I am really pleased to see that Free League, in amongst all their other commitments, have managed to get the Beta PDF of their Dragonbane RPG out to Backers slightly ahead of time. I have pre-burbled about this game which, for all its simplicity, may well capture a large chunk of my gaming from now on. The game is already scheduled in for our family Christmas slot, and it will feature at conventions and an online campaign in 2023. With Coriolis also slated next year, and Trudvang Chronicles, it is looking to be a Swedish bonanza.
The Beta is close to the finished game, which will be rounded out with a range of great single session adventures and supplementary accoutrements in the final relaease in Augusr 2023. At 112 neatly laid out pages, this game is a light and breezy romp of a high fantasy, blending the simplicity of Basic Roleplay with the engaging flourishes of Free League mechanics, we have a rocking core of a game in which to play out many an adventure.
There are expansions and slight ammendments to the Quickstart, that now fully bring the game to life, whilst remaining the cute game we were intially introduced to. So, we have a d20 roll equal to or less than your skill to succeed, with 'Boons' and Banes (advantage and disadvantage) serving as the only nmodifiers. A very short skill list and familiar Attributes give you an easy to manage range of areas to engage with the world. Both Kin and Professions provide defining, signature, Abilities that lift the character into interesting niches. Further Heroic Abilities, gained after increasing number of sessions of play, further empower the characters. I like that you get your first one as a reward after your first session.
We have a traditional based fantasy RPG, with low HPs, armour absorbs, random rolled weapon and spell
damage. Characters can be constructed or rolled randomly and quickly. They are fragile and will drop on two(is) undefended hits. Weeble like, they also get back up again quite quickly, with either a few CON based death saves or a helpful heal, or even getting motivatingly shouted at. Scars are collected as trophies and on to the next adventure.
A move and just the one action economy, with some Heroic Abilities opening up further actions. A card based initiative that, once dealt, can then be swapped to provide tactical options in the round. Adverseries are either PC alike in terms of abilities or are full blown 'Monsters' with a 'Ferocity' rating of number of actions, bristeling hit points and a random rolled attack, each of which say something about the monster itself.
Hit Points are familiar, and Willpower Points are used to power magic and the special abilities. Short and Long Rests (Stretch, 15 minutes, and Shift, 6 hours) recover a good random chunk or all of them, respectively. Recharge, crack on.
Three magic schools are presented that cover the basics with a basic but nicely curated selection of spells. Spells are rated in a number of ascending ranks, with some prerequisites as the ranks rise. Each spell also has three levels of power, with increased effects as more Willpower points are blown. As with each area of the game, you can see where the modular supplements will fit. More magic schools and more spells to follow I think. More Heroic Abilities, more Kin, more...
Monsters! Well, we get the stalwarts, who doubtless petitioned strongly to be squeezed into the roster so that they could be an early part of the game. Dragons, of course, along with orcish footsoldiers, wiley goblins, skeles, spiders and some more. Yes, there will be a metric ton of more, doubtless also sprinkled in the adventures that have already been promised.
The game is certainly beginner friendly and good bouncy fun. Everything is setup for quick play, with mechanical effects lightly applied through player choices. For those who want to say that that is where the game's utility starts and ends, I say 'phooey'. Yes the framework is light and highly extensible, but there is plenty here for a rich and lengthy campaign, playing at full action tilt. You aren't going to get the depth of options that are found in the modern D&Ds, if anything this game is a callback to the more Basic editions and, of course, the originating Magic World of olde. I find myself wanting this fresh, deceptively simple approach. I can also see Swedish hardcore wanting to keep their current Drakar och Demoner game if that's where you are coming from.
I'm excited by the reminiscent joyful brevity of the game, enriched by the Free League focus that has honed it into a mechanically modern feeling experience. The process of finding the campaign world in which to set it has already begun. All the high fantasy ones out there would accommodate this lovely game just fine.
Let's play!
Continue reading...
The Beta is close to the finished game, which will be rounded out with a range of great single session adventures and supplementary accoutrements in the final relaease in Augusr 2023. At 112 neatly laid out pages, this game is a light and breezy romp of a high fantasy, blending the simplicity of Basic Roleplay with the engaging flourishes of Free League mechanics, we have a rocking core of a game in which to play out many an adventure.
There are expansions and slight ammendments to the Quickstart, that now fully bring the game to life, whilst remaining the cute game we were intially introduced to. So, we have a d20 roll equal to or less than your skill to succeed, with 'Boons' and Banes (advantage and disadvantage) serving as the only nmodifiers. A very short skill list and familiar Attributes give you an easy to manage range of areas to engage with the world. Both Kin and Professions provide defining, signature, Abilities that lift the character into interesting niches. Further Heroic Abilities, gained after increasing number of sessions of play, further empower the characters. I like that you get your first one as a reward after your first session.
We have a traditional based fantasy RPG, with low HPs, armour absorbs, random rolled weapon and spell
damage. Characters can be constructed or rolled randomly and quickly. They are fragile and will drop on two(is) undefended hits. Weeble like, they also get back up again quite quickly, with either a few CON based death saves or a helpful heal, or even getting motivatingly shouted at. Scars are collected as trophies and on to the next adventure.
A move and just the one action economy, with some Heroic Abilities opening up further actions. A card based initiative that, once dealt, can then be swapped to provide tactical options in the round. Adverseries are either PC alike in terms of abilities or are full blown 'Monsters' with a 'Ferocity' rating of number of actions, bristeling hit points and a random rolled attack, each of which say something about the monster itself.
Hit Points are familiar, and Willpower Points are used to power magic and the special abilities. Short and Long Rests (Stretch, 15 minutes, and Shift, 6 hours) recover a good random chunk or all of them, respectively. Recharge, crack on.
Three magic schools are presented that cover the basics with a basic but nicely curated selection of spells. Spells are rated in a number of ascending ranks, with some prerequisites as the ranks rise. Each spell also has three levels of power, with increased effects as more Willpower points are blown. As with each area of the game, you can see where the modular supplements will fit. More magic schools and more spells to follow I think. More Heroic Abilities, more Kin, more...
Monsters! Well, we get the stalwarts, who doubtless petitioned strongly to be squeezed into the roster so that they could be an early part of the game. Dragons, of course, along with orcish footsoldiers, wiley goblins, skeles, spiders and some more. Yes, there will be a metric ton of more, doubtless also sprinkled in the adventures that have already been promised.
The game is certainly beginner friendly and good bouncy fun. Everything is setup for quick play, with mechanical effects lightly applied through player choices. For those who want to say that that is where the game's utility starts and ends, I say 'phooey'. Yes the framework is light and highly extensible, but there is plenty here for a rich and lengthy campaign, playing at full action tilt. You aren't going to get the depth of options that are found in the modern D&Ds, if anything this game is a callback to the more Basic editions and, of course, the originating Magic World of olde. I find myself wanting this fresh, deceptively simple approach. I can also see Swedish hardcore wanting to keep their current Drakar och Demoner game if that's where you are coming from.
I'm excited by the reminiscent joyful brevity of the game, enriched by the Free League focus that has honed it into a mechanically modern feeling experience. The process of finding the campaign world in which to set it has already begun. All the high fantasy ones out there would accommodate this lovely game just fine.
Let's play!
Continue reading...