Dragonbane Offers A Box Full Of Classic Fantasy

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It seems that RPG boxed sets are everywhere from online sales to the shelves at the local Target store. There’s something primal about cracking open a box and digging into a brand new fantasy world. Even if the majority of these boxes are built as starter sets that offer up a fun experience in the hopes that the table will buy a core book to continue their adventures beyond the one contained within. Dragonbane, from Free League Publishing, offers a full campaign experience in this boxed set much like their Forbidden Lands and Twilight: 2000 boxes. You can tell lead designer Tomas Harenstam is in for the long haul. There’s a heft to this box that caught me by surprise when Free League sent the physical review copy. Is Dragonbane worth its weight in gold pieces? Let’s play to find out.

Dragonbane is a modern update of Drakar och Demoner, aka Dragons & Demons, which blended elements of Dungeons & Dragons and Chaosium’s early fantasy work into a game that a lot of Swedish kids played in the 1980s. I’m not familiar with the game beyond what I’ve read in the introduction of the boxed set and a few interviews with designers but I can say that this game blends those old-school influences with modern designs such as 5e and Free League’s own Year Zero titles. Attributes set up the base chance for 30 skills which players must roll under to succeed on a d20. Classes determine which of those skills can be improved. Individual skills are improved in play by earning a check and rolling higher than the skill after the session. On the modern side, the game uses advantage and disadvantage, or what it calls boons and banes, to reflect difficulty adjustments rather than hard modifiers. Heroic traits are gained on a rare occasion in a manner similar to milestone levelling.

Players can choose to reroll if they risk taking a condition that affects their character such as getting angry or exhausted. Each condition affects one of the attributes and the skills connected to it and forces a bane on all rolls on that attribute until the condition is cleared. (For those min/maxers in the audience, Constitution has the least amount of skills and Agility has the most, so keep that in mind in play) This is one of many optional rules called out in an emerald green sidebar, but reading those optional rules made me want to play this game with all those switches turned on. They are one of the many things that help differentiate Dragonbane from the many wonderful OSR games on the market.

The art also puts Dragonbane in its own class. Johan Egerkrans is the lead illustrator here. His style is one of the big draws to Vaesen and he and his collaborators here bring that same aesthetic to this game. While most throwback games go for gnarly line art or weird doodles that wouldn't look out of place in a third period Spanish class notebook, there’s an animated quality to the art in this game that still feels of the period even if it's more polished and colorful. I think that black and white art can be evocative for throwback games like this, but the painted illustrations here kept bringing me back to the Rankin-Bass Tolkien films and the paperback covers in the fantasy section of my long gone Waldenbooks. That art spreads out through the accessories included in the box: the maps, the pawns, the pre-generated characters. Even the treasure cards have unique illustrations of just how much gold a player might find in a particular room.

The box includes a campaign that charges the players with looking for a magic sword. First they have to find the pieces of a statue that unlocks the tomb. Then they have to get the sword and put it to use against the forces of evil who want the sword for their own nefarious purposes. It’s pretty basic stuff but it’s very well executed. The nature of the artifact hunt gives the players the ability to tackle the adventures in whichever order they want except for the final confrontation. Each adventuring site is built for a night or two of adventure and while there is dungeon plundering a plenty to be had, many of the sites also come with rivals or potential allies to talk with during the exploration. Each of these NPCs comes with a character portrait and a well-defined motivation which help the adventures stand out from the usual dungeon crawls.

Should the players wish to keep going (or the GM wish to break up the storyline with some standalone adventures), the boxed set provides two adventure generators. The first has the GM roll one of each fantasy die type to put together some writing prompts for an adventure. The second are a set of solo rules written by Shawn Tomkin of Ironsworn fame that give one site something of an endless dungeon feeling. Perfect for players who miss a session but still want to get involved in a story or for those unfortunate souls who haven’t convinced their table to try something other than D&D that want to enjoy the world of Dragonbane.

I think this game is an excellent opportunity for GMs who want to play other systems but have tables that are too locked into D&D. A lot of this is familiar; dungeons, sword, magic, d20s, but there are some elements that are different. Perhaps if the table enjoys pushing rolls, for example, they might be up for some Tales From The Loop after this game ends. There’s also an appeal to a campaign that lasts between 12-24 sessions with options in the box to expand the story if everyone’s really enjoying themselves. I wouldn’t be adverse to more Dragonbane either with new boxes exploring new ancestries, locations and storylines. It seems ripe for playable goblins to go along with the duck people and the talking dogs.

Dragonbane offers a throwback experience that has everything the GM needs to play in one hefty box.
 

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Rob Wieland

Rob Wieland

Anyway: for those that have run Dragonbane, particularly the boxed set adventure path/campaign, what is your advice to newbs?
I didn't GM it, but I played in it and my friend who GMed it talked about the experience to me.
It's more deadly than 5e or PF2, so just make sure to set expectations. I think every fight in the beginner set felt like it could've been a TPK. Until we actually had a TPK three sessions in.
 

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Necroing this thread to say I think I am abandoning my Pathfinder 2E Remaster campaign to give DB a go. I like PF2ER and I love Paizo, but I just can't deal with the complexity on the GM side.

Anyway: for those that have run Dragonbane, particularly the boxed set adventure path/campaign, what is your advice to newbs?
Tell your players right out the gate: If they try to play a combat focused party in the D&D style, they're going to spend a lot of time generating new characters.

Do not dumpstat Con: it's not just your HP, it's also your Death Save TN. Low Con is thus double punished. If you do dumpstat Con, your first combat will likely be your last for that character.

Everyone needs the Evasion skill trained. Why? because many monster attacks cannot be parried but can be dodged.

Everyone needs an offensive weapon; for casters, trained in Staff gives you a passable parry.

Armor is vital... but note that vs the tanks in plate, Crits can be used to bypass the armor rather than double the damage dice...

Your best fighters always want to go AFTER the monster, never before... otherwise, they're going to become hors de combat right quick.

Magic is nicely potent... but wizards can't cast a lot of spells in combat. A caster really needs a staff or other melee weapon, since they're going to use up their WP right quick with combat magics.

Many monsters can be negotiated with... unless you piss them off first.

Bottom line: Sure, recovery post combat is quick... but death in combat is quicker.
 

Riddermound is
Necroing this thread to say I think I am abandoning my Pathfinder 2E Remaster campaign to give DB a go. I like PF2ER and I love Paizo, but I just can't deal with the complexity on the GM side.

Anyway: for those that have run Dragonbane, particularly the boxed set adventure path/campaign, what is your advice to newbs?
Riddermound is tougher than it looks. You may want to soften it up up.

Some ideas are:
  1. Reduce the wraith's armor to 6
  2. Have someone make a successful Myths and Legends roll to know that fire gets full damage
  3. Improvised Weapon cards are a great way for non-combat types to do some great damage
  4. On that note, explain Improvised Weapons are moments of drama, otherwise your players will want every torch to act like the Improvised Weapon card (or you just not use the card.)

Popular alternate choices are Tower of Sighs and the Oracle Cave. They will still be tough combats but there will be opportunities to use diplomacy (actually negotiation) instead.

Also highlight DB is a game were combat is brutal and there's nothing wrong with avoiding it or retreating. Perhaps the second biggest lesson is that nothing stays static in DB. Staying in one dungeon room too long or leaving the dungeon may have consequences.
 
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Popular alternate choices are Tower of Sighs and the Oracle Cave. They will still be tough combats but there will be opportunities to use diplomacy (actually negation) instead.

Also highlight DB is a game were combat is brutal and there's nothing wrong with avoiding it or retreating. Perhaps the second biggest lesson is that nothing stays static in DB. Staying in one dungeon room too long or leaving the dungeon may have consequences.
It is worth noting that Riddermound has a couple unavoidable fights, while Tower of Sighs, if handled right, can be entirely done without combat.

I do wish I'd run Tower before Riddermound. The other way lead them to sneak up on the otherwise non-hostile giant...
 

Also highlight DB is a game were combat is brutal and there's nothing wrong with avoiding it or retreating. Perhaps the second biggest lesson is that nothing stays static in DB. Staying in one dungeon room too long or leaving the dungeon may have consequences.
I do like the design element where there is an event roll in most rooms made whenever you spend a stretch there. I assume (I don't have my book at hand) that means taking a "turn" to search or whatever.
 


The Adventure book says everything but Isle of Mist can be played in any order. That said:
    • Riddermound is tough if the PC don't know the monster's weakness and their armor maybe too high
    • The Village of the Day Before takes a GM to have an open mind on PC solutions. Also expect them to go down the rabbit hole of experimenting with the weird environment
    [*]
 

Are there any adventures that are particularly hard and should be held off until the PCs have some experience?
The End of the Road Inn has a buy-in issue.
If the players are overcautious, they won't go in, and won't talk to the trigger NPC, and thus won't enter the relevant dungeon. Also, it's got an unavoidable combat with nasty environment (pitch blackness) and one-way doors. Further, it's an extradimensional space with respawn if they bypass the actual solution.

It's not quite Tomb of Horrors level zip-yank, but it's pretty hardcore old school.

And then there's the issue of locals: how much trust can you engender before the rug-pull by the baddies and selfishness of the not-so-baddies. It's all shades of gray, not B&W.
 

The End of the Road Inn has a buy-in issue.
If the players are overcautious, they won't go in, and won't talk to the trigger NPC, and thus won't enter the relevant dungeon. Also, it's got an unavoidable combat with nasty environment (pitch blackness) and one-way doors. Further, it's an extradimensional space with respawn if they bypass the actual solution.

It's not quite Tomb of Horrors level zip-yank, but it's pretty hardcore old school.

And then there's the issue of locals: how much trust can you engender before the rug-pull by the baddies and selfishness of the not-so-baddies. It's all shades of gray, not B&W.
Oh, yeah. I forgot this one. The tropes around this one are so common that any "clues" you provide will raise red alerts with your players:

A prosperous inn out in the middle of nowhere? Not even by the road? Your players will run in the opposite direction. You may want to have a Plan B where the inn actually harmless now and another group of heroes wrapping up the adventure is the backstory of how it landed where it is now. Then it's roleplaying and rumor hunting for the rest of the session.

I had this as my backup plan and even then my players accused me of coming up with the "safe" option on the spot to save the session.
 


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