granvold@tymix.UUCP (Tom Granvold) (05/30/85)
- As I have promised, here is my review of Pendragon. Pendragon is a new game by Chaosium (with a name like that they have to be from Berkeley) that is set in England just before and during King Arthur's reign. I am surprised that surprised that someone has not done this before. Chaosium is best known for their game RuneQuest, now being sold by Avalon Hill. Their games and supplements have been of consistently high quality both in the games themselves and in the there presentation. Pendragon lives up to this quality. Some of the other Chaosium games are Elfquest, Stormbringer, Call of Cthulu and Ring World. From what I have heard they are going to concentrate on role playing games, they have put out board games and miniature rules in the past. The new games will be in specific settings and worlds rather than more generic games like AD&D. The Setting: Pendragon is intended to be a campaign with the players as Knights in King Arthur's England. The campaign starts a few years before Arthur becomes King and ends around the time of his death, 495 AD to 570 AD. The player's objectives are to first become a Knight, it shouldn't take too long, and to then become as famous and valorous as possible, by getting glory points. More importantly the goal is to have fun as a Knight wandering around England. There will be damsels to rescue, monsters to slay, ladies to woo and tourneys in which to joust. Didn't I do some of this as a kid? It still sounds like fun. As Knights the players are not able to cast magic of any kind and no mention is made of magical items. This does not mean that there is no magic in the game, its just under the control of the GM. Player characters know little or nothing of magic. The world is still new enough and little understood so that people cannot distinguish between some natural occurrences and magic. This brings to mind the solar eclipse scene in A Connecticut Yankee in King Arthur's Court. The only humans who can use magic are women, and of course Merlin. The rules discuss the possibility of female player characters, but they will be Knights or squires and therefore not posses any magic. In sort magic is left in the GM's hands to add confusion, interest and color to the campaign. Briefly mentioned is the land of faerie and its inhabitants. This magical realm and the wild areas lie just beyond the civilized areas. Leave the castles, towns and farmlands and anything may happen. Elves, dwarfs and giants are know but hardly ever encountered. There are no enlandless hordes of strange races; orcs, kobolds, gnolls, lizard men, broos, trolls, etc.; to be constantly fighting. Very rarely will the player characters deal with other than humans and common animals; dear, wild boar, etc. This is a limited world when compared to some other games. But because of these limits, it holds together better making more sense and allowing the players to more involved in their characters and the world. Cities where I wonder why it doesn't become a war zone due to racial hatreds or doesn't explode due to the great concentration of magic there do not exest in this game. The characters are people not fighting machines and they deal with other people not nameless monsters. The rules suggest that only one or two scenarios be run for each game year. This is done so that the whole time span of King Arthur is used without the campaign taking several real years to complete. It means that characters will age and die. When a player's character dies s/he can use one of the characters sons as their next character to play. Unlike most role playing games, this gives a sense of time passing, history occurring and the fate of families followed. Of course, this like anything else may be changed by the GM. What You Get For Your Money: For twenty dollars (games are getting expensive) you get an inch thick box with a very nice cover painting, two books, ten character sheets, about thirty filled sheets of major personalities and common characters, a nice 22" by 34" color map of King Arthur's Britain, six six sided dice and one twenty sided die. There is a gamemaster's book and a players's book both bound with staples. The player's book has 88 pages. The gamemaster's book has only 16 pages. These books live up to Chaosium's high standards. They are well laid out, the illustrations are well done and the text easy to read. All the information needed to play is given along with a reasonable amount of background material. As in some of their other games, Chaosium supplements the main text with examples and further notes on the sides of the pages in a different type. The size of this type could ba a bit larger to make it easier to read. This method works well. The main text is not bogged down in details, while examples and more detail a right there if needed. Where there is no need for more text the space is used for illustrations including many of coats of arms. Those of the weapons could be clearer and beginners would benefit with the weapons being named. My biggest complaint is that there is no index! Even though the information is presented in a logical manner, some details can be hard to find. For example, try to find the cost of giving feasts. One other complaint is than one item in character generation, chivalry total, is not mentioned in the procedure on creating characters. Instead it is found later in the player's book on page 34. Chaosium already has a supplement for this game that includes notes for the GM, background, more detail on the campaign, scenarios and an extended bibliography for ten dollars. I feel that most of this should have included in the gamemaster's book to begin with. I fell that I have been taken by needing to put an additional ten dollars just to bring the GM's material up to a reasonable size. The player's book contains the following: Introduction - some background material and maps. Character Generation - including women characters, creating coats of arms and points about love. Object of the Game - gaining glory, becoming a Knight and advancement once a Knight. Game Mechanics - combat, skill usage, movement, health and time. Personality Traits and Passions - explains these. Skills - a list of the skills and what they are. Combat - large battles, weapon description, armor description and tournaments. The Knight's World - money, animals and monsters. The Family - what happens to your family and keeping track of it. The gamemaster's book contains the following: Using the Game Rules - introduction for the GM and magic. Creatures - their stats. The Plot - the outline of the campaign. Bibliography -list of books on King Arthur Beast Quest - an introductory scenario. Character Creation: Unlike D&D where I use to be able to create a new character ready for in a couple of minutes, Pendragon is typical of Chaosium games in having a more involved process of creating characters. At least it is not as time consuming and complicated as the third edition RuneQuest. The reason that Chaosium character creation is more involved is that the abilities in the skills need to be determined. In D&D all the skills are determined by just two items, the character class and the level. In fact skills usually are not written on the character sheet in D&D. They can be looked in tables instead when needed. In Pendragon, as in RuneQuest, the beginning skill level depends on social level and cultural background. These must be determined first and then the appropriate can be used to copy the value to the character sheet. Since ability in each skill can change independently, the current level must be noted on the character sheet. In addition Pendragon has several personality traits which must be rolled for and recorded. A character generating program would be useful, but it would need to be interactive to handle parts of the processes. The book explains the character generation process well. Note that how to calculate chivalry total is not given in this section, it can be found on page 34 of the player's book. A nice section is given on how to create a coat of arms if your new character is a Knight. This is not a full blown description of heraldry. It is a simplified guidelines that is more than sufficient for game purposes. Characters of course have their main attributes, called statistics in Pendragon, generated by rolling 3D6, three six sided dice. These are size, dexterity, strength, constitution and appearance. From these other attributes are calculated including hit points and healing rate. Just as important to this game are the character's social and family status and personality traits. These are created by rolling dice and using tables. Most new characters will the sons of squires, but there is the possibility of being a Knights or nobles son. A character may be any of Saxon, Cymric, Pict or Irish cultures and belong to any of Christian, Wotanic or pagan religions. The social status, culture and religion determine the starting skill levels and have some effect on the personality traits. The culture determines those traits which are considered desirable. Skills include awareness, courtesy, folklore, hawking, heraldry, cultural customs, jousting , swimming and weapon skills. There are 12 personality traits which are rolled on 3D6. Actually each trait is a pair of opposite traits, such as forgiving vs vengeful and temperate vs indulgent. The number rolled determines where on the range between the two traits the character is. In a similar way two passions are determined using 2D6+6, add 6 to the roll of two six sided dice. Passions are very strong feelings or emotions that the character has. the beginning passions are loyality to ones lord and love of ones family. Other passions will be added as the game is played, such as the desire for revenge on some person. The personality traits and passions give a firm foundation of the what the character is like and can make role playing him easier. I hope that most GM's will allow a player to modify the traits and passion created in order to get a personality that they wish to play. This is not to allow the players to create a perfect character, rather to allow one to play a proud and indulgent character if one wishes to. Next the player can age his character in exchange for increasing skills and personality traits. Each year of age gives either one points to a trait, passion or physical statistic or 1D6 points to skills. Usually this is done to meet the requirements to be a Knight. Note that there rules that give some chance for characters over 35 to decrease their physical statistics by one to four points. Characters are not able to be active forever. Combat and Skill Usage: A very simple system is used determine if a character is successful in doing some action. It breaks down into two cases. First is when there is nothing resisting the characters action, like swimming, first aid and singing. The player rolls a twenty sided die, it must be twenty sided not ten, and compares the result with the current skill level. If the die roll is less than the skill level then s/he was successful. With actions that are resisted, such as combat and breaking down a door, again a twenty sided die is rolled. If the roll is less than the current skill level, the character may have succeeded. The GM also rolls a twenty sided die for the NPC being found or the door being broken down. If the roll is above the NPC's skill level, the player character succeeded and the NPC takes damage. If the GM's roll is less than the NPC's skill level, then the two rolls are compared and the higher one succeeds. So you want to roll under your skill level but as close to it as possible. If the skill level number is rolled exactly, then this is a critical success. If a twenty is rolled, then this is a fumble, unless the skill level is twenty or more. The effect of a fumble is to break or drop the weapon. The effect of a critical is determined by the GM. There are also rules for fighting with two weapons, unapposed attacks and fighting from horse back. Damage does not depend on the weapon used, rather it is determined by the characters strength and size. The armor value of the character hit subtracts from the damage done, as in RuneQuest. The results of being hit may be a minor wound (temporary loss of hit points), a major wound (temporary loss of a point of a major statistic), being knocked down or of course death. The resolution of battles, anything not handled in melee rounds, is a quick and abstract system. The result of the battle and the effect on the player characters involved are determined by a few die rolls. The battle skill of the leaders of the battles effect these rolls. Player characters can be wounded, killed, lose their horse or be captured. Unless the GM is good at making up an interesting description of the battle the process is boring but short. There is the possibility for player involvement during a battle through heroic actions. For example, the rescue of a captured or downed ally. Heroic actions are resolved in melee rounds, a sort of close up against the larger background of the battle. Some players may not like the lack of control of their character's fate during a battle. Personality Traits and Passions: I first saw a version of this method of handling personalities in an article in Wyrm's Footnotes about how to play RuneQuest dragonnewts. An unusual race for which there is very little background. In an appropriate situation either the GM or player may call for the characters action to be determined by rolling on the trait or passion involved instead of being the player's free choice. Say a character is alone with a beautiful young and willing female. Does he remain chaste or does he ignore his religious teachings and give in to his lust? Say that he has a value of 15 for chaste and (therefore) 5 for lust. The player rolls a twenty sided die, with say a result of 16. The roll is higher than the chaste value and therefore he gives in to his feelings of lust. A checkmark, in pencil, is made on the character sheet next to lust. Later a roll is made to see if this experience has lowered his value for chastity. Passions are handled in a similar way. New passions can be added to a character if the game situation warrants it. This system restricts the freedom of the player to play the character as s/he see the personality. On the other hand, it gives the player something to overcome. One could see their character backslide into indulgence or feel the sense of accomplishment of overcomming the characters indulgence. This adds a new area of conflict to the game. There are the external enemies and mosters to fight and the internal battle to in control of ones own personality. An interesting new idea, which I hope to be able to find a game to play in so that I can see if it works well in actual use. Increasing Statistics, Skills and Traits: As characters wander around and do things they will gain glory points. These are similar to experience points in D&D. Glory points can be gained by defeating foes ( the amount gained depends on the foes current glory points), becoming a Knight, etc. Points can be lost by being defeated, cowardly acts, etc. Also each game winter some characters will get an automatic increase in glory points, for example because of being a member of the round table. These glory points can be used to increase skills, statistics or change personality traits according to the player's choice. 1000 glory points will change any of these by one. There are no maximum to what these can be increased to by means of glory points. To give a feel of how much a glory point is 'worth', new Knights who are the sons of squires typically have 100 glory points. Chaosium rates Lancelot at his height at 38,672 glory points. Training can only be done during the winter of the game year. Only one skill or passion or personality trait or statistic can be changed this way. The increase is one point only. There is one other method for increasing skills or changing personality traits. That is through experience. Each time a skill is successfully used or a roll made on a passion or personality trait, a check mark is placed next to it on the character sheet unless there is a check mark there already. Then in the winter of the game year a twenty sided die is rolled. If the roll is greater than the current value the skill or trait is increased by one. There are maximum levels that can be reached through training or experience. Enough of this review. For those who do not wish to read through this whole review I am putting the summary as a separate article. Tom Granvold decvax!ucbvax!oliveb!tymix!granvold D&D and AD&D are trademarks of TSR Inc. Pendragon, Stormbringer and RuneQuest are trademarks of Chaosium Inc., I think!