I came across this game on Google + many moons ago and I instantly realized that this game is a true diamond in the ruff.
As the cover says, it is billed as a narrative role-playing game but don't let that discourage you if you are not familiar with narrative type games or you usually do not like narrative type games. The author explains it thus:
"We call the game narrative because the character (and monster) creation and, to an extent, sorcery, all draw from narrative story-centric elements. But with an old-school structure and underpinning to hold it together..."
Presentation: This 32 page pdf looks like it was typed on an old typewriter with medieval tracing art in someone's studio apartment in late 70's or early 80' and was then distributed by hand to local shops and groups. This gives it a really authentic "do it yourself" feel and lots of personality. The art is sparse but helps set the sword and sorcery tone of the game.
Character Creation: This is straight forward and takes very little time. You write a 30 word background that includes your name, your class (warrior, thief/corsair, and sorcerer), some skills your character might be good at, possibly some amazing attributes (being strong as an ox or lightning reflexes (you can only have a max of two of these). You can only have three traits from your background that count for mechanical purposes to start out. Record starting equipment, language, silver, and 10 might. That is it.
The classes are more flavor based then mechanic based but each has certain benefits. The warrior can use all weapons and armor, the thief/corsair can forgo armor to perform acts of stealth and skullduggery, and the sorcerer can use magic.
As the cover says, it is billed as a narrative role-playing game but don't let that discourage you if you are not familiar with narrative type games or you usually do not like narrative type games. The author explains it thus:
"We call the game narrative because the character (and monster) creation and, to an extent, sorcery, all draw from narrative story-centric elements. But with an old-school structure and underpinning to hold it together..."
Presentation: This 32 page pdf looks like it was typed on an old typewriter with medieval tracing art in someone's studio apartment in late 70's or early 80' and was then distributed by hand to local shops and groups. This gives it a really authentic "do it yourself" feel and lots of personality. The art is sparse but helps set the sword and sorcery tone of the game.
Character Creation: This is straight forward and takes very little time. You write a 30 word background that includes your name, your class (warrior, thief/corsair, and sorcerer), some skills your character might be good at, possibly some amazing attributes (being strong as an ox or lightning reflexes (you can only have a max of two of these). You can only have three traits from your background that count for mechanical purposes to start out. Record starting equipment, language, silver, and 10 might. That is it.
The classes are more flavor based then mechanic based but each has certain benefits. The warrior can use all weapons and armor, the thief/corsair can forgo armor to perform acts of stealth and skullduggery, and the sorcerer can use magic.
Resolution System: The resolution system breaks down to a 2d6 roll vs. a target number of 7, 9, or 12. If you have a trait that is relevant to the situation then you get to reduce the difficulty by one step. Combat is resolved the same way, untrained combatants are a difficulty 7, trained combatants and PCs are a difficulty 9, and demons and the like are a difficulty 12 (everyone gets the usual move and attack/other action). It is important to note here that no trait the PC possesses (doesnt matter if their narrative states they are a renown swordsmen) will reduce the difficulty of combat. Only tactics (such as higher ground) and special items (such as the blessed dagger needed to harm the demon) will reduce such difficulties.
Crunch: Each character possesses 10 Might. This acts as health/plot immunity, effort, and magic fuel. Each time someone takes gets hit, they reduce their Might by the required amount. Might can also be spent to gain a +1 to a roll (there is no limit to amount of Might can be spent on a single roll), and Might can be spent to fuel magic.
Most attacks deal 1 Might, a crit (result of boxcars) deals an additional point of Might, wielding a 2-weapon deals an additional point of Might with each strike, and environmental hazards/monsters/etc can deal 1 Might to a few d6 points of Might.
Magic is free from and by default does not damage directly as that is the power of true sorcery. One point of Might can be spent to distract a foe or cause other types of spell like effects for 1d6+1 rounds. Additional might can be spent in the same casting for additional targets or additional time. True sorcery allowes for direct damage to be done on a one for one basis and this is usually the tool of NPCs.
Final Thoughts: This game is a perfect mix between the narrative and the crunch. It really proves to you that all you need to go on the grandest adventure of your life is 2d6, a pencil, and a notecard. That's it! 700 page rule books, maps, and a small fortune in minis need not apply. Blood of Pangea is the first great son of Dungeons and Dragons that outshines its father and its siblings. This is one of my most recommended games.
It also includes the setting of Pangea which is kept light but well integrated in the entire book. I do wish that there was more art and more examples. Some parts I had to read a few times to understand the authors intent.
Never forget that the answer to what's best in life is always, "to crush your enemies - see them driven before you, and to hear the lamentations of their women."
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