Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Friday, September 11, 2026

Fantasy Fridays: The Gate is Open! Yog vs Dark Sun

 "THE GATE IS OPEN! THE GATE IS DEFENDED!"

- Dying Edict of the Ash Witch

These were the final words of the Ash Witch and the first words of the Wasted Lands of Yog campaign.

Photo by Francesco Ungaro: https://www.pexels.com/photo/serene-desert-sunset-over-misty-dunes-32901661/

Last week, I was discussing the makeup of Yog: Dying Earth, Zothique, Hyperborea, Gor, and an assortment of other sword-and-sorcery, weird fantasy, and cheap paperback fare that I have put together over the years. I brought up this idea. The Dying Earth is clear on the fact that we are all going to die; Yog asks what we plan to do about it beforehand.

I mean to start putting some answers to that this week. An oddly fitting catalyst has presented itself in the form of another world in its death throes.

Dark Sun is making a comeback.

Wizards of the Coast announced at Gen Con that Athas will be back in 2027 as D&D’s first mature-rated setting. I am looking forward to it. I have always been fond of Dark Sun for the sorcerer-kings, the city-states, the perilous magic, and the feeling that the world has gone to hell in a handbasket and those remaining must make do.

But the news has stirred up an old conversation. What does one do with the hard parts? Slavery, tyranny, genocide, brutality, and ecological ruin. These are what make Athas, yet they are at odds with much of today’s heroic fantasy.

I don’t know how Wizards will handle it. I haven’t read the new material, so I am not going to judge it now. I wouldn’t want to try and make Yog into some version of "Dark Sun done right." That would be silly and a bit juvenile. 

Athas is one thing, Yog is another.

The real question is how to put genuinely disturbing matters in a roleplaying context without either sanitizing them or making a spectacle of the whole affair.

How does one handle the hard topics?

This Is a Warning

Let me be extremely plain about this.

Yog is a brutal place. Here, one will find slavery, torture, exploitation, religious oppression, sadism, and sexual violence implied.

For centuries, the Priest-Kings have held sway over their city-states through fear, tradition, and violence. Their economies run on slaves born into bondage. There are professional torturers and priests whose duty is to sanctify the social order. Some make a living from it; others simply like it.

It is an important distinction. Sometimes cruelty is the work of an evil system, sometimes the system allows an evil person to be what he wants to be.

But there is another side to it.

I have made Yog brutal, not so the players can bask in it, but to give them something to fight for.

I have no use for pages of description detailing the degradations of the enslaved or graphic accounts of every atrocity under the Priest-Kings. At some point, "mature" content is just spectacle and says nothing of value. I am after consequences.

Take Constance, for instance. She is from Yog, and she has had terrible things done to her.

I won’t go into exactly what they were. There is no need. One can tell from the world she inhabited and the sort of men who held the reins of her life. The implication is enough.

I am not in denial that the worst happened, but I see no reason to make of her suffering some kind of entertainment for the reader's edification.

What matters is Constance. And the people who later step up for her. Deirdre helps her. The Ash Witch sees to her escape. Once free, Constance starts to help others. In a sense, that is the true beginning of her story. I want to know that the players meet Constance and see that she creates a new life. And then I want their characters to do the same for all the other Constances still left on Yog.

I have a particular affinity for Constance because she is, in an odd way, a mirror to one of my other characters, Candy Mercer from the Jackson, IL game. 

Candy is a sweet girl in a world where awful things happen. Yet Candy has her protections. She has a family and friends who care for her; there is a trio of witches and a host of teenagers who have made it their business to stand between any trouble and one of their own. With all that, Candy is able to put down roots. She gets to grow up. Later, she makes a life for herself as a nurse, becomes a mother, and I she becomes someone who helps others.

Constance is what you get when you take away those safeguards from Candy. Not out of weakness or any notion that she is due for a different fate. It is simply that nobody was there in time. That is, until they were. Deirdre says no. The Ash Witch will not have it. And Constance is free to be the one who can say no on behalf of the next person in line. That is the kind of game I want Yog to be. Constance is only one, after all. There are thousands more who are still waiting for someone to make an appearance.

Look at it this way. I see a distinction between acknowledging something and putting it on display. A game can let someone know that sexual violence is part of the setting without making the players part of it. It can have slavery in its world without dwelling on the lot of the enslaved. One can have sadists in the mix without the game itself turning sadistic. Implication is not always a form of cowardice; it can be restraint.

But I am not going to solve matters by feigning these things do not exist. 

You cannot solve a problem until you are willing to look it in the face.

Slavery is evil, as is religious tyranny, and the treatment of another human as property or as disposible. I don’t believe fantasy is made better by shying away from such truths, nor does a setting become mature just for the sake of having them. Maturity isn’t a matter of how much blood is spilled on the page but the understanding of what that blood signifies.

Which is why we come to the player characters.

The slavery in Yog is not for the players to have a go at living in a slave-holding world. It is there to be broken. The Priest-Kings are not meant to be admired for their decadence, but to be overthrown.

That is not to say every outing in Yog will be an insurrection against a city-state. Characters will still be robbing tombs and sifting through ancient ruins in the sand. They will encounter necromancers who have no qualms about using the most plentiful resource in the world, the dead. There are assassins, witches, strange monsters, and dying gods, and things so old one can’t tell if they were ever alive. It is a swords and sorcery game, plain and simple.

But the Priest-Kings are part of the scenery. Perhaps the merchant outfitting an expedition the PCs are guarding is quietly passing fugitives from one city to the next. Or the caravan they are hired to protect is carrying something other than wares. Maybe that old magical weapon just uncovered is enough to put a Priest-King in the ground. 

The characters will have to decide.

And to be clear on one point: the witches did not put resistance on the map. The people of Yog have been at it for centuries. They have hidden children and fugitives in villages, poisoned their masters. Priests have turned a blind eye to orders; soldiers have done the same. People have escaped.

People fled into deserts, where they might die, rather than remain somewhere they would certainly suffer.

Rebellions broke out. Most of them were put down. There were heroes, though their names have been lost to time for the most part.

I have no desire to present the Thorn Witch, the Red Sorceress, or the Ash Witch as some kind of powerful outsiders who had to show helpless folk what freedom was worth wanting. The people already had that in them. What the witches did was of a different order.

For centuries, the oppressed have been putting up a fight. The witches’ contribution was to show that the Priest-Kings can bleed.

That is a matter of some consequence. 

A slave market goes up in flames. A slaver is gone, and then another. The Red Sorceress has a mind for some trouble, and the soldiers the Priest-King sends after her never return. Word gets around that the Thorn Witch made short work of the soldiers after an escaped girl; someone else will tell you the tale another way. Then the Ash Witch makes her mark.

The stories take on a life of their own. They are sung, prayed over, and scratched into walls. Some are threats. Whether only half of them are true is beside the point.

The Priest-Kings can bleed. And if they can bleed, they can be beaten. In a society that holds its rulers to be beyond reproach, that notion is more perilous than any act of the witches.

But the Ash Witch does something worse still. She provides a destination.

The Witch Gate

I have mentioned the Gate before. For the witches who created it, it was simply The Gate, but the oppressed people of Yog have named it something else. The Witch Gate.

I will leave the details of the Gate, and where it might lead, to the imagination of the players and the characters. Those in Yog who are downtrodden call what lies beyond it *Haven*. The Priest-Kings have a word for it too: *Hell*.

Spoiler: The Gate leads to West Haven, where the Witch Queen waits on the other side.

Their priests are quick to denounce the witches as demons, preaching that the Ash Witch has opened a road to damnation and is stealing souls from the natural order. But those making a desperate bid for the Gate are not much moved by such theology. More to the point, in their minds, nothing on the other side can be worse than life here.

Prior to the Witch Gate, any escape was fleeting. One could put distance between themself and a master or a city, or hide with strangers in the desert. Yet they were still on Yog, subject to the next slaver or law that would see them in chains. The Witch Gate offers an actual way out, not just a chance to run a little farther and hope the slavers give up.

Opinions differ on what the Gate is. Some say the Ash Witch found a road that was always there; others say that she has made a new world. Some think Haven is a kingdom, some a city, some nothing but freedom. The Priest-Kings insist on Hell. Perhaps they are all wrong. 

With this Gate, the Ash Witch alters Yog more deeply than she ever could with a blade to a Priest-King’s throat. She leaves behind something that will outlast her. The witches are a legend, but the Witch Gate is a permanent fact of the world. And a dangerous one at that.

First, they learn the Priest-Kings can bleed.

Then they can lose.

Now they understand the Priest-Kings do not have the final say on whether you remain.

That last bit is likely to unnerve them.

And it is the most important part of the campaign.

The Ash Witch Falls

And then she is dead.

This is the point at which I want the game to start. Not in the middle of the great witches’ exploits, but in their wake. The Ash Witch, The Thorn Witch, and The Red Sorceress. They have had their day and left their mark on Yog in ways the Priest-Kings cannot undo. Now they are gone.

There is no standing behind the Ash Witch and letting her sort things out. She dies.

As she falls, her voice is heard across the land.  Maybe they hear it with their ears. Maybe they hear it in dreams. Maybe a Priest-King wakes, breathing heavily, because the words are suddenly inside his head, louder than any scream he has caused.

Maybe an enslaved woman working in a field stops what she is doing and somehow knows that, somewhere beyond the horizon, a dying witch has just spoken.

It doesn't really matter how the message travels.

Everyone hears the final Edict of the Ash Witch:

THE GATE IS OPEN! THE GATE IS DEFENDED!

These are the campaign’s opening lines as much as they are the last of the Ash Witch. And the second carries as much weight as the first.

The Gate is open; you can escape.

The Gate is defended; they won’t be able to just take you back.

As for who is doing the defending? I will not say in the game. The Priest-Kings would have you believe it is demons. Some maintain that the dead Ash Witch herself is on the other side. A few witches will only smile if you put the question to them, while others claim the Gate is its own protection. What is beyond dispute is that the Ash Witch is gone and the Gate is still there.

A slave owner may wake to an empty room and find no sign of where his property has gone. A Priest-King will have his sermon ready on the soul-stealing ways of witches, though someone in the pews will be hearing something quite at odds with his intentions. There is an exit. And once that is known, the cage loses its permanence.

This Is Where the Heroes Come In

One can get used to almost anything, but that does not make it right. For as long as anyone in Yog can remember, the Priest-Kings have been saying this is the way of things. Their forebears lived so. The temples call it sacred, the merchants necessary, the soldiers call it law. Given time, the monstrous becomes normal when one has no memory of an alternative.

The world has made a habit of suffering. The heroes have not.

I could make no more telling statement about Yog. 

Perfection is not required of the heroes any more than of the witches. Some are vengeful or prone to killing where another witch would show mercy. After a lifetime of battling monsters, one has to wonder if the line has been crossed. Resistance is not a blanket justification for every deed.

But heroism can be as straightforward as looking at what has been accepted and saying:

No. This is wrong.

And then acting on it.

That is the distinction between Yog and a fantasy world done up in dark colors for the sake of it. I have no desire to see how much misery I can cram onto a map; I want to see the response to it. Which brings me to the talk around Dark Sun. Not because Yog is superior, or that Athas ought to be handled my way. Athas is what it is. But it is worth asking why we put such material in a game.

With Yog, I know why. To be opposed.

Let the sun go dark in time. Let the kingdoms and towers and Priest-Kings become yet another stratum under the sand. Everything dies. But there are chains to be broken in the present. There are people like Constance who require someone to come to them now.

The Ash Witch, the Thorn Witch, and the Red Sorceress had their say. They are dead and cannot see it through. That is as it should be in a role-playing game.

The Ash Witch’s last words are the campaign’s first.

From here on in, it is up to the player characters.

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, September 19, 2025

Fantasy Fridays: King Arthur Pendragon

King Arthur Pendragon (5.2)
When it comes to legendary role-playing games, few carry the mythic weight of King Arthur Pendragon. Originally created by Greg Stafford in 1985 and in 2016 published in its 5.2 edition. Chaosium owns it again and there is a new (2024) edition out.  I have not picked that one up, so I am sticking with 5.2 for now. Pendragon has always stood apart from its fantasy cousins. Where Dungeons & Dragons gave us dungeons, monsters, and treasure, Pendragon asks us to sit at the Round Table, wrestle with honor and passion, and live out the great romances and tragedies of Arthurian legend. Still, it is an epic RPG and one worth looking into.

King Arthur Pendragon (5.2)

2016. Greg Stafford.

Greg Stafford often called Pendragon his “masterpiece,” and for good reason. He poured decades of study into Arthurian myth, Malory, Chretien, the Welsh triads and built a system designed not just to simulate combat but to embody the ideals and contradictions of chivalry. Over the years, the rules have been polished but never really overhauled. The 5.2 edition (2016) is a refinement of the earlier 5th, cleaning up layout, clarifying rules, and giving new players the most accessible entry point into the game’s deep traditions. I picked up my old 2nd Edition version and it is remarkable how compatible they are with each other. 

The system is similar to Chaosium's Basic Role-playing system. So it has always been sorta-kinda compatible with Call of Cthulhu and RuneQuest, though the years and system assumptions have pushed them all away from the BRP standard. You won't be seeing Yog-Sothoth showing up in Wales anytime soon with this game. No Pendragon is for people who want to play an Arthurian game and respect the scholarship that went into this game. That is not to say there isn't magic in this game; Morgan le Fey is here after all as is Merlin, but it is not a central theme. 

The game itself is a fantasy realized epic Britain of the 5th and 6th centuries, with the style of the High Medieval Periods of the 10th to 15th centuries. You can play it as a strict Dark Ages game or a high-fantastical one, as seen in the popular King Arthur culture. You can do "Excalibur" or even the TV show "Merlin."

I am using the 5.2 version of the rules, which if you asked me, I could not tell you the difference between it and the 5.1 version save for new color art in 5.2, some reorganization, and different cover art. While I think the 5.1 art is more evocative of the game, I can't deny that the 5.2 version is extremely attractive. I have not updated to the full 2024 edition at all, but it looks attractive as well. I do have the Starter Set in PDF, though. Maybe I'll pick it up someday.

Character Creation

Instead of rolling up wandering adventurers, you take up the mantle of knights (and occasionally others) tied to lineage, land, and loyalty. The core stats are familiar, Strength, Constitution, Dexterity, Size, but where Pendragon shines are the Traits and Passions. Traits are moral-ethical pairs (Chaste/Lustful, Merciful/Cruel, etc.) that don’t just describe your knight, they drive play. Roll Merciful in the wrong moment, and your knight may act against your intentions, because that’s what stories do. Passions, like Loyalty (Lord) or Love (Family), give bonuses when invoked, but can also shatter a knight’s will if betrayed.

Character creation is as much about heritage as numbers. You’re asked: Who was your father? What did he earn? What land do you hold? Your knight isn’t a blank slate, but part of a saga. And unlike most RPGs, Pendragon expects you to play not just one knight, but their descendants across generations, carrying your family name into the twilight of Camelot. Something that obviously appeals to me.

It is assumed that players will be creating characters together to form some sort of cohesive narrative. There is a lot of freedom here and role-playing is stressed over "roll-playing."

The chapter assumes you are going to be a starting Knight, well, Squire. I am taking a different approach for my characters. 

Pendragon 5.2 and Character Sheets

Chapter Three: Family and Fatherland is notable since it details the experiences of your father and grandfather. If you are so inclined, it can be adapted to any Feudal Fantasy RPG. Just change the years to whatever makes sense in your game. 

The Pendragon Campaign

No review of Pendragon is complete without mentioning The Pendragon Campaign. First published in 1985, and then later as The Great Pendragon Campaign in 2006, this massive tome lays out a year-by-year chronicle of Arthur’s Britain, from the final days of Uther through the rise, glory, and eventual fall of Camelot. That’s over 80 years of history, adventures, and story hooks, meticulously tied to the mechanics of the game.

The brilliance of the Pendragon Campaign isn’t just its scope, but its structure. Each year has events, rumors, and opportunities for your knights (or their descendants) to shape the story. Early sessions might be about Saxon raids and border skirmishes, while later ones touch on the Grail Quest, courtly romance, and the heartbreaking dissolution of the Round Table. Players get to live through the entire legend, sometimes gloriously, sometimes tragically, but always with a sense of being part of something larger than their character sheet.

For Pendragon, the Pendragon Campaign is more than a campaign guide or adventure path, it’s the framework that shows the system’s true purpose. This isn’t a game about “beating the dungeon” or “killing the dragon.” It’s about legacy, dynasties, and the arc of myth. And its influence has quietly rippled into other games. Long campaigns like The Enemy Within for Warhammer Fantasy Roleplay (1986) or Masks of Nyarlathotep for Call of Cthulhu (1984) were the rage at this time and the Pendragon Campaign shines even among these other memorable campaigns.  Even modern campaign design in games like Pathfinder’s Adventure Paths or D&D’s hardcover campaigns can be seen as walking in the shadow of what Pendragon pioneered.

For me, the Pendragon Campaign is a reminder of what tabletop RPGs can do at their very best: give us not just a night of fun, but a saga, a shared legend that lingers long after the dice are put away.

Johan Werper and Larina Nix for Pendragon

The best way to explore a game is through the characters. Thankfully, I have two that are ready to go! Typically, Johan and Larina were never in the same games. I'd play one or the other. I mixed this up a bit with Pathfinder and had them known to each other. I figured it was an alternate universe.  

I am going to do the same here, but with the intrigue of courtly politics I might consider them as clandestine lovers. Honestly I am basing it on Liam Neeson's and Helen Mirren's roles in Excalibur. 

How does a Roman Catholic Knight from the Continent meet up with a Pagan Welsh girl? Easy, I'll just adapt their meeting in Pathfinder where Larina found the wounded Johan and healed him. He feels indebted to her, he gives her access to a world she would not have normally been allowed in. Everyone thinks she has bewitched him. 

Larina and Johan from Baldur's Gate 3

Johan Werper

I can't pick up a game like this and NOT wonder how my Knight-in-Shining-Armor Johan would work out. I had decided way back in High School that if Johan had a culture from Medieval Europe, it would be French, but living in England. Pendragon makes this easy for me since the language of the High Court would be French. I will say that he is from Brittany and traces his lineage back to Saxon invaders. 

Johan Werper II

Age: 22
Son Number: 1
Homeland: Brittany
Religion: Roman Catholic
Lord: Johan I

SIZ: 11
DEX: 14
STR: 16
CON: 11
APP: 12

Damage: 4d6
Healing Rate: 2.7
Movement: 3
Total Hit Points: 27
Unconscious: 7

Personality Traits
Chivalry Bonus: 0
Religious Bonus: 0

Chase/Lustful: 13/7
Energetic/Lazy: 12/8
Forgiving/Vengeful: 13/7
Generous/Selfish: 10/10
Honest/Deceitful: 12/8
Just/Arbitrary: 11/9
Merciful/Cruel: 13/7
Modest/Proud: 13/7
Prudent/Reckless: 10/10
Spiritual/Worldly: 10/10
Temperate/Indulgent: 13/7
Trusting/Suspicious: 10/10
Valorous/Cowardly: 15/5

Passions
Loyalty (Lord): 16
Love (Family): 17
Hospitality: 15
Honor: 15
Hate (Saxons): 10

Skills
Awareness: 5
Boating: 1
Compose: 1 
Courtesy: 4 
Dancing: 2
Faerie Lore: 1
Falconry: 3
First Aid: 10
Flirting: 3
Folklore: 3
Gaming: 3
Heraldry: 4
Hunting: 10
Intrigue: 3
Orate: 3
Play (Lute): 3
Read (Latin): 10
Recognize: 3
Religion (Roman Catholic): 10
Romance: 3
Singing: 2
Stewardship: 2
Swimming: 2
Tourney: 2

Combat Skills
Battle: 10
Horsemanship: 10

Sword: 17
Lance: 10
Spear: 6
Dagger: 5
Bow: 5

Distinctive Features
Long Blonde Hair

Glory: 1,500

Chainmail and shield
Silver arm band

Johan is a good fit for this game. I would do him as an alternate reality version and really dig deep into family events to help define who he is in this game. It would really be a lot of fun to be honest. I could even explore the family's past as part of Pagan Europe. That would have been 350+ years before this game though. Still something to think about.

Larina Nix

Of course, I had to try translating Larina into this framework. She doesn’t sit easily in Arthur’s world, but that’s half the fun. Larina as a mystical advisor? A Welsh witch standing at the edge of history? She’d never pass as a proper knight, but as an enchantress, wise woman, or secret Pagan counselor to Arthur’s court, she fits perfectly into the tension between the Christian and Pagan worlds that Pendragon thrives on. Plus, it is a theme I love to come back to time and time again: Pagans vs the rising tide of Christian conquest.

When working on Larina one of the first things I run into is how women characters are treated differently than men. Now is 100% it is emulating Arthurian legends and tales, so just like Call of Cthulhu has a Sanity system, this has different rules more men and women characters. Grated you can grab something like Pagan Shore for older versions to even things out, but I want to try this with the version in front of me. Now there is nothing in the rules saying I can't female knight, and there are examples given, but they are exceptional examples. Fine, Larina is a Pagan anyway and wouldn't be a knight. There is a "witch" detailed (such as it is) on page 179. "Witch" is only mentioned four times in the whole book. I mean I know I can grab something from say Basic Roleplaying or Advanced Sorcery, but that is not the point of Pendragon is it? Plus there is no POW score for these characters. 

Larina ferch Lars

Age: 19
Daughter Number: 1
Father: Lars Nicholson 
Homeland: Cymru
Religion: Pagan
Lord: Johan I

SIZ: 9
DEX: 10
STR: 10
CON: 16
APP: 18

Damage: 3d6
Healing Rate: 2.5
Movement: 2.5
Total Hit Points: 19
Unconscious: 4

Personality Traits
Chivalry Bonus: 0
Religious Bonus: 0

Chase/Lustful: 5/15
Energetic/Lazy: 13/7
Forgiving/Vengeful: 10/10
Generous/Selfish: 13/10
Honest/Deceitful: 13/7
Just/Arbitrary: 10/10
Merciful/Cruel: 10/10
Modest/Proud: 7/13
Prudent/Reckless: 10/10
Spiritual/Worldly: 12/8
Temperate/Indulgent: 10/10
Trusting/Suspicious: 10/10
Valorous/Cowardly: 10/10

Passions
Loyalty (Lord): 15
Love (Family): 16
Hospitality: 15
Honor: 15
Loyalty (Old Faith): 13

Skills
Awareness: 3
Chirurgery: 10
Compose: 1 
Courtesy: 5 
Dancing: 3
Faerie Lore: 10
Falconry: 2
Fashion: 2
First Aid: 15
Flirting: 11
Folklore: 4
Gaming: 3
Heraldry: 1
Industry: 5
Intrigue: 2
Orate: 3
Play (Flute): 3
Read (Ogham): 10
Recognize: 2
Religion (Pagan): 10
Romance: 2
Singing: 3
Stewardship: 5
Swimming: 1
Tourney: 1

Combat Skills
Battle: 1
Horsemanship: 3

Dagger: 5
Staff: 5

Woman's Gift
Natural Healer

Enchantments
Enchantment
Magical Healing
Glamour

Distinctive Features
Long red hair
Bright, piercing blue eyes
Larger than average nose

Glory: 1,140

There is no INT or POW stat in this flavor of BRP. So there are not really any rules to cover her proficiency with languages. Plus as Welsh pagan girl she would not really have much of chance to learn languages save via exposure. But I did roll Natural Healer for her gift, so that is her "in" to the courts, or at least how she gets noticed.

For magic, the rules are thin. I mean, with a game that has Merlin as a character an appendix on magic would be nice. I gave her "subtle" magic. So, an enchantment here, magical healing, and glamour. All things that can be explained away with deft skill. She has a knack for healing, so she augments it every now and then with some pagan magic, OR is it just her knowledge of herbs and plants? Hard to say. Likely to get her burned at the stake if it were about 1000 years later. 

I love the idea that these versions of Johan and Larina are clandestine lovers. It would add the proper tragedy to the narrative and game. Plus, it is that nice push and pull between the Pagans and Christians I love to explore.

Larina and Johan


Why Play This Instead of D&D 5e?

D&D 5e is about heroes exploring dungeons, defeating monsters, and gaining power. Pendragon is about knights struggling with ideals, navigating dynastic politics, and finding their place in the grand sweep of legend. It’s a game of story rather than loot.

  • If you want to explore chivalry, honor, and tragedy rather than XP and levels, this is your game.

  • If you’re drawn to the romantic, mythic sweep of Arthurian legend, no other RPG captures it as faithfully.

  • If you want to play not just a character, but a family across generations, Pendragon offers something unique.

In short: D&D tells us what it’s like to be an adventurer. Pendragon tells us what it’s like to live and die as part of the great legend of Arthur. 

That is not to say one game doesn't have something to offer the other. As D&D has grown, it has left its feudal medieval roots behind, if it really had any to start with. Yeah, Greyhawk cosplays as feudal lands, but really the place where D&D was always the best is in its name: Dungeons. 

The game is great. It's attention to historical detail is its strongest feature, but also its weakest one for me since I do like to have a bit of magic in my fantasy. No worries, I have a LOT of FRPGs with magic. 

Wednesday, February 26, 2025

Witchcraft Wednesday: Larina Nix and Skylla for Lands of Adventure

A while back I picked up the classic RPG, Lands of Adventure. While it is fair to say the game is not great, there is something about it I can't quite put my finger on that I love. Is it the  Bill Willingham art? Is it Lee Gold's attention to historical detail, even when the details are wrong? Ok, to be fair, some these details may not have been "wrong" when she was writing. But she is certainly good at building an interesting world.

No. I don't know what it is, but given this is my year to try out more (and different) fantasy RPGs, I owe it at least to myself to try this game out.  It will not replace *D&D on anyone's table today. But for a moment, let me pretend it is 1983. I'll put on K-Tel's CHART ACTION '83 and work on some characters!

Lands of Adventure

Character Creation

This is the most tedious process of this game, really. The rules for playing are largely pretty simple. However, I do admit that I am really in the mood for a complicated character-creation process today. 

For this I'll start with the Lands of Adventure core rules and make adaptations based on the Culture Packs I have. I will do my two favorite witches, Larina and Skylla, for Medieval England and Ancient Greece, respectively. If I had had the other proposed Culture Packs I would have tried something for them as well. 

The game has 11 (yes, eleven) primary stats, but of those, only four are purely random. The others are often the averages of the others with some more randomness added in.  You can roll the d20 or d10 as needed, OR you can allocate 110 + 2d10 points among the 11 characteristics. 

The minimum score is 1, and the max is 20. 

Piety is also important and has it's own means of calculation, but to get that, I'll need some skills for the characters. Skills can also increase other stats.

This game also has three different "Hit Point" pools; Energy Points (EP), Body Points (BP), and Life Points (LP). Damage affects them differently, but none should be 0.

Skills are a roll-under mechanic of percentages, with 5% (96-00) always as a fumble. To roll 10% under your skill is a maximum or flawless success. There are 10 Skill categories and their base scores are based on a Major Characteristic and Minor Characteristics. So for example MAG (Magic) is TAL (Talent)/2 and then squared + INT (Intelligence).  Unlike some games, height and weight have mechanical effects on how fast you can move and how much you can carry respectively.

You have as many skills as you do PRU, the max you can have in any skill area at the start of the game is 10% of the skill area score. Given that this are also not starting characters I will use the options for Prior Experience Points to buff up some skills and spells.

Spells are an odd mix to be honest. I am not sure what would be right to choose since I am not 100% certain of all the game effects. But I can say that the magic section does feel like it is bolted onto this system and there are bits of game-design bondo and duct-tape holding it together. Not that this can't be fun, AD&D did it for decades. 

For Larina and Skylla here, I am certainly aiming to give them a witch-like background. Turns out that is pretty easy to do with this game. The Ancient Greece Culture Pack has the Pelasgians who are characterized as worshipping a Maiden-Mother-Crone Moon Goddess from the belief that older civilizations were more Matriarchal than Patriarchal. Following in the same logic, or even from the same logic, in the Medieval England Culture Pack, Gold lists Margaret Murray's now discredited "The Witch-Cult in Western Europe" as part of the suggested reading. I say "discredited," but I still use the central thesis in my own game writing for my books. Hey. I am writing about witches, not an academic anthropological treatise.  Though given Gold's inclusion of Murray, I would also have gone with Jane Harrison for Ancient Greece and Jessie Weston for Medieval England for a trifecta of Late Victorian/Early 20th Century independent women scholars.

Makes my choice of witches to stat up for this game even more appropriate. 

Larina Nix
Larina Nix

Species: Human
Gender: Female
Height: 5'4"
Weight: 125 lbs (light frame)

Culture/Religion: Medieval England/The Old Faith
Piety: 6

CRF (Craft): 12            DEX (Dexterity): 12
TAL (Talent): 18          VCE (Voice): 19
INT (Intelligence): 16  PRU (Prudence): 14
APP (Appearance): 18 AGY (Agility): 12
STR (Strength): 10       CON (Constitution): 10
CHA (Charisma): 19   

COM (Communication): 52%
KNW (Knowledge): 44%
MAG (Magic): 97%
MAN (Manipulation): 32%
MIR (Miracle Working): 99%
MOV (Movement): 28%
OBS (Observation): 36%
PER (Persuasion): 55%
Melee: 16%
Missile 26%

Local KNW: 144%
General KNW: 84%

Non-Combat Specialized Skills
Reporting Accurately (Com), Legend Lore (Knw), Medical/Herb Lore (Knw), Astronomy/Astrology (Knw), Languages Speak (Knw) (English, French, Celtic)

Specialized Spell Skills
Stop Behaviors (Compulsion) PL 5, 10x10, 5 rounds, 1, 200 ft.
Energy Shield (Energy) PL 3, 10x10, 5 rounds, 1, 10 ft.
Energy Bolt (Energy) PL 4, 10x10, 1 round, 1, 200 ft.
Enchantment (Enchantment) PL 6, 10x10, 30 min, 1, 10 ft.
Darkness (Illusion) PL 5, 30x30, 5 rounds, 1, 10 ft.

EP: 36
BP: 12
LP: 10

Weapons: Dagger, Staff

Armor: None
Shield: None

Free Load: 60lbs

--

Skylla

Skylla

Species: Human
Gender: Female
Height: 5'4"
Weight: 130 lbs (average frame)

Culture/Religion: Ancient Greece/Moon Mother
Piety: 4

CRF (Craft): 12            DEX (Dexterity): 11
TAL (Talent): 16          VCE (Voice): 14
INT (Intelligence): 14  PRU (Prudence): 10
APP (Appearance): 14 AGY (Agility): 12
STR (Strength): 9        CON (Constitution): 10
CHA (Charisma): 17   

COM (Communication): 37%
KNW (Knowledge): 34%
MAG (Magic): 78%
MAN (Manipulation): 29%
MIR (Miracle Working): 80%
MOV (Movement): 23%
OBS (Observation): 36%
PER (Persuasion): 42%
Melee: 22%
Missile 24%

Local KNW: 134%
General KNW: 74%

Non-Combat Specialized Skills
Lying (Com), Legend Lore (Knw), Medical/Herb Lore (Knw) x2, Astronomy/Astrology (Knw), Languages Speak (Knw) (Greek, Egyptian)

Specialized Spell Skills
Stop Behaviors (Compulsion) PL 5, 10x10, 5 rounds, 1, 200 ft.
Energy Bolt (Energy) PL 4, 10x10, 1 round, 1, 200 ft.
Enchantment (Enchantment) PL 6, 10x10, 30 min, 1, 10 ft.

EP: 31
BP: 13
LP: 10

Weapons: Dagger, Staff

Armor: None
Shield: None

Free Load: 65lbs

--

Ok. There is a lot here and even more that I didn't do. These are better than starting characters, certainly, but not 100% reflective of stats for them I have posted in the past. For the Point Allocation method, Larina has 160 points (30 above max) and Skylla has 137 points (7 above max). 

Magic is an odd affair, mostly using the "Spells on the fly" method. I could explore it more IF I ever choose to play this game. But I have enough here for now.

A few interesting quirks. The Culture Packs give a lot more detail to the characters, BUT you should have them next to you when you develop the characters. Skylla, for example, ended up having the Goddess Athena in her maternal line and thus added to some of her stats. Not sure how a virgin goddess was able to do that, but ok. Skylla gained an extra Herbalism skill as well. Larina had a mystical encounter. Since I was recently re-reading her 4th Edition D&D stats, I am going to say she saw a unicorn when she was a little girl. 

This game is rich in atmosphere, but the system itself leaves a little to be desired. Maybe I am just used to simpler systems now or unified mechanics. I do admit I am still very happy I have this game and I will likely come back to it. 

Tuesday, February 25, 2025

Mail Call: Monty Python's Cocurricular Mediaeval Reenactment Programme

 I almost forgot I had backed this! But this came in the mail yesterday.

Monty Python's Cocurricular Mediaeval Reenactment Programme

I got the Public School Edition because, as always, I am a sucker for a book with a ribbon bookmark.

It came with a lot of stuff.

Monty Python's Cocurricular Mediaeval Reenactment Programme

Coconuts

A lovely bunch of coconuts. But we already had our own!

Merits and Demerits

Dice

Game Master Screen

Game Master sash

Game Master Screen

Game Master Screen

Game Master Screen

Game Master Screen

Monty Python's Cocurricular Mediaeval Reenactment Programme Book

Monty Python's Cocurricular Mediaeval Reenactment Programme Book

Monty Python's Cocurricular Mediaeval Reenactment Programme Book

Monty Python's Cocurricular Mediaeval Reenactment Programme Book

There is so much here. I have no idea if I'll play this or not, but it is a very silly game.

I know my oldest is going to love it.


Tuesday, February 11, 2025

Year of Fantasy RPGS: Cd8 The Return of the Fearless Five!

 I am still having fun with Jason Vey's Cd8 Fantasy Roleplaying game. I thought I would give it a spin with some more characters. Getting a feeling of what the various power level benchmarks are and so on.  So I thought, let's bring back the Fearless Five and give them a go at it!

Cd8 The Return of the Fearless Five!

Not sure what mission they will be going on next. They got already Bargle. I just 3D printed Kelek on a Warg so maybe they are going after him.

Skylla

Skylla

Name: Skylla
Species: Human
Attitude: The only thing important is power

Gumption: 3
Moxy: 3
Chutzpah: 1
Childlike Wonder: 7
Cut of My Jib: 5
A Certain Je ne Sais Quoi!: 1

Life Points: 26
Armor: 0 None
Speed: 30 ft

Skills: Detecting 2, Doctoring 2, Fighting 1, Herbalizing 4, Magicking 6, Mythologizing 2, Performing 1, Running 1, Shooting 1

Benefits/Bugs
Enhanced Senses 1
Prodigy (Magicking) 1 (3pts)
Super stats (Child Like Wonder) 4
Super stats (Cut of my Jib) 4
Psychic 3
- TK, PK, Mind contrtol

Weapons
Staff

Aleena

Aleena

Name: Aleena
Species: Human
Attitude: Helping others

Gumption: 3
Moxy: 1
Chutzpah: 1
Childlike Wonder: 4
Cut of My Jib: 2
A Certain Je ne Sais Quoi!: 1

Life Points: 10
Armor: Heavy
Speed: 30 ft

Skills: Doctoring 4, Fighting 1, Magicking 3, Mythologizing 2, Researching 3, Running 1, Shooting 1

Benefits/Bugs
why me? -5

Weapons
Mace


Mogan Ironwolf
Mogan Ironwolf

Name: Morgan Ironwolf
Species: Human
Attitude: Hitting things

Gumption: 1
Moxy: 1
Chutzpah: 3
Childlike Wonder: 1
Cut of My Jib: 4
A Certain Je ne Sais Quoi!: 3

Life Points: 21
Armor: Medium
Speed: 30 ft

Skills: Detecting 1, Driving 1, Fighting 6, Running 3, Shooting 3, Sporting 3, Tumbling 1

Benefits/Bugs
Takes A Licking 1
Keeps on Ticking 5
Lucky 3

Weapons
Longsword, Bow

Duchess

Duchess

Name: Duchess
Species: Human
Attitude: Helping herself

Gumption: 1
Moxy: 2
Chutzpah: 3
Childlike Wonder: 1
Cut of My Jib: 4
A Certain Je ne Sais Quoi!: 1

Life Points: 20
Armor: Light
Speed: 30 ft

Skills: Detecting 3, Fighting 3, Performing 2, Researching 1, Running 2, Shooting 3, Sporting 1, Tumbling 3

Benefits/Bugs
Lucky
Iron Constitution
You Want to Get Out of Here Real Fast? 4
Stat Increase 4

Weapons
Short Sword, Dagger


Candella
Candella

Name: Candella
Species: Human
Attitude: Helping herself and have a good time doing it!

Gumption: 2
Moxy: 2
Chutzpah: 3
Childlike Wonder: 1
Cut of My Jib: 3
A Certain Je ne Sais Quoi!: 2

Life Points: 17
Armor: Light
Speed: 30 ft

Skills: Detecting 3, Fighting 3, Performing 2, Researching 1, Running 2, Shooting 3, Sporting 1, Tumbling 4

Benefits/Bugs
Lucky
Stat Increase 4

Weapons
Short Sword, Dagger

 OK! These are fun. I did not detail Skylla's or Aleena's spells, really. They have them. If I expand them into a one-shot, then I may. I would totally run a game at a convention with these—some sort of heist where everything goes sideways.

That is not really a bad idea. I already built them all for ShadowDark and now again for Cd8. Well, minus the Sorceress. She was done with Skylla's interference. 

Cd8 does not have "levels" for characters. The game assumptions between this and level/class systems are too different. But for this round, I was working under some assumptions about how many XP to give out to equal a level. So far, my numbers have panned out, but I want to try it with a few more to be sure. 

So far I rather enjoy this game. 

Monday, February 10, 2025

Year of Fantasy RPGS: Cd8 Fantasy

 I want to spend some time focusing on other fantasy table top RPGs this year. I still love my D&D and likely always will, but I also have a lot of other games I enjoy as well. Here is one I have been playing around with for a little bit now. It is the newest from Jason Vey at Elf Lair Games. Cd8 Fantasy Role Playing.

Cd8 Fantasy Role Playing

Cd8 Fantasy Role Playing is described as a "beer and pretzels" fantasy RPG. Everything you need to play (minus paper, pencils, some d8s and some friends) is included in 32 pages.

It is designed to be picked up in an afternoon and have you playing right away. It is based on his previous RPG, Chutzpah! A Certain Je ne Sais Quoi. While designed as a bit of a joke and a design challenge, it turned out to be a very solid game. Cd8 Fantasy takes that same game design and applies it to fantasy. You do not need either game to play the other. 

You have the same attribute stats as Chutzpah, "Gumption," "Moxy," "Chutzpah," "Cut of My Jib," "Childlike Wonder," and yes, a "Certain Je ne Sais Quoi," and build your character. It is a point spread, so you are given 10 points to fill in each attribute. Minimum 1, max 3 with 2 as the human average. Then can go all the way up to 10 with experience.

You have your skills, 13 of them, and another 10 points to spend. Obviously, some of these are going to be 0.  

Rolls are a number of d8s equal to Stat + Skill or sometimes Stat + Stat or Stat x2. So, it is a d8 dice pool mechanic. Rolls of "6," "7," and "8" are called "Fist Bumps" or successes in other games. An "8" counts as having rolled 3 "Fist Bumps," and a roll of 1 takes one away.  

Let's say that you want to cast a spell. That would be your Childlike Wonder stat (we will say that is a score of 3) and your Magicking skill (say a 2) for a total of 5. Roll 5d8. You get 1, 3, 5, 8, 8. That two "8s" counts as 3 fist bumps instead of 2. But the die roll of one takes one away, so you have a total of 2 fist bumps. The God of Me (GM) says you need 2 fist bumps (above average difficulty) to cast the spell, so you got it!

That's it. That is the entire system! Granted, the next couple of dozen pages have more details, but you can learn the game that fast.

There are options to change the die from a d8 to something else to adjust the difficulties. There are options for fantasy species ("Elves and Dwarves and other Crap?") and examples of various monsters. 

Given this is an Elf Lair Games product, there are also conversion notes for Wasted Lands. 

To give your characters more depth or variety, there is an appendix on Benefits and Bugs, an advantage/disadvantage system. 

Honestly, it is a really fun game and simple to pick up.

Characters

Characters are terribly easy to make in this game. Over the weekend my oldest and I decided to try out the new D&D 5.5 system and make some characters. I will come back to that in a bit, but on the average it took about 15-20 minutes to make a character.  

With Cd8, I can create a character in about 5 minutes. This year, I will spend a lot of time comparing and contrasting a few characters. So here are a couple of my iconic characters. 

Johan Werper VII

For these experiments, I am going to start a new Johan. This guy is the son of Johan VI and Lana, mine and my wife's D&D 5.0 (2014) characters, respectively.  I did do a version of him for D&D 5.5 that I will detail later on.

Name: Johan Werper VII
Species: Human
Attitude: Do good things

Gumption: 1
Moxy: 2
Chutzpah: 2
Childlike Wonder: 1
Cut of My Jib: 3
A Certain Je ne Sais Quoi!: 1

Life Points: 12
Armor: 3 (Heavy)
Speed: 30 ft

Skills: Doctoring 2, Fighting 3, Magicking 1, Mythologizing 1, Running 1, Shooting 1, Sporting 1

Benefits/Bugs
Prodigy (Fighting): 1 (3pts)
Honorable: 1 (-3pts)

Weapons
Sword: 3 + FB

Not bad, really. I like it, a great starting character. 

How about a much more powerful one?

Larina Nix

Of course, I am going to try my witch in this. 

Name: Larina Nix
Species: Human
Attitude: Do witchy shit
Experience: 440

Gumption: 5
Moxy: 6
Chutzpah: 2
Childlike Wonder: 8
Cut of My Jib: 2
A Certain Je ne Sais Quoi!: 4

Life Points: 15
Armor: 1 (Light)
Speed: 30 ft

Skills: Doctoring 4, Fighting 1, Herbalizing 5, Magicking 8, Mythologizing 6, Performing 2, Researching 6, Running 1, Shooting 1

Benefits/Bugs
Enhanced Senses (Magic): 1
Prodigy (Magicking): 1 (3pts)
Psychic
- ESP
- TK
Resist Magic
Everyone I Care About Dies: -1

Weapons
Staff: 1 + FB
Spells

Again, very quick, and I like the results. I gave her 440 experience to spend. No idea if that tracks well with a 20th-level Wasted Lands character, but it feels right. 

Johan and Larina character sheets


Monday, December 30, 2024

Looking Forward to 2025: FRPGs, Thirteen Parsecs, and Basic Bestiary

 We are nearing the end of 2024. I did not get as much done here as I wanted. That is sort of my theme for 2024, really. Since I had no specific plans for 2025, I will continue with some threads started here in 2024. But I am going to go into some newer areas too.

2025

Fantasy RPGs

This upcoming year I want to focus more on other, non-D&D, Fantasy RPGs. I still love D&D, I am just tired of the conversations around D&D. I am still playing. I am still enjoying it; I am just going to play and enjoy other games as well. 

I *will* talk about how these games can provide a "D&D-like experience" because I am sure that a lot of my readers here are still reading for D&D-related content.

Forgotten Realms

I still want to work through all my Forgotten Realms material and talk about it in terms of my own history of the game. I enjoyed it too much to put aside.

The Enchanted World

I also want to keep working through all my Enchanted World books. I wanted to finish them all in 2024, but that didn't happen. 

Thirteen Parsecs and Wasted Lands

I plan on doing more with these games in 2025. Gotta support the home team.

Basic Bestiary

Ok, this is the big one. I wanted to get this done. I have the monsters written, edited, and ready to go. What I am lacking is art. Monster books need a lot of art, and art is expensive. I am not 100% convinced that a huge monster book would make enough to cover the costs of the art. 

So I am thinking of breaking it up into smaller chunks now, a little like my Myths & Monsters (for AD&D) and my ill-fated Monstrous Maleficarum (for 5e). The goal will be to put a few monsters in a volume with art I have now, and I hope to make enough to buy art for the next one. As business plans go, it is not a great one, but it will do. 

My brain automatically goes to themes. I hope I can do that here. So a collection of hags, then of demons, and more. I am not going to try to kill myself to get one done a week, but I do want to get a few out in 2025.

 

Well. Here's to a better 2025!