Swanosaurus
Adventurer
I've been a fan of the Wormskin zine despite it being D&D, and now I've read through the Dolmenwood Player's Book and it's the first RPG that sells me on the virtues of Old School. I don't know what exactly it is - part of it is certainly making the x in d6 thing an overarching mechanism and explaining to me why it actually makes sense (a little similar to what Kevin Crawford did in SWN with the 2d6 skill checks), another really important part are the travel rules and the slot encumbrance, which strike a great balance between abstraction and simulation. Most importantly, it's just that they are well-presented and well-curated for the setting. (I do have issues with XP for gold in a provincial setting like Dolmenwood, where PCs would have to become the richest people around pretty fast if they want to level up, but luckily, there are alternatives on offer).
My plan was using Dragonbane to play Dolmenwood. But by now, I'm sold on trying it with the rules as written.
My plan was using Dragonbane to play Dolmenwood. But by now, I'm sold on trying it with the rules as written.

