Green Ronin's Dragon Age

This isn't a "sell me" thread, since I'm pretty much guaranteed to buy the boxed set regardless. :) But I'm curious if anyone's had the chance to read through the PDF or an advance copy of the boxed set, or maybe even play a session or two. I'd love to hear more about it, how it reads, how it plays, the "feel" of the fantasy, that sort of thing. Your thoughts and reactions in general, basically.

(Bear in mind that I have not played the computer game to which this is linked, so any references to that will be completely lost on me.)
 

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I have pre ordered, so read through the PDF. Its a 3d6 based mechanic, with one of those dice being designated the "Dragon Dice", which depending on how it rolls allows you to use additional talent/feat (??) on the attack/maneuver.

So in many ways it reminds me of the FATE system, with an extra d6 rolled, and some cinematic twists added in for more spontaneous variety.

Go ahead and pre order, I am pretty sure you won't be disappointed.
 

I haven't pre-ordered simply because I don't know who I'd play this with. Recently moved to this area (north of Ft Worth, TX) and got into a Pathfinder group that barely plays once a month... not disrupting that for a new game!

I'm trying to rope a couple of my new friends here into playing Dragon Age, though. They love reading fantasy and scifi but have never played any RPGs.

From everything I've read about the AGE system and DragonAge, this is the perfect game for novices. I love that people are trying to go back to box sets, too... it's pretty cool in a nostalgic way as well as a practicality boon.

I've also never played the CRPG but probably will try to before I run a game just to get a feel for the setting.
 

I had high hopes for it up until now, but I read over a friend's pdfs and my hopes are much less... I think the core mechanic is conceptually good, but there are enough things that bother me that I wouldn't want to run it as stands without significant alteration. My understanding is that the second box set will include a lot of possible house rules so I might look at it again then.

Examples of things that bug me:
* Rampant randomness in character creation, including stats, background, hp, and mana. That practice holds steady for things like 'How much mana do you get back for resting an hour' too. I am actually cool with some measure of randomness in characters to spark creativity, but it was just too much. For example, a 7th level character might have 3+4+4+5+5+6+6+7d6 mana, and its stat method is roughly speaking the same 3d6 roll in order and swap two that many groups did for characters when first playing dnd. Even things like 'Oh, my character is apparently good at religious lore (or bows!)' is randomly determined in your background.
* The stunt system sounds great in theory, but the execution looks like it holds too many options by default - or at least I'd expect it to slooow way down for newbies when it happened, including excessive things like having an option to on 1/3 of hits to also disarm an enemy (which in turn is similar to stunning a weapon-based enemy).
* The dragon die doesn't trigger on failures and on difficult tasks is part of the resolution, so you can quickly have a situation where something really difficult is always spectacularly succeeded or quietly failed.
* There are a bunch of what seem like overly obvious choices. Like you will always put a point in this stat every other level. You will always use this weapon. Etc.

Overall, it read like a great competitive option to original D&D but without as much backing it up at the moment. I'd totally play in a game, but I'm extremely skeptical comparing it to the announcement and stated design theories. It's very much in the spirit of throwback gaming and roots of the industry, more so than I expected or wanted, and didn't read like the simple and flavorful system I got out of the base mechanic.

That said, I think a heavily houseruled version would be quite fun! As a game designer, it may be worthwhile to get it just for work. Or at least as an excuse :)
 
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Without trying to spoil anything in the game,most your party members are perverts that constantly try to have sex with you and hit on the other members .
 

Valetudo said:
Without trying to spoil anything in the game,most your party members are perverts that constantly try to have sex with you and hit on the other members .

Um.... huh?

I am going to pick up the PC or xbox 360 version before I check out the RPG. In the video game, isn't the origin story of the Player a big deal, and there's a specific quest for each origin that supports this model? I wonder if there is a whole part of the PC development in the RPG that mirrors this element? i.e. Are your 1st and/or 2nd levels gained through an origin-story based quest?
 

Without trying to spoil anything in the game,most your party members are perverts that constantly try to have sex with you and hit on the other members .

Having played through twice now, I can declare this categorically false. There is one character who makes a direct overture to you, and another who is occasionally lewd.

They're certainly not perverts, and in fact, the hitting on other members is generally joking. (And leads to one of the most amusing exchanges in the game, via Sten and Morrigan).

For what it's worth, I too like the base mechanics (and the stunt system in particular), but things do feel a little sparse right now (esp. in the magic department). Then again, it is a Level 1-5 boxed set. Furthermore, the rampant randomness mentioned earlier also bothers me: It seems almost a way to make an unnecessary grab for 'retro' street cred. It doesn't really add anything to the system.

I'm tempted to give it a spin to see how it plays, but that may have to wait awhile.

Still, I'm relatively optimistic: Green Ronin rarely disappoints me, and I'm still drooling over the amazingness that is the Song of Ice and Fire game (Heck, I wished they used those rules for DA).

Also, if my eyes don't deceive me, ENWorld's own PirateCat appears to have his name on Blood in Ferelden, the adventure compilation slated for release. :)
 
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Over on the Green Ronin Dragon Age forum Chris Pramas writes:


I wrote this for my blog (Ex-Teenage Rebel) but figured I'd post it over here too, since many of you might be interested in the topic.


Last week Dragon Age, the game I've been working on for the last year, had its electronic debut. It's at print now (just got the printer proofs today, in fact) and will be in stores in January but you can buy the PDF version right now. This has naturally led to a lot of commentary on the usual gaming message boards.

So my biggest goal for this first Dragon Age release was to create an intro product like the industry hasn't seen since D&D's famed red box from the 80s. I was thus quite careful about what went into Set 1 and what didn't. I wanted this to be as attractive as possible to people who had never roleplayed. Thus it looks like a game (it comes in a box), it comes with the dice you need, and it includes two modest, 64 page books. I was simply not going to put a 300 page hardback in front of newbs and hope they'd read it. Nor did I want to create an intro product that was disposable. I didn't want to say, "Spend $30 on this and then you can spend $100 on the real game." So Set 1 is Dragon Age. It's the core of the game we'll be building on and it's designed to be approachable and easy to learn.

Some long time gamers have expressed surprise at seeing that there are a couple of random elements in the character creation process. Surely we've moved past such antiquity methods, they argue. The randomness largely shows up in two places: generating your abilities and gaining some background benefits. The latter is trivial so I'm going to concentrate my comments on abilities. So why is that I decided to go with a random method for generating abilities? Four reasons.

First, I wanted to make this process easy for new players. Generating abilities is the second step of the process. If you are a newb making your first character, your understanding of the game is shaky at best. I didn't want to ask them to assign stats at this stage. It is much faster and much easier to have them roll some dice.

Second, getting those dice out early in the process serves to engage people. You are making a character and rolling dice makes it feel like you are really doing something. Rolling 3d6 and adding the results together is the key mechanism of the game. This method begins drilling the importance of the 3d6 roll right at the start.

Third, when BioWare approached us about doing a pen & paper RPG for Dragon Age, one of their goals was to play up the old school nature of the Dragon Age property. It's no secret that the roots of Dragon Age: Origins lay in the earliest days of tabletop roleplaying. While I was not looking to design a retro clone, I did want Dragon Age to have a certain old school feel. To me rolling for abilities strikes the right chord. This is why many people still refer to "rolling up" new characters, even when playing systems that don't use random stat generation.

Fourth, rolling random abilities can actually lead to interesting characters in a way that other methods do not. You may not have planned for your warrior to be particularly smart, but if you roll a high Cunning, it may suggest a different and fun way to play the character.

Now all of that is fair enough, some folks say, but why not include an optional rule for non-random ability generation? Here's why. Early on I decided that I did not want Set 1 to include a bunch of optional rules. Every optional rule is another choice that has to be made, and again I did not feel this was friendly to the new players. I'm comfortable putting optional rules in follow-up products because anyone who buys them will have enough experience with the system to make more informed decisions.

Set 2 will include a non-random option, but to prove I'm not a big meanie who is going to make you have badwrongfun, here's a simple method you can use in the interim. Your abilities start at 0 and you get 10 points to buy them up. No ability can be greater than 3. Why not 4, you may ask, when the random table goes to 4? Well, on the table it's a rare result. You have a less than 1% chance to rolling an 18 on 3d6. If you could simply buy a 4, that would become the standard not the exception.

I hope that answers everyone's questions. Now if you'll excuse me, I've got proofs to get back to.

I personally really enjoy the random character generation. You roll 3d6 and compare the total to a table to determine your Ability score of -2 to +4. The table iself is weighted to above average results so on average your Abilities wont be craptastic. For a random generation mechanic it really isnt that bad, I dont see why so many people are having issues with it. It really is simple and easy to learn and offers just enough complexity to make for some interesting characters. I've not yet played but I have been rolling up characters (about 20 so far) and I've had a blast with it. Remember, this is an introductory set. A point buy system would be confusing for a first time player and a static array drains any flavor and individuality from the characters...
 

The ability scores are actually one of the least objectionable of the randomizers, even if it is random enough that it can invalidate someone from playing a concept and rather having to cater their concept (or not bothering) to what they rolled. Random ability scores at least spark some interesting things, even if you'd think _30 years_ would have led them to a better randomizer by now.

Mana and hp are also random, including magic + constitution bonuses that don't 'keep state', as are backgrounds, and I object more to those.
 

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