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What's Pendragon like and what is it suited for?
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<blockquote data-quote="Gorgon Zee" data-source="post: 8915487" data-attributes="member: 75787"><p>Pendragon is a pretty unique beast. I've mostly been involved with D&D4E, PF2, Fate, 13th Age, CoC and Gumshoe campaigns and it feels very different. Part of that is the slow pacing; a game session typically corresponds to a year of time, so a romance subplot can take years to develop. Players manage families of characters, and their castles/manors are a way to keep families safe and prosperous.</p><p></p><p>Another way if differs is that life is really cheap. If you go fighting a dragon, one bad roll kills you. In ongoing battles and combats, players will regularly drop out, leaving the other characters to fight, because death is too likely. That sort of behavior is very rare in other, especially fantasy systems. </p><p></p><p>The Pendragon passions system is also a big difference, and you need to make sure your players are on board with it. It allows huge GM control over character motivation. Last night one of my player-knights say Guenever for the first time, rolled a critical success on their Lust passion, and now has a passion Amor(Guenever) at 26. That means that if I as, a GM, have Guenever ask him to do something as a favor, he rolls a d20 and if it is 26 or under, he will do it, no choice. (If he there are other circumstances that 26 might get reduced). This can be very hard for players who are used to absolute emotional agency for their characters to cope with.</p><p></p><p>It's also a different form of fantasy; it's not really about magic and spells and other fantasy staples. They exist, sure, but knights tend not to use them as much as be threatened by them. And magic is not formulaic magic; it's the GM making up stuff uniquely each time. As examples, here are the magic swords the part has encountered:</p><ul> <li data-xf-list-type="ul"><strong>The Sword in the Stone</strong>. Powers: cannot be pulled out except by Arthur.</li> <li data-xf-list-type="ul"><strong>Excalibur</strong>: Powers: It improves battle skills by +5</li> <li data-xf-list-type="ul"><strong>Red Blade of Death</strong>: +10 to sword skill, cannot critical, always causes a minimum of 6 points of damage on a successful hit</li> </ul><p>It's soft magic, soft fantasy; not the mechanically rigorous magic other systems features.</p><p></p><p>If you are happy with these uncommon system features, I think any vaguely medieval world setting should work fine; Burgundian knights would be a relatively easy transfer.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 8915487, member: 75787"] Pendragon is a pretty unique beast. I've mostly been involved with D&D4E, PF2, Fate, 13th Age, CoC and Gumshoe campaigns and it feels very different. Part of that is the slow pacing; a game session typically corresponds to a year of time, so a romance subplot can take years to develop. Players manage families of characters, and their castles/manors are a way to keep families safe and prosperous. Another way if differs is that life is really cheap. If you go fighting a dragon, one bad roll kills you. In ongoing battles and combats, players will regularly drop out, leaving the other characters to fight, because death is too likely. That sort of behavior is very rare in other, especially fantasy systems. The Pendragon passions system is also a big difference, and you need to make sure your players are on board with it. It allows huge GM control over character motivation. Last night one of my player-knights say Guenever for the first time, rolled a critical success on their Lust passion, and now has a passion Amor(Guenever) at 26. That means that if I as, a GM, have Guenever ask him to do something as a favor, he rolls a d20 and if it is 26 or under, he will do it, no choice. (If he there are other circumstances that 26 might get reduced). This can be very hard for players who are used to absolute emotional agency for their characters to cope with. It's also a different form of fantasy; it's not really about magic and spells and other fantasy staples. They exist, sure, but knights tend not to use them as much as be threatened by them. And magic is not formulaic magic; it's the GM making up stuff uniquely each time. As examples, here are the magic swords the part has encountered: [LIST] [*][B]The Sword in the Stone[/B]. Powers: cannot be pulled out except by Arthur. [*][B]Excalibur[/B]: Powers: It improves battle skills by +5 [*][B]Red Blade of Death[/B]: +10 to sword skill, cannot critical, always causes a minimum of 6 points of damage on a successful hit [/LIST] It's soft magic, soft fantasy; not the mechanically rigorous magic other systems features. If you are happy with these uncommon system features, I think any vaguely medieval world setting should work fine; Burgundian knights would be a relatively easy transfer. [/QUOTE]
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