are not Conan, or Frodo, or the Grey Mouser. You are not even really Elric, though Elric would understand this world better than the previous three. You are searching for ancient secrets, you are going to go into that forest for the same reasons characters have been going into dungeons. But now the stakes are higher and darker. 

Symbaroum does something quietly different from most fantasy RPGs. Instead of presenting a world waiting to be explored and conquered, it gives us a world where exploration feels like trespass. Civilization stands on the edge of something ancient and dangerous, and every step forward risks awakening powers that should perhaps remain buried.

It is a game where the heroes are not simply explorers. They are intruders.

While not strictly "Old School" in its math, Symbaroum shares the OSR soul. It is deadly. Combat is fast and often ends in a single well-placed blow. It rewards caution, preparation, and a healthy respect for the unknown.

There are hints of dark fantasy, reminiscent of the grim worlds of Warhammer Fantasy Roleplay. At the same time, the folklore elements feel closer to Scandinavian myth and old fairy tales, where the forest is mysterious, alive, and often dangerous. In ShadowDark, there is the Dungeon-as-living-thing, or maybe more to the point, Darkness. Symbarous does the same thing for the forest, or, again, more to the point, the unknown frontier. 

The Old Ways are not lost. They are still out there, and they don't care about your sun god.

There is also a subtle echo of cosmic horror. The ruins of the old empire hint at terrible magical forces that once reshaped the world. Many players discover that the deeper secrets of Davokar may be far older and stranger than anyone suspects.

It creates a world where curiosity and dread walk hand in hand.

Rules and Mechanics 

Symbaroum is a d20-based system where you want to roll under your attributes. Attributes give you "bonuses" in terms of negative numbers (what you subtract from the die roll). Low attributes can even give you penalties for positive numbers you add to the die roll. Mostly the scores are between 5 and 15, with an average of 10. A 15 gives you a -5, and 5 gives +5, and so on. Pretty simple, really. 

The Game Master never rolls dice. Players roll for their attacks, and players roll to defend. This shifts the focus entirely to the players’ choices and their struggle to survive.

The core of the game is the Internal Balance. Every time a mystic (magic-user) casts a spell, they gain Temporary Corruption. If that total exceeds their Threshold, the corruption becomes Permanent. Once your Permanent Corruption reaches a certain point, you transform into an "Abomination" or a monster of the night. I am sure there are lots of ways to get corruption, but I focused on the mystics 

It is a literal struggle to keep the "light" of your humanity from being overtaken by the "darkness" of the forest’s influence.

Sometimes it is fine to take a point of corruption for a greater good. This is pretty typical of how the witches in the game work. They will sacrifice some humanity or light if it means a great goal is met. For me that is kind of a key element in playing a witch and one I really like. 

The rules themselves are divided up between Setting, Player's Guide, and Game Master's Guide. Not a bad division by any means. Though there is some flipping required. To create a character, I kept going back and forth between sections of the Player's Guide. So this part could be streamlined a bit. It is no worse than, say, the rules for the WitchCraft RPG and better than the rules for AD&D 1st edition.  

The system really supports the setting well. The corruption, as I mentioned, is a key element and really sits well within the setting. Moreso than say Fear and Horror in old Ravenloft. It is more akin to how Sanity works within Call of Cthulhu, or Taint in WitchCraft/Armageddon. The setting and the mechanics support each other well. 

Larina and Elowen

Normally, I try out a character for a new game, typically my "Drosophila melanogaster" Larina. But since witches are assumed to have a witch-in-training with them, I am opting to add Elowen as well. For this I gave Larina another 80 experience points (roughly 5-6 adventures worth) to boost her up. In this darker world of Symbaroum, I don't think a witch like Amaranth would work. BUT oddly enough, I could easily do Grýlka and Doireann. Ogres and Goblins are among the races you can pick. Ok, Grýlka is a troll and not an ogre, but what are the differences really?

In this, I am saying that Larina was already living on the edges of the Davokar forest and has gone somewhat native. Ok. Feral might be a better word. Elowen is still from the civilized lands and has gone to learn witchcraft because she sees ghosts everywhere. 

Larina Nix
Larina Nix
Human (Barbarian) Witch

Shadow: White with flecks of rust and ash, appears as her reflection (Nature).
Quote: "I have dedicated my life to witchcraft, and it has given me a life in return."

Toughness: 10*/10
Pain Threshold: 3

Corruption: 1/1
Corruption Threshold: 7

Defense: 7

Experience: 80 (0)

Accurate: 10 (0)
Cunning: 15 (-5)
Discreet 9 (+1)
Resuasive 10 (0)
Quick 7 (+3)
Resolute 13 (-3)
Strong 5 (+5)
Vigilant 11 (-1)

Contacts (Witches)
Witchcraft (A)
Witchsight
Loremaster (N)
Ritualist (A)

Curse (Evil Eye) (A)
Lay on Hands (A)
Nature's Embrace (N)
Storm Arrow (N)

Familiar (Ritual)
Fortune Telling (Ritual)
Witch Circle (Ritual)

Age: 30
Height: 5'4"
Weight: 125 lbs
Red hair, blue eyes

Larina here is a "barbarian" only because she has been living on the edge of civilization for a while. I could have given her more experience points to bump up her powers, but I thought this was pretty good.

Elowen Hale
Elowen Hale
Human (Ambrian) Witch

Shadow: White with ash-gray flecks, appearing as a ghostly image (Nature).
Quote: "I died once. I am not looking forward to doing it again."

Toughness: 10*/10
Pain Threshold: 4

Corruption: 1/1
Corruption Threshold: 8

Defense: 5

Experience: 25 (0)

Accurate: 10 (0)
Cunning: 11 (-1)
Discreet 9 (+1)
Resuasive 10 (0)
Quick 5 (+5)
Resolute 15 (-5)
Strong 7 (+3)
Vigilant 13 (-3)

Privledged
Witchsight
Alchemist (A)
Witchcraft (N)
Ritualist (N)

Curse (Evil Eye) (A)
Inherit Wound (N)

Familiar (Ritual)
Necromancy (Ritual)

Age: 19
Height: 5'5"
Weight: 114 lbs
White hair, gray eyes

Ok, both of these work really well for me, to be honest. I figure Elowen's power manifests as ghosts rising up to perform her actions. Yes, she still sees ghosts.

Who Should Play This?

With today's theme, this game has equal parts light and dark, fantasy and horror, civilization and the great wild unknown. So, regardless of which side of the old-school/new-school divide you come from, know that this game is darker than most new-school games and is closer in tone to many old-school ones. 

This is a game for players who prefer tension to triumph.

If your idea of fantasy is leveling up, clearing dungeons, and becoming untouchable heroes, Symbaroum is going to feel uncomfortable. Progress here is real, but it always comes with a cost. Power is never clean. Magic is never safe.

But if you enjoy games where every decision matters, where the question is not "can we win?" but "what will it cost us if we do?" then this is the game for you. 

And maybe most importantly for me, this is a game for players who like their witches a little dangerous.

Not safe, not sanitized, not "spellcasters with a theme," but witches who bargain, who risk, who take on corruption because sometimes that is the only way to get things done. If that resonates with you, then Symbaroum is not just a good fit. It feels like it was made for you.

Friday, March 13, 2026

Fantasy Fridays: True20

True20 Revised
 One of my objectives with Fantasy Fridays is to introduce people to the wide variety of Fantasy RPGs that are available to them. While each is perfectly fine on its own, I do want to talk about them on how well they provide a "Dungeons & Dragons experience" to players. Not that this is the only yardstick to use, but it is an important one. Also, what can players use from these games in their own games?

Today I am going back to an old favorite, Green Ronin's True20.  This system is a derivative of the d20 system from Wizards of the Coast, used in Dungeons & Dragons 3rd edition and now used in many games. The system, which is mult-genre or universal, began life as the system used in the first edition of Blue Rose.  The True20 version of Blue Rose is out of print now, but some of its DNA lives on in their new AGE system. But today is about True20.

True20

What is True20? It is a stripped-down version of the d20 system. Typically, there are only three classes: Adept, Expert, and Warrior. There are no hit points, but there is a damage tracker that works very well and very quickly. I think these are the key elements to its mult-genre use. I have played fantasy and modern horror with it, and neither felt like I was trying to cram a square peg into a round hole.

You have the same six abilities as d20, but instead of ability scores, you just have your bonuses. Something that D&D itself would not embrace until the current 5th edition. 

All resolutions are done with a single d20. That's all you need. Attacks, skill checks, using powers, all of it is a d20 + mods and compared to a DC score. It is really that simple.

Because it is simple, you can build just about anything you want. There was (well is, you can still buy things) support for True20. So if you like horror, sci-fi, fantasy, or anything else, you could find it. Particular to today's conversation is their Fantasy Paths supplement that helps you build all sorts of fantasy classes like Assassins, Barbarians, Clerics, and so on. There are also NPC stat blocks for all these classes for levels 1 to 20. No witch, but with this system, you can reskin any adept into a witch with no issues. I did ues the Adept's Handbook a lot for this.

Speaking of fantasy, back when BlueRose was under the True20 system, I ran a game called Black Rose that combined Blue Rose and Ravenloft. You can read that here: Part 1, Part 2, Part 3, Part 4, and Part 5. Needless to say, it worked rather well.

I also played a modern horror game called "Vacation in Vancouver" that worked amazingly well. They both showcased the system's power and flexibility and were really fun. It is a shame Green Ronin no longer supports it like they did. But I suppose that AGE, its successor, can do a lot of what True20 and some more. I'll have to revisit AGE for this series. Though I will say one thing. 

It now dawns on me that a lot went into my "Ordinary World" Night World for NIGHT SHIFT was detailed in these True20 game sessions. 

While this system is not actively supported, all the PDFs are still on DriveThruRPG, and you can get some of the books as hardcover Print-on-Demand. The books were originally only softcover so this is nice. Also, since the line is done, getting all the books you need to play is fairly inexpensive on DriveThru.  Since it is d20-derived, you can use other d20 products with it to expand your options. It would take some work, but it can be done. What works best are adventures. They convert easier than, say, new classes, but even that is not very hard using the Fantasy Paths examples. 

Can it Do D&D?

Well, the simple answer is yes. It can play a D&D-style game easily and has a lot in common with D&D 3rd edition. I also contend it can do a solid OSR-style game too, though there are two features that run counter to the OSR feel. First, there is no Vancian magics; Adepts/Wizards/Clerics can keep firing off their spells as long as they make their rolls. Also, there are no hit points, only a damage tracker. These aspects keep it from feeling like, say, AD&D 1st ed, and likely won't appeal to many old-school players. For new gamers, Players would have to build out their powers ala Fantasy Paths to cover whatever new class they want to play.  Mechanically, there really is no difference between a Divine Soul Sorcerer and, say, a Cleric or Celestial Pact Warlock. The powers might all be the same, just role-played differently.

True20 has now slipped into the realm of "kitbashing RPGs" that is take what you want and build the game you want. I think this the one thing it does better than AGE right now. But I'll take on AGE at a later date. 

Would I still play True20? Of course. I loved it then and look back on it now with extreme fondness. I also still love BlueRose, but I think I am content with the AGE version of that now. 

Larina for True20

This one is easy since I already have a few True20 versions of her. There was my BlueRose version, my Modern True20 version, and a Fantasy True20 version. All ranging in levels and build types. This version sort of combines all of those versions.

In truth, her stats as they appear on paper are really not much different than a wizard or some other spellcaster. The key with True20 is the role-playing aspect. I mean, that is true everywhere, but this is even more important here, really. 

Larina by Jerome Hrs

Larina Nix

20th-level Human Witch (Adept)

Strength: +0
Dexterity: +1
Constitution: +1
Intelligence: +4
Wisdom: +4
Charisma: +4

Initiative: +1
BAB: +10, Melee Attack: +11, Ranged Attack: +11
Defence, Dodge: 21
Defence, Parry: 20

Size: Medium
Speed: 30ft

Toughness: +2
Fortitude: +9
Reflex: +7
Will: +18

Vice: Cynical
Virtue: Thoughtful

Larina art by Jerome Hrs

Skills
Bluff +15 (11), Climb +1 (1), Concentration +17 (13), Craft (Potions) +16 (12), Diplomacy +16 (12), Disable Device +5 (1), Disguise +4 (0), Escape Artist +1 (0), Gather Info. +14 (10), Handle Animal +14 (10), Intimidate +10 (6), Jump +1 (1), Knowledge (History) +10 (6), Knowledge (Arcane) +21 (17), Knowledge (Religion) +7 (3), Knowledge (Occult) +19 (15), Languages +14 (14), Medicine +10 (6), Notice +12 (8), Search +10 (6), Sense Motive +11 (7), Sleight of Hand +9 (8), Stealth +4 (3), Survival +11 (7), Swim +2 (2) 

Feats and Talents
The Talent, Iron Will, Leadership, Attractive, Familiar (Cotton Ball), Contacts (x2), Great Fortitude 

Powers (Save DC 24)
Blink, Cure, Fire Shaping, Ghost Touch, Mana Blast, Mana Shield, Mind Probe, Mind Reading, Mind Shaping, Mind Touch, Move Object, Object Reading, Psychic Blast, Purifying Light, Second Sight, Sense Minds, Sleep, Teleport, True Seeing

--

Again, I am pretty happy with this build. There is still some life in this system if you ask me. 

Links

True20 Products on DriveThruRPG for Fantasy play

And an example of a complete fantasy campaign.


Friday, March 6, 2026

Fantasy Friday: DragonQuest 2nd Edition (2.19)

DragonQuest 2nd Edition
 Back when I covered DragonQuest 1st Edition, I discussed my fascination with the DragonQuest rules, in particular the full volume, soft-cover 2nd edition. While I have not scored a copy of the 2nd edition, there is a fan project out there known as the 2.19 edition.

DragonQuest 

My goal with my Fantasy Fridays is to present a fantasy game that could be a potential substitute for D&D at the game table, but what does a nearly 45-year-old have to offer? Well, before I get into that lets recap what DragonQuest is.

I have a bit of history with DragonQuest. Not a complicated one or even an interesting one, but history all the same.  Back in 83 or 84 or so, I would head to Belobrajdic's Bookstore in my hometown every weekend. There, I would get a new edition of Dragon or whatever sci-fi novel piqued my interest and then check out all the new RPG materials.  One I kept going back to time and time again was DragonQuest.  This was the 2nd Edition softcover and looked really different than anything I had played so far.  The barbarian on the cover proudly holding the severed head of a dragon convinced me it was a "Dragon hunting" game, and indeed, I learned that its original name was "DragonSlayer." But the Disney movie caused them to change this.

The game intrigued me so much. I flipped through it many times, and it even got to the point that I annoyed the owner, Paula Belobrajdic, who told me I should buy it.  In retrospect, I wish I had.  

Back in 2020, I managed to score a copy of the boxed set 1st edition.  I am not 100% sure it lived up to my idea of what I thought it should be.  Though while reading this 1st Edition boxed set, I could not help but think that maybe "DemonQuest" would be a fun game. That is, combine this with bits of the SPI game Demons. Consequently, the 2nd edition of DragonQuestion removed many of the connections with demons and demon summoning and even removed the School of Black Magic. 

Also, around this time, I began to delve into the thriving online community that DragonQuest still has. It was here that I discovered the aforementioned 2.19 edition and even some details on the TSR-produced DragonQuest 3rd edition, which has been described by some as "unplayable."

So while I never got my own copy of DragonQuest 2nd edition, I do have a copy of the DragonQuest 2.19 edition in a three-ring binder, so that will have to do.

Rules-wise, they are similar enough to my review of the 1st edition that I don't feel the need to get into a lot of detail about it.

2.19 and the DragonQuest Player's Association

Now, I may not have all my details correct here, so I do apologize in advance. The 2.19 edition of DragonQuest was created in 2003. It seems to have been a group effort to restore the 2nd edition rules while bringing in material that had appeared elsewhere. I think, but am not sure, that some of the better rules from the 3rd edition were also included.  Among other things, the College of Black Magic is back.  

These are the de facto rules used by many in the DragonQuest Player's Association. The site looks like it is an artifact of the earliest internet days (because it is) and has not changed much of its look and feel since 1998. But it is home to an absolute ton of DragonQuest material, both new and old. 

While I suppose the game is still copyrighted to SPI and then TSR and now Wizards/Hasbro, the trademark on the name went to the Japanese software company Square Enix. So while it is not really "abadonware" it is pretty close to that. 

I will be 100% honest. DragonQuest is clunky and not always in a good way. It wears its war game roots right on its sleeve for all to see. And the active community keeps with that notion. 

Its a great idea, in theory, but in practce I am back to where I was 42+ years ago; a neat game that no one around me plays. Maybe the next Con I go too I'll check out if they have a game running. The Facebook group is still active, so I know there are players out there. 

The adventures and the schools of magic are still the biggest draws for me. I have to admit I just love how they look, and the art is like something out of a 1970s pulp fantasy book that I found in the 1980s.  Raven Swordsmistress of Chaos would be a good character for this game. Maybe I'll give her a try later on. 

I still like to think that with the right group, where I am maybe the youngest guy there, this would be great.

Larina Nix for DragonQuest 2.19

One of the best things about DragonQuest 1st edition was it allowed me to detail the life of a mage that had been important to my games but whom I never really knew a lot about. Phygor was an ancient mage in the May game, more rumor and half-whispered history than a character. I figured I could stat him up in DragonQuest and finally run with him. I did. And it was great. I immediately want to try my hand a recreating my witch Larina for the game as well, but knew I wanted to use the 2nd edition rules for her. Well...I never found one to buy that I liked, but then I found the 2.19 edition rules.  I wanted her to have some power, so I awarded her an extra 40,000 experience points. Is that a lot? No idea, I know I wanted her to be skillful and magical, and experience points are used to buy everything.

Yes. There is a fan project on the School of Witchcraft, and it looks like a lot of fun, but I wanted to go Rules as Written for her.  

Larina Nix, DragonQuest 2nd Edition
Larina Nix
Human Female, 26 years old

Primary Characteristics
Physical Strength 12
Manual Dexterity 15
Agility 12
Magical Aptitude 22
Willpower 20
Endurance 12
Physical Beauty 20

Secondary Characteristics
Tactical Movement Rate 4
Defense 12
Fatigue 19
Perception 8
Initiative D+8

Aspect Moon
Social Status First born daughter of a merchant.
Right Handed

Skills
Climbing 0, Horsemanship 0, Hunting 0, Stealth 0
Alchemist 3 (analyze chemicals, mix standard chemicals), Astrologer 3 (beigns affected, change prediction), Beast Master 1 (creatures of the night and shadow), Courtesan 2 (seduction, sing, appear attractive), Healer 1 (empathy - tactile, cure infection, disease, headache)

Languages
Common (S/R&W): 8/8
Ancient, Draconic (S/R&W): 3/3
Farie (S/R&W): 3/3

Weapons
Dagger 20 40 D A 8 RMC
Quarterstaff 20 55 2 C P M

Gear
Dagger, Quaterstaff, blouse, belt (weapon), high boots, cloak, gloves, hat, pants, sleeping sack, rations (1 week), pouch, quills, ink, parchment (26.75 lbs).

260 silver pieces

School of Magic: Ensorcelments and Enchantments
Base Magic Resistance 20

Spells Rank %
Witchsight  ee 6 32
Charming  ee 3 31
Telekinesis ee 4 39
Enchanted Sleep  ee 2 28
Speaking to Enchanted Creatures  ee 2 53
Location  ee 3 31
Invisibility  ee 4 64
Evil Eye  ee 5 42
Bolt of Energy  ee 7 78

--
So I like this. If I had not been deadset on doing her rules-as-written, I would have tried out the school of witchcraft, but that is fine, really. Maybe this is a previous incarnation of Larina, one who lived a generation after the original Phygor. Much like the relationship of Phygora (named for the mythic wizard) and Larina in AD&D, teacher and student, respectively.

 I know. I'll try out Elowen Hale using this system. Though it has honestly taken me months to write this much on this already. Still,  I would love to see if I could do a respectable Raven and Elowen as well. 

Am I done with this game? Not really. I am sure I'll keep coming back to it, if for no other reason than to satisfy the curiosity of a kid from the mids 80s looking at this book on the RPG shelves at my local bookstore.

Can I recommend this game? I doubt that many modern gamers have the patience for this style of rules anymore. Plus, "leveling up" can be slow, and players used to D&D 5 or even video games will have a hard time with it. This is an artifact of an age between ages; when the war gamer still ruled, and the RPG folks were the new kids on the block. Like I said with the 1st Edition, I have so many games that can do what this does. But I am happy I own copies, I am happy I can read them and enjoy them, and best of all, make some characters for them. 

Links


Friday, December 26, 2025

Fantasy Friday Boxing Day: Dragonbane

Dragonbane
A special combined Fantasy Friday with Boxing Day. Today I am diving into the Dragonbane boxed set. I picked this up my local RPG auction, still in the shrink wrap. This is less a traditional review and more an overview, a brief dive into the history of the game, and my thoughts after spending some time with it.

Dragonbane

Dragonbane is Free League’s modern reworking of the Swedish Drakar och Demoner. I picked it up last fall, primarily out of curiosity about Drakar och Demoner and out of a long-standing appreciation for Free League’s production values. After reading and reflecting on it, my conclusion is fairly measured: this is not a D&D replacement for me, but it is a very credible alternative to games in the RuneQuest family and adjacent BRP-style designs.

That distinction matters. Well, at least to me.

A Brief History of Drakar och Demoner

To really understand Dragonbane, it helps to step back and look at its predecessor, Drakar och Demoner (often abbreviated DoD), one of the most influential tabletop roleplaying games in Scandinavia.

Drakar och Demoner first appeared in 1982, published by Äventyrsspel (known internationally as Target Games). Mechanically, it was based on Basic Role-Playing, the same rules engine that powered RuneQuest and Call of Cthulhu. For many Swedish players, DoD was not just their first RPG, but the RPG, occupying the same cultural space that D&D held in the United States.

Over the 1980s and early 1990s, Drakar och Demoner went through multiple editions, gradually drifting away from strict BRP roots while retaining its skill-based core. These editions emphasized low fantasy, dangerous combat, and practical adventuring over heroic power escalation. Magic was present but restrained. Characters were competent but fragile. Survival mattered.

Importantly, DoD also helped shape a distinctly European approach to fantasy roleplaying. Its adventures often leaned toward folklore, exploration, and moral ambiguity rather than epic destiny. Humor existed, but it was dry and situational rather than cartoonish. The infamous duck-people, later echoed in Dragonbane’s mallards, originated here as a surprisingly durable example of the game’s tonal flexibility.

When Target Games ceased operations in the late 1990s, Drakar och Demoner passed through several publishers and revisions, including later editions that experimented with d20 mechanics and more modern design sensibilities. None of these fully displaced the affection players held for the earlier versions.

Dragonbane: Design Lineage and Intent

Dragonbane wears its DoD and BRP influences openly. It is a skill-based fantasy RPG with a roll-under d20 core mechanic, clear ancestry in early percentile systems, and a design philosophy that prioritizes table flow over mechanical density. Unlike modern D&D, it does not attempt to be a universal fantasy engine or a lifestyle game. Instead, it aims to be playable, approachable, and complete within a single boxed set.

From a game design perspective, this is one of Dragonbane’s strengths. It knows what it wants to be.

Rules Structure: Conservative but Clean

Mechanically, Dragonbane is restrained. Characters are defined by skills rather than classes and levels, advancement is incremental and use-based, and resolution is intentionally binary. Rolling under your skill succeeds; rolling a 1 or a 20 introduces structured extremes of success or failure. I am normally not a huge fan of d20 roll-under systems, but this one works surprisingly well.

This approach avoids both the escalating power curves of D&D and the granular complexity of RuneQuest. Combat is dangerous without being punishing, magic is flexible without being dominant, and the overall system encourages cautious decision-making. In play, the rules largely stay out of the way, which is not a small achievement.

If anything, the rules err on the side of being slightly under-explained in places. Veteran gamemasters will fill in the gaps easily, but newcomers may occasionally wish for more explicit guidance. This feels intentional. Dragonbane trusts the table.

Setting

The Misty Vale setting provides just enough context to anchor play without overwhelming it. It is functional rather than exhaustive, offering locations, factions, and adventure hooks rather than a dense metaplot. This makes Dragonbane especially suitable for referees who prefer to build outward from play rather than absorb a setting bible before starting.

Compared to D&D’s Forgotten Realms or RuneQuest’s Glorantha, this is a much lighter touch. That may disappoint lore-focused players, but from a usability standpoint it makes the game easier to adopt and adapt.

You could easily create your own setting for this game or drop it into an existing one. I think that flexibility is a key strength.

Tone and Aesthetics

Dragonbane’s art direction is worth noting, not because it is flashy, but because it is consistent. There is a slight fairy-tale quality to the visuals, softened by humor (yes, including the infamous mallards), but it never collapses into parody. The tone remains grounded enough to support serious play, even when the aesthetic leans whimsical.

From a design history perspective, this places Dragonbane closer to early European fantasy RPG traditions than to modern epic fantasy branding, which makes sense given its origins.

The result is a game that looks both new and old at the same time. It feels distinctly European in presentation and sensibility.

Dragonbane

The result is a great-looking game that looks new and old at the same time. It looks European to me. 

Where It Fits for Me

Dragonbane does not threaten D&D’s place in my gaming life. D&D occupies a different conceptual space: broader genre reach, stronger character archetypes, and decades of accumulated expectations. Dragonbane is not trying to compete there.

Where it does shine is as a cleaner, faster alternative to RuneQuest and similar systems. It delivers many of the same benefits—skills over classes, grounded combat, emergent narrative—without the overhead that sometimes makes those games harder to get to the table.

In that sense, Dragonbane succeeds not by innovation, but by refinement.

RuneQuest is wonderful. I love it. But Dragonbane does what I often want RuneQuest to do, with fewer rules and a lower bar for entry.

Dragonbane vs RuneQuest vs BRP

At a mechanical and philosophical level, Dragonbane, RuneQuest, and Basic Role-Playing all share a common DNA in skill-based resolution and grounded, consequence-driven play. Where they diverge is in density and expectation. BRP functions best as a toolkit, offering maximum flexibility at the cost of referee labor and system mastery. RuneQuest, particularly in its Glorantha-centric forms, layers that toolkit with extensive cultural, religious, and mythic structures, resulting in a rich but demanding play experience. Dragonbane deliberately strips this complexity back, favoring speed, clarity, and approachability while preserving the core logic of skill-based play.

Nearly Final Assessment

Dragonbane is a well-considered fantasy RPG with a clear design goal and the discipline to stick to it. It is accessible without being shallow, traditional without being dated, and complete without being bloated.

It may not become the center of my gaming ecosystem, but it has earned a permanent place on my shelf, and more importantly, at my table when I want something thoughtful, grounded, and efficient.

That alone makes it worth serious consideration.

As I mentioned when I first picked this up, I need to create a Mallard wizard. I just need to figure out who he is and what he is about. I like the idea of a wandering wizard; I have not done that since I was playing Phygor. For this character, I would probably borrow ideas from RuneQuest and maybe even port him over into my D&D games. And yes, he is a wizard, not a witch.

So yeah, I certainly want to play this some more.

Friday, December 12, 2025

Fantasy Fridays: Aventuras en español

Tengo D&D
I have been very remiss at keeping up with my Fantasy Fridays. My plan was to get through a lot more games than I did. But in my defense, I have a new job.

In terms of fantasy gaming, my AD&D game with my oldest is going quite well really. In fact, one of my witch characters is taking her Secret Journey, and it has been a fantastic experience. I am not 100% sure how I can convert this into something others can use, but the first step would be to make more "generic" so any character could do it. So far I have only tried it with clerics (the original version), wizards (later on), and now witches. 

My other obsession of late has been playing D&D, BECMI and BX flavors, in Spanish.

"Playing" is too strong of a word. I have been doing a lot of (really slow) reading of materials translated by the Spanish-language D&D players online. And there is a lot. 

I had put a request out a while back for materials I can buy, which was great, but I also got a lot of links for La Marca del Este. Who have a ton of free PDFs they release of new adventures. On the bad side, many of the Spanish-language, mostly Spain-based, webstores won't ship to the United States anymore due to our tariff policies. Which, honestly, I can't argue with them about. 

My desire is to find a way to play some BECMI in Spanish. I live in the Chicago-burbs, it can't be that difficult really. Great way to learn and practice I think!

Spanish Language RPGs