About Me
28 February 2025
Nu Tunnels & Trolls
13 February 2025
Mike Mearls About the New Rules
10 February 2025
Nu RuneQuest
New RuneQuest?The cat is out of the bag! Mike Mearls, Jason Durall, and I have been secretly working on refining and streamlining the RuneQuest rules for the better part of a year! The rules are in final playtest (and any playtesters present please do not comment on them publicly until we give the word). And man we are EXCITED! Loads more info very soon, so watch this space.But sharp eyed folk might want to carefully review some of my posts over the last year!
12 January 2025
Tunnels & Trolls Back in 2025?
Remember? Two years ago, Rebellion Unplugged purchased the Tunnels & Trolls licence from Webbed Sphere who were idly sitting on it.
We haven’t heard much since; however, a few days ago, Rebellion Unplugged posted the following on Bluesky:
2024 is drawing to a close but we're already looking ahead to 2025. We see big, big things on the horizon that may change TTRPGs forever... Illustration by @nathanandersonart.bsky.social
— Rebellion Unplugged (@rebellionunplugged.bsky.social) 20 décembre 2024 à 11:45
[image or embed]
That sounds rather... bombastic, but here’s hoping.
28 October 2024
Cthulhubane
I have pondered this and jotted down a few ideas.
(post updated on 1/1/2025 with input from ian.fenrisgames)
DAGONBANE
Your Investigator
Attributes
Same as Dragonbane; add a new attribute, EDU (2D6+6).
SAN is replaced with RESolve. Starting RES is equal to the average of WIL, INT and EDU. Whenever a scenario calls for a SAN roll, make an EDU roll instead. Success: nothing happens; failure: lose 1 RES.
Professions
Athletic
Key attribute AGL
Skills: Acrobatics, Awareness, Bluffing, Brawling, Evade, Swimming
Heroic ability: Veteran
Sample occupations: acrobat, boxer, gangster, soldier…
Charismatic
Key attribute CHA
Skills: Acrobatics, Bartering, Bluffing, Languages [Living], Performance, Persuasion
Heroic ability: Insight
Sample occupations: actor, clergyman, prostitute, solicitor…
Cultured
Key attribute EDU
Skills: Awareness, Etiquette, Evade, First Aid, Languages [Dead], Spot Hidden
Heroic ability: Intuition
Sample occupations: archaeologist, author, book dealer, librarian, occultist, humanities professor…
Investigative
Key attribute AGL
Skills: Acrobatics, Awareness, Bluffing, Brawling, Sneaking, Streetwise
Heroic ability: Word on the street
Sample occupations: journalist, police detective, private investigator…
Scientific
Key attribute INT
Skills: Awareness, Evade, First Aid, Languages [Living], Sneaking, Spot Hidden
Heroic ability: Practical Science
Sample occupations: laboratory assistant, physician, psychiatrist, science teacher…
Skilled
Key attribute STR
Skills: Awareness, Brawling, Sleight of Hand, Spot Hidden, any skill based on the investigator’s occupation (Drive Auto, Elec. Repair, Mech. Repair, Pilot Aircraft…)
Heroic ability: DIY
Sample occupations: driver, mechanic, pilot…
List of Core Skills
Acrobatics
Awareness
Bartering
Bluffing
Drive Auto (like ‘Riding’ but for automobiles)
Elec. Repair (like ‘Crafting’ but for electrical gear)
Etiquette (like ‘Bushcraft’ but in the jungle of high society)
Evade
First Aid (‘Healing’ renamed)
General Knowledge (new skill, EDU)
Languages [Dead]
Languages [Living]
Mech. Repair (like ‘Crafting’ but for mechanical gear)
Occult (like ‘Myths & Legends’ but based on EDU)
Performance
Persuasion
Pilot Aircraft (new skill, INT)
Pilot Boat (‘Seamanship’ renamed)
Riding
Sleight of Hand
Sneaking
Spot Hidden
Streetwise (like ‘Bushcraft’ but in the urban jungle)
Swimming
Weapon Skills
Brawling (STR)
Firearms (AGL)
Mêlée weapons, ancient (STR)
Missile weapons, ancient (AGL)
List of Heroic Abilities
Catlike
Contortionist
Defensive
Disguise
DIY (works like ‘Master Blacksmith/Carpenter/Tanner’, but is based on the investigator’s occupation, Requirement: Elec. Repair/Mech. Repair 12)
Eagle Eye
Fast Footwork
Fast Healer
Fearless
Focused
Guardian
Insight
Intuition
Iron Fist
Iron Grip
Lightning Fast
Magic Talent – you can cast a single mythos spell without incurring the associated RES loss (TBD). This heroic ability must be selected for each such spell.
Marksman (new heroic ability: boon on firearms, Requirement: Firearms 12, WP 3)
Monster Hunter (only available in pulp games)
Musician
Mythos Creature Slayer (‘Dragonslayer’ renamed, only available in pulp games)
Practical Science (works like ‘Master Blacksmith/Carpenter/Tanner’, but is based on the investigator’s speciality, Chemistry, Medicine, Physics…)
Relic Hunter (‘Treasure Hunter’ renamed, only available in pulp games)
Robust
Sea Legs
Veteran
Word on the street (like ‘Intuition’, but for street wisdom-based decisions, Requirement: Streetwise 12)
27 September 2024
Dragonbane Readthrough, Part Eight
Nothing really particular here, but a meaty selection of useful gaming advice:
Travelling
You get travelling times, including the effects of a forced march on the player characters; getting lost; a mishaps table for wilderness adventures (which is much more fun than wandering monsters), etc.
Foraging
To my taste there is waaaay too much detail on foraging in the wilderness and on the effects of not having enough food 🥱, but I understand this may sound ‘fun’ to other players (after all, why should combat be the only area where frp games rules are über detailed?)
GM Advice
This section is both classic and useful. We old timers may safely ignore it, but inexperienced GMs will find helpful advice. I particularly like the paragraph about managing mooks. In a stat-heavy game such as Dragonbane it can be tedious to keep track of fully-statted ‘low-level’ NPCs, and you get plenty of advice here as how to reduce bookkeeping in this area.
Creating Adventures
On top of useful advice about the kind of challenges the PCs may encounter, and when and where, there are a few random tables reminiscent of my own adventure generator 🙂
Monsters are such a central and peculiar part of Dragonbane, what with their automatic and diverse attacks, each with their own tables. Therefore I am slightly disappointed that there aren’t any guidelines for creating your own Dragonbane monsters.
19 September 2024
Dragonbane Readthrough, Part Seven
How does this work? The GM will draw an initiative card per each monster attack (monstrous creatures often have multiple attacks per round). When it is the monster’s turn to act in the combat round, the GM determines who the unlucky target of the monster attack is, rolls a D6 on the monster attack table, and applies the results to the hapless victim.
Each monster has its own unique ‘monster attacks’ table; it’s not simply a ‘roll D-something for damage’ (well, it can be, but it’s usually just one of the entries in the table).
Demons possess or curse their opponents; dragons flap their wings and create hurricane-strong winds; ghosts inflict all kinds of conditions… Even more mundane monsters such as giant spiders have deadly poison attacks or may mesmerise you with their many eyes.
The monster becomes the ultimate foe in an adventure, not a mere passing threat.
The only drawback is that, since each monster takes up several pages, the selection in the bestiary is quite limited.
15 September 2024
Dragonbane Readthrough, Part Six
The Good
1. Heavy/noisy armour gives banes on various rolls, rather than minus something penalties.
2. Weapons are divided into bludgeoning, slashing, etc. categories, with optional rules to take this feature into account if you want more of a simulationist approach to combat.
The Bad
This chapter is literally a compilation of lists. Do not expect anything like the RuneQuest Weapons & Equipment book.
Actually, what is most fun about the Dragonbane gear is the vast array of improvised weapons, which however are not described in this chapter but on a set of bespoke cards that are part of the Dragonbane core set.
Dragonbane Readthrough, Part Five
Firstly, Dragonbane is strikingly different from RuneQuest, where famously ‘everyone is a spell caster’, and is somewhat more like the Basic Role-Playing System, where access to magic depends on the PC’s profession.
Getting back to the professions post, remember how each profession had its own unique heroic ability? Well, the mage’s heroic ability is “Magic Talent”, meaning he or she can use magic – actually a single school of magic: each school of magic, of which there are three, has to be learnt separately, i.e., is a discrete Skill, with its skill level. Each given spell belongs to a school of magic and also has to be learnt separately (using up an experience check). The three schools of magic are:
1. Animism
2. Elementalism
3. Mentalism
Note that there is a short collection of ‘general’ spells that can be learnt by practitioners of any school of magic.
There are also ‘magic tricks’, similar to D&D’s cantrips, which are always ready to be cast and do not count against the limit of spells that the PC has memorised (see below).
Animism
Animism is slightly reminiscent of RuneQuest Battle/Spirit Magic, and/or of some of D&D’s druidic spells (like Entangle).
Elementalism
Elementalism harnesses the powers of the elements and provides whizz bang spells, more reminiscent of RuneQuest Rune Magic or of D&D spells.
Mentalism
Mentalism makes use of the mage’s psychic abilities to affect others. It is a mix of D&D psionics and of RuneQuest shamanic abilities or Darkness-/Moon-related Rune Magic.
Learning & Memorising Spells
Spells are not skills but must be learnt separately. Each spell has a rank, a value that has no in-game effect except indicating the minimum skill level (in the relevant school of magic) necessary to learn it. Some spells also have a prerequisite, e.g., you cannot learn Purge if you haven’t learnt Banish before.
A starting mage receives three rank I spells from their school of magic.
The maximum number of spells a PC may hold in their memory, ready to be cast, is approximately equal to INT/2. The PC, however, may learn any number of spells… the player must just state, after each shift rest, which spells the PC has now memorised.
Casting Spells
This will be exceedingly familiar to players of BRP-powered frp games: casting a spell requires the expenditure of the relevant number of WPs and a successful roll against the skill level in the corresponding school of magic. If the roll fails, the WPs are still expended.
Once you have run out of WPs, you may cast spells by ‘sacrificing’ your HPs. This is a great rule, but it may have been more fun to restrict this ability to a certain category of mages (e.g., “blood mages”) rather than make it generally available. This adds to my general impression of the game: the rules are great but they do not manage to impress a particular “flavour” of fantasy in my mind…
Casting a spell is the PC’s action in combat. Period. No complex strike rank calculation, or initiative by spells, ranged weapons, and mêlée combat. As a lazy GM, I love this.
If the skill roll was a critical, the mage may choose one of three effects:
1. Spell damage or range doubled,
2. The spell doesn’t cost any WPs,
3. The mage may immediately cast another spell but with a bane on the roll.
If the skill roll was a fumble, you roll 1D20 and check the magical mishaps table. This is pretty fun, with my favourite ill effect being ‘you vomit a frog the moment you tell a lie’.
Edit− Resisting Offensive Spells
There is no BRP-like Resistance Table in Dragonlance, nor anything like the Mythras opposed rolls.
Spells which affect unwilling living targets all have different ways of being resisted/avoided:
- Spells that create a tangible threat like e.g. Fireball or Lightning Bolt can be dodged or parried as a ranged attack. Others like Pillar (which suddenly creates an earth o stone pillar) can be avoided via a successful Acrobatics roll.
- Some other elemental spells, e.g. Frost or Whirlwind, simply cannot be avoided in any way.
- Some area spells (e.g., Ensnaring Roots) cannot be avoided when first cast, but the target can then break free from the area of effect.
- Most mind-affecting spells, like e.g. Dominate or Sleep, can be resisted via a WIL roll. Some others, however, like Mental Strike, cannot be resisted.
Spells – Some Personal Considerations
The spells are quite diverse, with a good mix of D&D favourites (Fireball, Lightning Bolt, Sleep, Stoneskin) and RuneQuest ones (Countermagic, Detect XXX, Enchantment, Farsee, Fear, Summon/Control XXX Elemental)
My main beef with the spells is that the implied setting is ‘vanilla fantasy’/Old School D&D, yet most of the spells feel ‘magic-user’-ey; there aren’t many ‘clerical’ spells beyond the obvious Cure-like spells, and the Banish/Purge spells (which work like the Turn Undead power of D&D clerics).
Globally, there is a total lack of clerics/priests in the implied setting. I am OK with that – Tunnels & Trolls is one of my favourite frp games, and it doesn’t feature clerics/priests either. But then Trollworld is atheistic, whereas Dragonbane’s implied setting constantly mentions demonic threats (both in the rulebook and in the core set adventures) so I would expect either clerical PCs whose role is to protect the world from demons, or evil NPC priests à la Robert E Howard trying to bring forth demonic dominance into the world.
Also as a diehard RQ fan no gods/deities means no cults.
12 September 2024
Dragonbane Readthrough, Part Four
Initiative
The chapter starts with a long explanation as to how Dragonbane manages Initiative, which makes sense since it is quite idiosyncratic. Each player, and the GM who manages all the NPCs/monsters involved in the combat, draws a card from a deck containing 10 cards numbered 1−10. The card will indicate the drawer’s turn in the combat round (lowest goes first). At the beginning of the next round, everyone draws a card again. Obviously, the GM may decide to draw several cards instead of a single one, especially if there is a ‘boss’ and their ‘mooks’, or different kinds of opponents (humanoids and monsters, for instance).
A few spot rules allow the GM to factor in further elements like surprise, delaying one’s attack, etc.
Actions & Reactions
During their turn in a given combat round, each combatant may move and act (one move and one action, in any order). Parrying or dodging uses up one’s movement and action for the combat round, meaning you must carefully plan whether you attack or keep your action for later on if you’re fighting a particular dangerous opponent or if you do not have many HPs left. I’m not particularly fond of this rule, but obviously since I’ve never played Dragonbane I’d have to run a few sample encounters to form an opinion. I also suspect that player co-ordination is much more important in Dragonbane than in BRP/RuneQuest.
Casting a spell, using a noncombat skill/heroic ability, or helping another character all also count as one action. Disengaging from an opponent doesn’t count as an action but will give your opponent a free attack, which cannot be parried or dodged, if the relevant skill roll is failed.
Mêlée Combat
The various details of mêlée combat are quite similar to what you’d expect in a BRP-powered game. The main improvement, I think, is that a lot of peculiarities that would entail percentage modifications in BRP/RuneQuest are simply (and elegantly) managed by the bane/boon system in Dragonbane.
As mentioned in yesterday’s post, rolling a 1 is a critical, and rolling a 20 is a fumble, period.
If you roll a critical, instead of starting a string of complex calculations based on the kind of damage the weapon inflicts (crushing/impaling/slashing), as in RuneQuest, you simply choose an outcome out of three possible ones:
1. Double weapon’s damage (before applying damage bonus)
2. Immediately perform a free second attack against another opponent
3. Ignore opponent’s armour
If you roll a fumble, you roll 1D6 and check the fumble table. The results are quite similar to the ones in the BRP/RuneQuest fumble tables, with less variety.
The effects of a critical parry are different than in BRP/RuneQuest.
Ranged Combat
Most of what I’ve written above also applies to ranged combat. In case of a critical, only effects No.1 and No.3 may be chosen.
Parrying a ranged attack is possible, but only with a shield.
If a target is partially covered, the attacker gets a bane.
Damage, Death & Healing
Alas, Dragonbane doesn’t use hit locations (of which I’m very fond). As a result, armour provides the same protection on the whole body; wearing a helmet simply adds further protection.
Dragonbane manages weapon durability in a much simpler way than BRP/RuneQuest: a weapon is either intact or damaged; you do not tally the weapon’s hit points.
Again, since Dragonbane doesn’t use hit locations, only the total hit points of your character will determine their state. Once the PC’s HPs reach 0, you start rolling against your CON each round and must tally successes and failures. After three successes, you recover 1D6 HPs; after three failures, the character is dead.
Surviving death, however, yields after-effects (you roll on a table) that take between 1 and 18 days to heal. Some after-effects (teeth knocked out, a severed finger) are permanent.
On top of magical healing, Dragonbane PCs may recover lost hit points via a stretch rest (1D6 to 2D6) or a shift rest (all HPs). I hate this… it smacks so much of D&D: “Oh, I got hit by a sword and I have this huge gash in my abdomen. No worries, a good night’s sleep and it will be forgotten!”
Spot Rules
This chapter also provides spot rules for Darkness combat, Disease, Drowning, Falling, Fear, Improvised weapons, Mounted Combat, Poison. These are all well thought out.
11 September 2024
Dragonbane Readthrough, Part Three
It is hence no surprise that the third chapter, Skills, doesn’t start with a skill list but with detailed explanations as to how skill rolls are resolved.
In a nutshell, the Dragonbane engine is the Basic Role-Playing (BRP) System, but with a D20 instead of a D100, i.e., everything is divided by 5, so that the Characteristics are consistent with the skill values– kind of the opposite of what CoC 7th edition did.
This entails some simplifications: rolling a 1 is a critical, and rolling a 20 is a fumble; no complex computations of what is or isn’t a critical/a fumble any longer.
Instead of penalties/bonuses expressed in terms of negative/positive modifiers to the skill value, Dragonbane has a system of banes and boons. A bane is when you roll two D20s and keep the highest roll. A boon is when you roll two D20s and keep the lowest roll.
At first I thought this was a blatant rip-off from D&D 5th edition’s advantages and disadvantages. Well, maybe it is, but it has been skilfully blended into Dragonbane’s underlying BRP engine and I suspect it works marvellously (more about this later).
You can also push a roll, but this works quite differently from CoC 7th edition: you simply re-roll and, irrespective of whether the re-roll was successful or unsuccessful, you get a condition on one of your Characteristics: all further rolls on skills whose base chance is based on said Characteristic get a bane until your next stretch rest.
Then we get to the list of the core skills, all 30 of them (of which 10 are weapon skills). This is somewhat like Mythras’s standard skills, and about half the number of the core skills in BRP/RuneQuest (and yet I do not really feel like anything important is missing).
The list of the core skills is followed by the list of the heroic abilities. There are 44 heroic abilities, and they are extremely diverse: some of them read like hugely specialised skills (e.g., Backstabbing), some others are quasi-magical (à la Sense Assassin in RuneQuest), some others are a one-off benefit (e.g., Robust, which gives you +2 starting HPs), and some others give bonuses to a single core skill (e.g., Hard to Catch, which gives a boon to Evade rolls).
I also quite like these heroic abilities. Not that they are anything revolutionary (if I remember them correctly, the legendary abilities from Mongoose RuneQuest worked in a similar way), but they are a nice way to add, er, heroic skills to your game without having a looooong skill list on the character sheet– a common criticism levelled against BRP/RuneQuest [which I have never understood in the first place; if you think there are too many skills, just remove the ones you feel are unnecessary!].
I can also imagine adapting Dragonbane to the world of Glorantha, and instead of giving PCs heroic abilities based on their profession, giving them based on the cult they belong to, e.g., the already-mentioned Sense Assassin.
10 September 2024
Dragonbane Readthrough, Part Two
It’s all very standard fare, but the layout is clear, uncluttered, and the optional rules stand clearly separated in sidebars with different colours. So kudos for the layout.
Kin
The first choice to be made is the PC’s kin (i.e., race). The choices are completely consistent with the overall vanilla fantasy look and feel of the game, except that the Chaosium roots of Dragonbane appear through the possibility of playing a Mallard (i.e., a humanoid duck). Each kin/race gives you an innate ability, which again slightly smacks of D&D rather than BRP.
Humans are nondescript. They are the last born of the young races and they can be found all over the world. Halflings live in hilly farmlands; dwarves feel a connection with rocks and fight with axes; elves are aloof and mysterious. Please kill me with the Tome of Western Fantasy Clichés.
Mallards (ah!) are a common sight in the world— so more defining a feature than in RuneQuest (where they’re only supposed to be found in the Dragon Pass area). Also, all backgrounds are open to them.
Wolfkin are the other nonstandard race. They are muscular wolf-headed humanoids and do apparently peacefully live alongside the other humanoid races.
Except for the innate ability, race doesn’t seem to affect your PC’s stats.
Profession
The second choice to be made is the PC’s profession. There are ten professions to choose from:
1. Artisan
2. Bard
3. Fighter
4. Hunter
5. Knight
6. Mage
7. Mariner
8. Merchant
9. Scholar
10. Thief
Again, these smack more of D&D classes than of BRP professions (which are really only pre-defined ways of allocating your skill points), because each profession yields a unique heroic ability. The Mage, for instance, gets to use magic, and none of the other professions may use magic (at least at character creation).
The Bard, the Fighter, the Mage and the Thief are really the equivalent of their D&D namesakes. The Artisan is a little bit of a jack-of-all-trades. The Hunter is a D&D ranger, the Knight a D&D paladin, and the Mariner a D&D thief-acrobat.
Note that I am OK with these D&D-like professions, as they give Dragonbane an OSR patina.
The only professions that really reminded me of BRP/RuneQuest are the Merchant, the equivalent to an Issaries cultist, and the Scholar, the equivalent to a Lhankoring.
Distinctive Features
The following choices to be made are the PC’s Name & Age.
Characteristics
The PC’s six characteristics (STR, CON, AGL, INT, WIL, CHA) are rolled as follows: 4D6, remove worst die, then assign in whichever order. I think this is pretty generous compared to both OSR and RQ.
I just find it odd that this isn’t the very first step, but then it is consistent with the fact that you choose your PC’s profession first.
Derived Characteristics
This step is very similar to what you would do in a BRP-derived game, with a few differences:
- Damage Bonus is STR-based only (since SIZ has been dropped), and AGL-based for ranged weapons.
- Hit Points are equal to your CON (again, because SIZ has been dropped).
Skills
This is where Dragonbane shows its BRP roots and is furthest removed from D&D-ish frp games. There are lots of skills, and by reading the examples of play it is obvious that they are at the heart of Dragonbane’s engine.
The skill base chances of the core skills are directly derived from the PC’s characteristics. In this aspect, Dragonbane is actually much more similar to Mythras than to BRP/RuneQuest.
Then there are secondary (i.e., specialised) skills in which PCs do not get a starting base chance.
Heroic Abilities
As written above, each given profession yields a heroic ability. These are quasi-magic abilities that do not function like skills but more like (Battle /Spirit) Magic spells from BRP/RuneQuest. For instance if you are a Thief you get the Backstabbing heroic ability: by spending 3 WPs, your attack cannot be dodged or parried, and you get damage bonuses.
I quite like this, because (a) all PCs will need Willpower Points, meaning WIL won’t be a ‘dump stat’, and (b) there’s a limit on how often you can use your heroic ability, without this limit being completely arbitrary (as in D&D’s “You can only cast one spell per day – Why? – Because REASONS”).
Gear and Encumbrance
Starting gear is given by a die roll. Good, I hate it when my players spend hours looking at equipment and price lists in order to choose their starting gear.
The Encumbrance rules are quite simple: you can carry STR/2 “items”, with heavy items being worth 2, 3 or even more “items”, and tiny items not being counted against the total.
This is similar to RuneQuest, where you can carry the average of your STR and CON in “things”. RQ is more lenient though.
Experience
I won’t go into details, but globally the Experience system is similar to the BRP/RuneQuest one, with skill box ticks. Skills, however, cannot go beyond 20 (i.e., 100%); instead of increasing your skill, you gain a new heroic ability.
Personal Conclusion
I really enjoy the whole Dragonbane chargen system: at character creation, the PCs will neatly fit into the usual OSR roles, but given the experience rules and the fact that you can purchase heroic abilities irrespective of your class, er, profession, you may customise your PC as you like without the added vapourware of feats and whatnot from the more recent editions of D&D.
09 September 2024
Dragonbane Readthrough, Part One
One month ago, there was a sale on DriveThruRPG and I purchased the fully-fledged Dragonbane core set. I plan to publish a series of posts much more detailed than the ‘first impressions’ entry from last year in the following days. These posts will follow the structure of the core rules as I peruse the PDF.
Dragonbane is beautifully illustrated and (unless I’m mistaken) all the pictures are from a single illustrator, which helps set a particular ‘grimdark’ tone. However, except for this peculiarity, the book’s chapters are pretty standard fare for an frp game, and the implied setting itself doesn’t seem to deviate much from your standard vanilla fantasy world (but more about this in a later post).
The contents of the rulebook are as follows:
1.Introduction
2. Chargen
3. Skills
4. Combat & Damage
5. Magic
6. Equipment
7. Bestiary
8. GM Advice
As written above, nothing revolutionary here. This could be the table of contents of pretty much any frp game.
The other PDFs from the core set purchase add further stuff (mostly gadgets that must look terrific in physical form like battle mats, cards, standees, etc., but which are unfortunately pretty useless as a set of PDF files). However, there’s a 200-page Adventures book with eleven adventures that form a campaign if played in a succession. I think this is pretty cool for a core set.
Now let’s get back to the rulebook and read the introductory chapter, In the Oldest Times.
It starts with a mood piece about dragons and demons having been arch-enemies in the past, having almost destroyed each other, and having thus paved the way for the rise of younger races– like humans.
The usual blah blah about the GM, the PCs, the NPCs, the dice... follows. And then we have an overview of the system itself. As explained in my June 2023 post, Dragonbane is descended from the original Magic World, so I will again emphasise the differences with the Basic Role-Playing (BRP) System: some attributes get a name change (Agility instead of Dexterity, and Willpower instead of Power), and Size has been removed altogether. Magic Points/Power Points are now called Willpower Points.
Then we get the definition of three important units of time used throughout the rules: the Round (10 seconds), the Stretch (15 minutes), and the Shift (6 hours). These are really important and I suspect they are more of a D&D influence than a BRP one because a lot of things the PCs may recover (HPs, WPs, spells…) depend on a round rest, a stretch rest, or a shift rest.
Note: a round in Basic Role-Playing is about 12 seconds long, and a full turn is 5 minutes.
31 August 2024
RPG A Day 28−31
Day 28 — Great Gamer Gadget
I don’t like gadgets— at least not for tabletop role-playing games; I’ll happily purchase gadgets for my wargames, like mounted mapboards, deluxe cards, bespoke dice, acrylic counters, you name it. But the action of a role-playing game unfolds in your mind... it doesn’t need any physical media!
Day 29 — Awesome App
Sorry it’s in French but the best answer to this stupid question is definitely imaginos’.
Day 30 — Person You’d Like to Game With
I’ve mentioned at the Day 19 entry that I’d only managed to have the missus play once. It was a D&D game and she was playing a fairy. She was awesome (not very surprising since she’s into improvisational theatre) but alas she never wanted to play again... she prefers family boardgames. So that’s it: the person I’d like to game with is my wife!
Day 31 — Game or Gamer You Miss
Well, as a Gloranthaphile, I obviously miss Greg Stafford. Technically speaking, he wasn’t a great GM (all of us who have had the privilege to play with him have anecdotes on this subject) but he was such a marvellous and mesmerising storyteller.
I miss you Greg!
27 August 2024
RPG A Day 25−27
Day 25 — Desirable Dice
Desirable Dice?? Dear Lord, what kind of “question of the day” is this?
Like all roleplayers, I do have a fetish for dice, but I do not remember having ever desired a particular die, even though there are a few it took me some time to get hold of, like the ‘D4 that rolls’ (actually a D8 numbered 1−4 twice), my polyhedral dice with Chinese numerals, or my fancy weather dice.
Day 26 — Superb Screen
I am not very keen on ‘official’ TTRPG screens. Sure, I regularly purchase the ones that are made for the games I referee, but I usually leave them at home and use my all-purpose, house-made screen instead in which I can put the tables I need and not the ones someone has decided I should need. Or I even usually simply place my binder upright on the table: et voilà... a superb screen!
Day 27 — Marvellous Miniature
Being of the theatre of the mind persuasion (see Day 8) I am not big on accessories/gadgets; this is hence again a difficult “question of the day” for me. I don’t own any minis. Not even a single one. So when I run a game in which visualising one’s surroundings is really important, I print mirror-sided pictures of the PCs/NPCs, glue the two sides on heavy paper or cardboard, and put the resulting paper minis in standees. Works for me!
24 August 2024
RPG A Day 21−24
Day 21 — Classic Campaign
Shadows on the Borderland is my favourite product from the ‘RuneQuest Renaissance’ of the early 1990s, one of the few original Avalon Hill RuneQuest supplements that was not a re-issued or a re-packaged product from the RQ2 range.
Shadows on the Borderland was not officially presented as a campaign, but as a series of adventures set in the same area (Prax) and with a common theme: the ever-present threat of Chaos in this uncivilised part of central Genertela— which of course enabled resourceful GMs to build a campaign out of these adventures (which is exactly what our GM did).
Day 22 — Notable Non-Player Character
What is a ‘notable’ NPC? One that is central to the ‘lore’ of a role-playing game? In this case, Arkat, Argrath, Harrek, Ralzakark and many others are notable NPCs, especially Argrath, who is supposed to play a major role in the RuneQuest: Roleplaying in Glorantha line.
Or is it an NPC that the player characters are bound to meet over and over again over the course of their adventures, and who acts as a useful deus ex machina tool for the [lazy] GM? In this case, le Club Pythagore from the French role-playing game Maléfices ticks all the boxes.
Or is it an NPC that you and your fellow gamers will remember from a great role-playing session or from a memorable campaign? In this case, everyone will have a different reference as to who is a notable NPC, irrespective of how well the NPC was presented in a given gaming supplement. From my recent sessions as a player, I have fond memories of Zaleena Silver-Tongue, a Lunar schemer from The Eleven Lights campaign written for HeroQuest/QuestWorlds.
And, last but not least, me and my friends have notable NPCs from our house campaigns. These NPCs won’t mean a thing to you, but we of course love reminiscing about them. One such NPC is Sturm Martex, a dream magician from Orathorn who kept thwarting my players’ plans during our Chern Durel campaign. I think his appearance is what made him so memorable... he had no body, just a head that was carried around on a silken cushion resting on a precious palanquin supported by his slaves. He had tinkered too much with dream magic, and his body got stuck in the Dream World.
Day 23 — Peerless Player
Anyone who has ever attended a role-playing convention and enthusiastically played in a one-shot with total strangers is a peerless player 🙂
Day 24 — Acclaimed Advice
As someone of the show, don’t tell persuasion, I enjoy learning from experienced GMs at cons during the course of a game or at a panel.
For inexperienced GMs I will recommend the book Mener des parties de jeu de rôle (in French), which is a collection of articles written by French TTRPG professionals with loads of useful tips.
20 August 2024
RPG A Day 20
Day 20 — Amazing Adventure
Oh my days, there are so many.
For me the best adventures are the ones with well-defined NPCs that you will still fondly remember years after the adventure has been played, but I am not going to mention my favourite TTRPG campaigns again (that was Day 12), so I’ll have to think of something else.
One that truly stands out from my recent years of GMing is a free Mercenaries, Spies, and Private Eyes adventure titled the Curse of the Midnight Sun by Michael Paul. It is supposed to be set in upstate New York in 1953, but: (1) I have moved the action to Normandy in 1902, and (2) I have adapted it to Maléfices.
Well, what was supposed to be a one-shot adventure ended up as a fabulous mini-campaign with very endearing NPCs, scary villains, and two mysterious siblings.
19 August 2024
RPG A Day 19
18 August 2024
RPG A Day 18
17 August 2024
RPG A Day 16–17
Day 16 — Quick To Learn
In my opinion, a role-playing game that is quick to learn is one in which there aren’t many different subsets of rules. Or maybe there are, but there is a single, overlying engine that lets you start playing, and then you needn’t refer to the rest of the rules until you have reached the particular situation that requires looking up said rules. In this way of looking at things, all BRP-based TTRPGs are ‘quick to learn’.
If we want to move further towards simplicity on the simple vs complex axis, however, there are many TTRPGs that are even quicker to learn.
Tunnels & Trolls has been my favourite go-to system for one-shots or to introduce newbies to TTRPGs for a long time. My only complaint is that it has two different unrelated engines, one for combat, one for non-combat actions, which I find inelegant.
Maléfices is even simpler: you have to roll 1D20 under a given characteristic (of which there are only five) to succeed in an action. Except perhaps for diceless systems, I don’t think there is anything quicker to learn.
Day 17 — an Engaging RPG Community
With the demise of Google+ and the decline of the OSR community, I would say that currently the online British RPG community is the most engaging. There are many cordial Discord servers (GROGPOD, The Mitchester Arms...), several excellent podcasts (Blasphemous Tomes, Frankenstein’s RPG, The Grognard Files, Orlanth Rex’s Gaming Vexes, What Would the Smart Party Do?), each with its own little idiosyncratic community, and now that Twitter has become a haven for fаѕсіѕtѕ and spreaders of fake news, we have all migrated to Bluesky where everybody is super friendly.
There also many online conventions, the most notable of which is the virtual GROGMEET.
