A Look Inside Dune 2d20

Dune occupies a strange place in the pop culture pantheon. Frank Herbert’s 1965 novel spawned a series of sequels and is beloved by many sci-fi fans. Though it’s been cited as an inspiration to everything from Star Wars to A Game of Thrones it has yet to have a direct adaptation that’s broken through to a bigger audience. The 1984 David Lynch film has become a cult classic but even its fans...

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Dune occupies a strange place in the pop culture pantheon. Frank Herbert’s 1965 novel spawned a series of sequels and is beloved by many sci-fi fans. Though it’s been cited as an inspiration to everything from Star Wars to A Game of Thrones it has yet to have a direct adaptation that’s broken through to a bigger audience. The 1984 David Lynch film has become a cult classic but even its fans hope for a better adaptation someday. The 2000 miniseries was more faithful to the novels but has been mostly consigned to used DVD dustbins. A tabletop RPG released near the time of the miniseries, Dune: Chronicles of the Imperium suffered a tragic fate due to the sale of the company. Only a few were printed for an advance release at Gen Con and those have since become collector’s items.

The impending release of a new Dune movie looks to change that. The classic Avalon Hill game was recently republished by Gale Force 9. Dire Wolf created Dune: Imperium as a more modern board game design. Modiphius secured the rights to the RPG and recently released the PDF. They sent along a review copy which gave me strange, prophetic dreams of writing this review. Is it worth killing an Emperor for or does it make the gom jabbar look lovely by comparison?

Like most of the licensed games put out by the publisher, Dune: Adventures In the Imperium uses a variation of their house system, 2d20. Players add a trait plus a skill and roll 2 twenty sided dice to try and get under that number for successes. A metacurrency called Momentum for the players and Threat for the GM lets both sides of the screen manipulate the roll. Lead designer Nathan Dowdell stripped the system down to its core and built it back into something much more narratively focused. One of the big signs of this off the top is the lack of challenge dice in the game. Everything runs off the 2d20 rolls. Reading this book has helped me understand my other 2d20 games better because of the focus on the basic mechanics.

Another element of Dune’s narrative focus is how characters are built. There are five skills (Battle, Communicate, Discipline, Move and Understand) that can combine with five drives (Duty, Faith, Justice, Power and Drive). The most powerful drives are defined with Truths, small statements that can add or subtract difficulty from a roll if you use the truth. This Smallville style character construction offers some interesting insight into how and why a character might do something. Someone with a strong Justice drive but a connected truth like I believe in the Emperor’s right might have to pick a different drive if they end up hiding someone they love from Sardaukar troops.

Truths are also how the game handles specialized gear calling them assets. Assets have certain ratings from 0-4 that help to determine the difficulty it is to overcome something. On a small scale, if a character has a subtle knife of 2 against a personal shield of 3, that means whatever difficulty the GM sets for a successful attack (usually 2) will be at an additional +1 to difficulty. But if the shielded character knocks the knife away, the difficulty to be harmed would be a near impossible 5 successes.

These mechanics are also on display in the larger scale warfare Dune is known for. The book calls out Agent and Architect play, a play style reminiscent of Ars Magica Troupe play using the supporting characters element of Star Trek Adventures. It’s assumed players will be playing the major movers and shakers of their House but they can also play the poor unfortunate souls that have to hold the knives and follow the orders. I like the risk and reward element of this aspect of play. A main character doing the dirty work themselves is more likely to be successful because they’ll have better stats and be able to handle any consequences better, but a supporting character who fails can die in a dramatic fashion and be plausibly denied should their failure come to light.

Characters are also assumed to belong to the same house, be it one from the books or, more likely, one of the players' creations. I like the idea of an instant connection between characters of being bound as a house. Players decide on what their house is known for throughout the universe and decide on the size of their house. The bigger the house, however, the more enemies it has, an idea the players decide on too. These set ups are a great way for players to connect to a big setting like this whether they decide to be a minor house intriguing their way through the background of the main narrative or taking an opportunity to tell their own version of a later book they didn’t like.

The one area I wanted more information was support of a dynastic style of play. The book has some great advice on playing games in this universe, but it doesn’t have the random event charts dynastic games like Pendragon or Song of Ice And Fire have. It’s nice to be in full control of a house's destiny, but sometimes players key off of an unexpected event to bring a story into focus. Given how well done the lifepaths were done in Star Trek Adventures, I hope to see something like this in a future supplement.

Dune: Adventures In The Imperium is an excellent game of narrative intrigue and action that should please fans of the books and films alike. It is available in PDF now and pre-orders in hard copy from retailers worldwide. There are three limited edition books available from certain stores: Amazon gets House Harkonnen, local retailers get House Corrino and Modiphius gets House Atreides.

If you enjoyed this review, please consider using the links to purchase the game or share this review with your friends. Thank you for your support of your local game writers.
 

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Rob Wieland

Rob Wieland


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imagineGod

Legend
Mine certainly aren't.
I only properly played W.O.I.N. and it is built with the common d6 dice pools, so very accessible, plus it relies on the traditional attributes for skill checks, so not as philosophical as Dune's Drives attribute.

Advanced 5e (LevelUp) is basically Dungeons and Dragons. Which of your games are not accessible? Maybe I should try those then.
 

Morrus

Well, that was fun
Staff member
I only properly played W.O.I.N. and it is built with the common d6 dice pools, so very accessible, plus it relies on the traditional attributes for skill checks, so not as philosophical as Dune's Drives attribute.

Advanced 5e (LevelUp) is basically Dungeons and Dragons. Which of your games are not accessible? Maybe I should try those then.
Both of those games are aimed at the 'crunchier' market. On the other hand, Simply6 and Awfully Cheerful Engine! are aimed at the opposite end of that scale. Not every game will appeal to every person.

Which of your games are not accessible?

They're accessible, but each game isn't designed for everybody. Each has its own audience, and tastes vary.
 

Corone

Adventurer
I'm exaggerating, but not all that much. Dune has a grand total of 5 skills, and then Drives might seem like Attributes, but they're not really, because they're super open-ended and interchangeable. Duty, Faith and Justice could all apply to the same thing in a given situation, probably Truth, too.
You are exaggerating a lot. Just because players can choose a Drive does not mean any of them will do, or are all the same. The skill determines what you do, the Drive determines how you do it. Trying to convince (Communicate) with someone using Justice is an appeal to what it right, use Power and it’s an intimidate. Both are very different and have very different narrative effects if things go right or wrong. Conan and Infinity are not that different at all, it’s still ‘add 2 attributes to make a target number and roll’ and zones are not new either. If you don’t like it, fair enough. But you’ve missed the point in terms of the system.
 

Kannik

Hero
You are exaggerating a lot. Just because players can choose a Drive does not mean any of them will do, or are all the same. The skill determines what you do, the Drive determines how you do it. Trying to convince (Communicate) with someone using Justice is an appeal to what it right, use Power and it’s an intimidate. Both are very different and have very different narrative effects if things go right or wrong. Conan and Infinity are not that different at all, it’s still ‘add 2 attributes to make a target number and roll’ and zones are not new either. If you don’t like it, fair enough. But you’ve missed the point in terms of the system.
In addition,* not every Drive or Skill will have the same ease of success. Want to Power your way through a situation? Might be more difficult than using a different approach or drive.

* I'm doing a bit of extrapolation here, as I haven't read the new Dune yet, but to me it appears akin to the approaches from FATE Accelerated, and the advice/concerns people have regarding either everything being the same, or that players will just forever use their strongest Approach and win everything.
 

aramis erak

Legend
It's a beautifully presented game that I honestly can't imagine anyone will ever play. I hope I'm wrong,
You are. My players in one group look forward to returning to the released version; the other is split about it.

I look forward to buying the dead tree, and running it again. It has the two flaws all 2d20 games have: the snowball effect and the punish-failure (and those are intimately linked); I had to avert a snowball only once during the Dune playtest, between two groups, and that was a firefight.

To be blunt, tho', this is also going to be the easiest flavor to reskin. It's very flexible, and the tools in the game are a good fit for dune, but also good for a number of other settings.
 

I look forward to buying the dead tree, and running it again. It has the two flaws all 2d20 games have: the snowball effect and the punish-failure (and those are intimately linked); I had to avert a snowball only once during the Dune playtest, between two groups, and that was a firefight.

To be blunt, tho', this is also going to be the easiest flavor to reskin. It's very flexible, and the tools in the game are a good fit for dune, but also good for a number of other settings.
Tell me more about these two flaws. Is the snowball effect when PCs hit max group momentum and just roll 5d20 for every action?
 

aramis erak

Legend
Tell me more about these two flaws. Is the snowball effect when PCs hit max group momentum and just roll 5d20 for every action?
Other way round. Momentum is capped for the players*. GM threat isn't.

If a roll early on gets a bunch of potential complications, the GM can wind up with a lot of threat to use, and the players need to generate more to survive/succeed at the scene goal... if the characters are weak, this can wind up with characters literally unable to do anything due to needing 3 extra successes over the difficulty (standard diff is 2) unless they get extra dice. Which, due to failure, means an empty momentum pool*, and the extra dice to even have a chance requires generating even more threat, likely fails, and more dice also means a much higher chance of complication (5d20 is 22%, vs just shy of 10% on 2d20).

The punish failure element: If you don't succeed early, you cannot generate a momentum pool. Which leads to the GM getting more threat and/or the players having more complications, making it harder still to pull out of.
If you succeed early with really good rolls, you can wind up with a "must spend" momentum making the next few tasks also easier... but due to the cap, and the scene end drain, early success isn't as beneficial as early failure is punishing.

If the GM is careless, inexperienced, or otherwise not paying attention, the threat pool can wind up so large that it's clear that the only reason the players are having success is that the GM isn't spending the threat.

So, the snowball is when early failures leads to massive complications and large threat piles, making success clearly a matter of the GM "letting" the players succeed by not playing the threat.

The worst complication possible is a threat range extension.
2d20 TR=20 is 9.75% of one or more complications.
3d20 TR=20 is 14.2725%
4d20 TR=20 is 18.549375%
2d20 TR=19 is 19%
3d20 TR=19 is 27.1%
4d20 TR=19 is 34.39%

Threat range can be dropped all the way down to 16+.
Certain adventures have a clear "increase the threat range" situation, and that is, in itself, a potential long term complication that is VERY much going to cause the threatpile to grow, possibly past the point of using it without killing the PCs.

The risk is much reduced in Dune vs in Star Trek Adventures, since the spends by the GM are actually much more limited, so the threat-pile growing isn't a sure sign the GM's going easy on you.

Neither is a fatal flaw. It is, however, a situation to keep an eye out for, and to not give in to it as a GM.
Also, expanding the threat range is something to not do carelessly, as it and steep difficulties early is when the snowball has happened.

Note that many traditional games also do the punish failure mode... Fumbles... but few do lasting impairments on fumbles. The storygame side generally pays you for accepting complications, but not 2d20.

I did have one session snowball in Dune during playtest. It resulted in Baron Harkonnen becoming a personal enemy of the players... because there really wasn't any softer complication, I already had 20 threat on the table, and the freakishly bad 5 complications was pretty close to "Abelard declares Kanly" level of bad. (Especially since they were on Geidi Prime.)

Don't get me wrong; I love the setting, and having bought the PDF, it's adding to my love of it. Just be aware that the snowball effect can happen, and spend threat in ways that allow players to dig out of the hole.

-=-=-=-=-=-
*some 2d20 games have individual pools; others have a single group pool.
 

Neither is a fatal flaw. It is, however, a situation to keep an eye out for, and to not give in to it as a GM.
Also, expanding the threat range is something to not do carelessly, as it and steep difficulties early is when the snowball has happened.

Note that many traditional games also do the punish failure mode... Fumbles... but few do lasting impairments on fumbles. The storygame side generally pays you for accepting complications, but not 2d20.

I did have one session snowball in Dune during playtest. It resulted in Baron Harkonnen becoming a personal enemy of the players... because there really wasn't any softer complication, I already had 20 threat on the table, and the freakishly bad 5 complications was pretty close to "Abelard declares Kanly" level of bad. (Especially since they were on Geidi Prime.)

Don't get me wrong; I love the setting, and having bought the PDF, it's adding to my love of it. Just be aware that the snowball effect can happen, and spend threat in ways that allow players to dig out of the hole.

-=-=-=-=-=-
*some 2d20 games have individual pools; others have a single group pool.
Thanks so much for all of this. I'm still pretty new to 2d20 so this kind of breakdown is incredibly useful.

One other question, though. 2d20 games seem to have a differing number of talents that let you reroll a d20 for a given skill, which seems to help keep runaway complications under control. Do you think what you're describing is more of a potential problem for the games with fewer talents like that? Before I started playing I felt like those rerolls might take the fun out of complications. But after rolling lots of dice and getting some wild, hard-to-interpret results, they start to look a lot more reasonable.
 

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