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Modiphius’ Latest License: Dishonored

It wouldn’t be a Tuesday* without Modiphius picking up a new RPG license. This time it’s for the video game Dishonored.

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*It’s not a Tuesday.

Modiphius Entertainment is proud to announce the launch of a new tabletop roleplaying game set in Arkane Studios’ Dishonored® video game franchise.

The game has been developed using a streamlined version of the company’s proprietary 2d20 System, popularized by its award-winning Star Trek Adventures and Conan roleplaying games, and is slated for release Summer 2020.

In close collaboration with Dishonored’s co-creative director Harvey Smith, Modiphius has worked with a diverse selection of writers and artists, some of which have already worked alongside Arkane Studios on the video game series, ensuring that the final product will live up to the fans’ expectations — while at the same time allowing them to explore the Empire of the Isles under a new lens.

Award-winning rules developer Nathan Dowdell (Conan: Adventures in an Age Undreamed Of, Star Trek Adventures) has been adapting the 2d20 System for Dishonored, focusing on fast-paced storytelling and showcasing the strange powers of the Void and the ever-present Chaos mechanics — all under the banner of the new Momentum System. Modiphius assembled a team of talented creatives, led by Federico Sohns (Nibiru RPG), to bring the essence of Dishonored’s universe to the tabletop.

The Dishonored roleplaying game will be released in a deluxe table-friendly hardcover digest book containing everything players will need to jump straight into the streets of Dunwall, with a comprehensive guide to storytelling in the isles and a series of adventures that will take them on a journey of drama, intrigue, deception and occultism. Along with the book’s release, there will be custom dice, cards, and other accessories to add to the experience.

In Dishonored: The Roleplaying Game, players delve into the turbulent Empire of the Isles, to tell stories of occult lore, intrigue and drama. The Dishonored Corebook contains all the rules and background information you need to kickstart your adventure.

The 300 page book features:
  • An introduction to the Empire of the Isles, and an in-depth look at its history, its people and the struggles they face.
  • A step-by-step guide to play the role of the Protagonists: from grim assassins and rugged criminals, to intrepid explorers and stoic crown loyalists.
  • A host of antagonists and a myriad different storyhooks to inspire you, from the harsh, cold lands of Tyvia to sunny Karnaca.
  • Insight on the strange nature of the Void, as well as rules to harness the its reality-bending powers.
  • "The Oil Trail", a mini-campaign in four acts that serves as a perfect introduction to the City of Dunwall.
  • A streamlined narrative edition of the Modiphius 2d20 game system.
 
Russ Morrissey

Comments

Beleriphon

Totally Awesome Pirate Brain
This doesn't really suprise me given that they already had a license of Fallout as a table top skirmish game that they've converted to an RPG using 2d20. Bethesda does make both game series after all.
 

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Darth Palpy

Explorer
Yes, one of my beloved gaming franchise turning into a RPG (now, they just have to make an Elder Scroll Tabletop RPG, and I will be very happy)
I had no problem managing the 2d20 system in Infinity, so if it's streamlined, it will be easy. Always found the system read a lot more crunchy than it was, really (and in Infinity, it does a good job managing the different types of interactions (social, hacking and combat) at the same time. But I can understand why some people don't love it too ^^
 

Tun Kai Poh

Adventurer
I coulda have sworn Evil Hat already made a Dishonored rip-off adaptation ;)

It's pretty good too!

 

Paragon Lost

Terminally Lost
Supporter
Ugh. 2d20 :(
Can you explain why you say "Ugh. 2d20"? I've enjoyed what I've read of the mechanics personally. What I don't like is layout of the books. They need an editor to clean up lay out and to make rules more clear and easy to find and read. Otherwise the mechanics entrigue me, though no one around me plays since it's all DnD, Pathfinder, Warhammer and freaking collectable card games where I live. :/

I ask because something about the mechanics might be missed if you've not played it and since I've only read the rules I could miss something that's glaringly obvious to someone playing it.
 

Paragon Lost

Terminally Lost
Supporter
I think my favorite iteration so far is Conan, but I feel like [redacted] has a lot going for it. I am not familiar with Dishonored so I am not sure whether 2d20 is the right fit, but the core system is a pretty broadly applicable chasis. I thought Star Trek ran well and the book was gorgeous.
This is the one that I own all of the material for. I love how it looks, I love the art of the book, I just really dislike the layout when it comes to finding the mechanics and various rules. Just wish I could get into a game locally of it. Ah well.
 

Skywalker

Explorer
Can you explain why you say "Ugh. 2d20"? I've enjoyed what I've read of the mechanics personally. What I don't like is layout of the books. They need an editor to clean up lay out and to make rules more clear and easy to find and read. Otherwise the mechanics entrigue me, though no one around me plays since it's all DnD, Pathfinder, Warhammer and freaking collectable card games where I live. :/

I ask because something about the mechanics might be missed if you've not played it and since I've only read the rules I could miss something that's glaringly obvious to someone playing it.
See my response above. It just has too many parts that do the same thing or similar things (number of dice & target numbers, momentum & hero points, how damage works to name a few) often in not particularly intuitive ways. IMO it needs an overhaul to bring its systems in line and avoid this echo effect.
 

Paragon Lost

Terminally Lost
Supporter
See my response above. It just has too many parts that do the same thing or similar things (number of dice & target numbers, momentum & hero points, how damage works to name a few) often in not particularly intuitive ways. IMO it needs an overhaul to bring its systems in line and avoid this echo effect.
I can see your point. They definitely need an editor to go through and clean it up.
 


bulletmeat

Explorer
Ugh. 2d20 :(
I used to agree with this. When Conan first came out & reading someone's copy of the book I thought 'No thanks, I'll do Runequest or Openquest and use the lore.' Then I tried John Carter at a Con for the heck of it and was completely surprised. I tried Conan at a different Con, surprised again.
It ran smoother and quicker than Savage Worlds for crying out loud. Not sure what they put in the cool-aid but it got me.
I really like playing the first Dishonored 🐀 so I am interested to see this running on their cinematic system.
 

Skywalker

Explorer
I used to agree with this.
Cool. I played the system quite a bit and had the opposite reaction. Familiarity does help speed things up but the issues only became more obvious with time. I haven't played JC though, and it may be by stripping the system right back to bare basics, they revealed the system underneath. However, I am don't want to have to dig through 3-4 games to get there.
 


Skywalker

Explorer
Though they share the same base system, the 2d20 games do differ considerably. You may be able to use material from Mutant Chronicles with stuff from Infinity, and the same for JC and Star Trek, but it would be much more difficult the farther down the spectrum of 2d20 games you go.
 

bulletmeat

Explorer
What I've seen between Conan & JCoM the differences warrant a fair amount of work. For example, JCoM momentum is individual and the talents are very vague to make a powerful, over the top action character (kind of like Clone Wars Jedi). Though stronger than your average mook, the talents of Conan cater more to the pulpy, Tarzan like character. Or to retread comic book analogies, Cap'n America vs. Hawkeye.
Skills for Conan are specialized actions per attribute where JCoM actions are simply two attributes tied together (ratings differ).
I feel that the Dishonored would more likely follow Conan style play but w/less origin options closer to JCoM.
 

imagineGod

Adventurer
What I've seen between Conan & JCoM the differences warrant a fair amount of work. For example, JCoM momentum is individual and the talents are very vague to make a powerful, over the top action character (kind of like Clone Wars Jedi). Though stronger than your average mook, the talents of Conan cater more to the pulpy, Tarzan like character. Or to retread comic book analogies, Cap'n America vs. Hawkeye.
Skills for Conan are specialized actions per attribute where JCoM actions are simply two attributes tied together (ratings differ).
I feel that the Dishonored would more likely follow Conan style play but w/less origin options closer to JCoM.
Some rumours are swirling that Dishonoured uses the lighter John Carter of Mars ruleset. Do not quote me, though.
 

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