Tuesday, May 13, 2025
REVIEW: Dragonbane
Monday, April 14, 2025
Initial Thoughts on Dragonbane
As I mentioned at the start of the month, my ongoing Dolmenwood campaign is on a short hiatus while one of the players is away traveling. In the meantime, another member of the group has kindly offered to run a few sessions of Dragonbane, Free League's fantasy roleplaying game, and I’ve taken the opportunity to step out from behind the screen and join as a player. I jumped at the chance, not only because Dragonbane has been on my radar for a while, and this seemed like the perfect time to give it a try.
For those unfamiliar with it, Dragonbane is the modern English-language evolution of Drakar och Demoner, Sweden’s first major fantasy RPG, originally released in 1982. That game was built on Chaosium’s Basic Role Playing (BRP) system, adapted under license and inspired in part by Magic World and RuneQuest. Over the decades, Drakar och Demoner went through numerous editions in Sweden, each refining or reshaping its rules. In 2023, Free League acquired the rights and reimagined the game as Dragonbane, distilling its BRP roots into something faster, lighter, and more accessible. While it retains the BRP hallmarks, like skill-based resolution, opposed rolls, it swaps out percentile dice for d20s and favors simplicity wherever it can.
While I’ve played my fair share of BRP-based games over the years, most of my fantasy RPG experience comes from Dungeons & Dragons and that likely shapes how I see other systems in the genre. That said, Dragonbane feels immediately familiar in all the best ways. Like older editions of D&D, character creation is fast and to the point: you choose a kin (i.e., race), a profession (class), some skills, and you’re good to go. It's more straightforward than making a character in RuneQuest and only marginally more involved than in D&D. You can feel the BRP ancestry throughout, but almost everywhere the system has been pared back to emphasize ease of play. The use of d20s streamlines resolution, and Dragonbane replaces modifiers with “boons and banes,” a system akin to advantage and disadvantage.
All of this is well and good, but what pleasantly surprised me was the combat system. I’m someone who often finds combat a necessary but uninspiring part of roleplaying games. I don’t dislike it outright, but I rarely look forward to it. In Dragonbane, though, combat has consistently been fun: brisk, dynamic, and full of opportunities for clever play. In fact, I’ve found myself anticipating combat encounters, which is not something I say lightly. It’s almost as if the Dice Gods are mocking me for having just written a post about my ambivalence toward combat mechanics. If so, I don’t mind. I’m grateful to have found a system that’s helping me understand what I do enjoy in RPG combat.
Each round, a Dragonbane can move and act. Special weapons or abilities can bend the rules in flavorful ways, but the core loop remains fast and approachable. Initiative is determined with cards rather than dice and reshuffles every round, introducing a layer of unpredictability. There are ways to act out of turn or swap initiative order, which adds some tactical flexibility. Beyond that, there are other mechanical wrinkles, such as morale checks, weapon breakage, special maneuvers, that bring the system to life without bogging it down.
That, for me, is what stands out about the Dragonbane combat system: it hits a sweet spot that’s hard to find. Too often, combat systems fall into one of two traps: they’re either so streamlined that they feel flat or they’re so loaded with options and subsystems that the pace suffers. Dragonbane threads the needle rather well in my opinion, offering just enough crunch to make combat engaging, but not so much that it becomes a slog. Whether this will remain my considered opinion over the long haul remains to be seen, but so far, it’s been a delight.
Monday, November 4, 2024
High Adventure and Low Comedy
Though a toolbox for allowing you to tell fantasy stories of all kinds, Dragonbane is a game with room for laughs at the table and even a pinch of silliness at times – while at the same time offering brutal challenges for the adventurers. We call this playstyle mirth and mayhem roleplaying – great for long campaigns but also perfect for a one-shot if you just want to have some quick fun at your table for the night.
Dragonbane is quite an interesting RPG for a number of reasons and I hope to get around to discussing it at some point, but there are several other games and gaming products ahead of it in my review queue. However, the "mirth and mayhem" tagline really caught my attention, in part because it reminds of a phrase my friends and I have used for years – high adventure and low comedy.
I can't quite recall precisely when we coined this phrase, but we did so as a way to capture what the experience of playing most RPGs was actually like at the table – not what its designers wanted to be like, which is quite a different thing. This is an important distinction. With a handful of exceptions, like Paranoia or Toon, whose stated intention is to be humorous, most roleplaying games are written and meant to be played seriously. "Serious" doesn't mean utter devoid of humor, of course, but the humor is accidental, a natural consequence of the unpredictability of playing any game, especially one where player choice and dice rolls contend with one another.
What my friends and I call "high adventure and low comedy" is thus very often (though not exclusively) the result of exactly this: dice with a mind of their own. One of my most popular posts touches on this very topic, though from a slightly different angle. However, the point remains the same, namely, that it's well nigh impossible to avoid moments of unexpected levity when so many of a character's actions are determined by the roll of dice. There's simply no way to ensure that even a high-level and competent character will always succeed at the right moment. Instead of making his save against dragon breath, he might fail and be burnt to a crisp. The reverse is also possible and the all-powerful Dark Lord might, metaphorically speaking, slip on a banana peel as he attempts to menace the heroes who've dared to confront him in his lair.
Over the years, I've experienced many examples of this. In my House of Worms Empire of the Petal Throne campaign, the character Aíthfo hiZnáyu has fallen prey to bad dice rolls on several notable occasions. And while I used those unintended mishaps as an opportunity to introduce new elements to the campaign, there's no denying that they were also funny – so much so that the players continue to chuckle about them years later. House of Worms has never been a deliberately funny campaign. Tékumel, with its detailed history, ancient mysteries, and constructed languages is perhaps the very definition of serious business when it comes to RPGs and yet there's no way to prevent unexpected silliness from creeping in from time to time – nor would we want to do so!
Dice rolls that go awry aren't the only source of humor. Players are every bit as unpredictable as dice. Sometimes, a player might just be in a whimsical mood and decide that his character does something goofy. Other times, he might be bored and want to shake things up by choosing to act in a way that's, in his opinion, more entertaining. Or maybe someone misspeaks, calling a character by the wrong name or accidentally – or, worse, intentionally – making a pun that causes everyone to erupt into laughter. There are simply so many ways that a roleplaying game session can descend into unintentional humor that there's no point in worrying about it. Instead, it's best to embrace it these moments of levity and enjoy them for what they are.
I think that's why, when I came across the passage I quoted above, I was so taken by it. Over the years, I've read a lot of roleplaying games. Very few of them acknowledge that low comedy is very often the inescapable companion of high adventure. You can't really have one without the other, not without clamping down so hard on anything that deviates in even the slightest way from the Truth Path that, in the process, you've also sucked all the fun out of roleplaying. These are games, after all and they're meant to be fun. They're also exercises in human creativity and interaction, both of which often take us to unexpected places.
Isn't that why we play these games in the first place?
Tuesday, October 1, 2024
More "GDW" News
Over at the Mongoose Publishing forums, Matthew Sprange made the following announcement about two other roleplaying games originally published by the late, great Game Designers' Workshop:
We are both very happy and proud to announce that Twilight: 2000 and 2300AD have been acquired in their entirety by Mongoose Publishing, joining our library of games alongside Traveller.
All three are games I read and played as a teenager, and so it is both awesome and humbling to become their stewards.
So, what does this mean?
Twilight: 2000
Twilight: 2000 is currently published by the frankly stellar people at Free League. We have had conversations with them and not only will Twilight: 2000 continue to be published by Free League for the current licence period, as things stand we have every expectation it will stay in their capable hands beyond that.
2300AD
You will be seeing more 2300AD material coming in the near future, and we have manuscripts due for both Invasion and a brand new book of adventures. In addition, we will be bringing 2300AD to the TAS programme on Drivethru, likely within the next few months – so get writing! Classic Traveller will be appearing on TAS within the next month or so, and once that is up and running we will get cracking on 2300AD.
At the moment, past editions of both Twilight: 2000 and 2300AD are available on Drivethru (https://legacy.drivethrurpg.com/browse/pub/45/) and will soon be appearing on our website. Of course, Free League have the current edition of Twilight: 2000 (seriously, check them out, they have done excellent work)!
In addition, both 2300AD and Twilight: 2000 have been added to the Fair Use Policy.
That covers our immediate plans for both games, but both properties clearly have immense potential and we hope to be able to bring you more news in the near future.
Very interesting stuff! I suspect this is connected to the other recent news regarding the future of Traveller. Seeing as I've been refereeing a Twilight: 2000 campaign for just shy of three years now, I'll definitely be keeping an eye for further news on that front, since there's potential, albeit small, that this might impact the subsequent development of that game. As for 2300 AD, I haven't played any version of that game in close to thirty years(!) now, let alone the Mongoose version, that this doesn't much impact me. In any case, it's fascinating to see the way that Mongoose Publishing has become the inheritor of a significant portion of GDW's gaming legacy, something I'd never have expected.
Friday, July 7, 2023
The Old Man and the VTT (Part II)
Friday, April 14, 2023
REVIEW: Ikhon
He summons his Herd.
To the hateful goats, you are the field-poisoners, earth-salters, torch-wielders and slaughter's heralds. A thousand thousand strong, trampling all in their path and leaving only blood, sorrow and the dust of crushed bones.
All is obliterated under spiteful, churning hooves.
Meanwhile, the highest (10+) response in the same booklet is the following:
The Lamb from Beneath the Mud: heralded by rotten stench and glistening carmine eyes hanging at its hooves.
It devours one chosen foe, effortlessly masticating and grinding them whole, before sinking into the burbling muck.
Summon the Lamb within the hour – and never speak of it again.
As I said above, the responses are evocatively described, but, in many cases, I'd trade that for a little clarity. Now, I am not opposed to inspirational vagueness. Indeed, I think a degree of textual indeterminacy is a necessary feature of old school roleplaying games. Such indeterminacy serves to inspire; its an encouragement to make a game one's own by filling in the gaps oneself. Perhaps that's what's being done here, too, but, if so, it eludes me. Rather than inspiring, Ikhon simply feels frustratingly incomplete.
In some respects, Ikhon reminds me of Tékumel's The Book of Ebon Bindings, another RPG product that ostensibly introduces the summoning of powerful supernatural beings into its associated game. While Ebon Bindings is grandiloquent and Ikhon terse, both shed far less light on their subject matter from a gaming perspective than I – and I suspect most gamers – would find immediately useful. In the case of the former, one can at least luxuriate in its overblown language. Ikhon, though, mostly offers Samuel Arraya's gloomy artwork, which is something, I suppose,. Whether that's enough to justify the purchase of this product is an open question.
I wish I liked Ikhon more than I do. The idea behind it is a solid one, very much in keeping with the dark fantasy inspirations of Mörk Borg. As presented, though, I find it inadequate to its intended purpose. Others may feel differently and indeed I can easily imagine that the very things I find wanting, such as its gnomic text and limited game mechanics, might prove attractive to others. Goodness knows I often enjoy game products that others do not. In the end, I suppose my feelings about Ikhon derive from how much I've enjoyed previous Mörk Borg releases. Compared to them, this one fell flat and I am left disappointed.
Tuesday, December 20, 2022
The Old Man and the VTT
Friday, December 2, 2022
REVIEW: Mörk Borg GM Screen
Monday, November 28, 2022
REVIEW: Mörk Borg Cult: Heretic
Much like Dungeon Crawl Classics – another fantasy roleplaying game that sometimes catches flak for its deviations from old school orthodoxy – a remarkably creative community has sprung up around Mörk Borg. Dubbed the "Mörk Borg cult," this community has produced an abundance of new material for the game, some of which can be found on its official website, as well as scattered across forums and blogs across the Internet. Periodically, some of the best material from these sources is collected into a printed 'zine, the first of which I reviewed last year.
Heretic is the second such 'zine and, like its predecessor, it contains a varied selection of material for use by players and Game Masters alike, though, as is usually the case with products of this sort, it's generally of more immediate interest to GMs. Also like its predecessor, Heretic employs an anarchic graphic design suffused with arresting colors and cacographic fonts to assault the eyes of its readers. Like it or not, this is an essential part of Mörk Borg's appeal; the game and its supplements simply wouldn't be the same if they were more visually self-restrained.
Heretic is a 62-page staple-bound book with a gatefold cover on which content is also included, such as "Seeds of a Cult," a series of random tables to aid the Game Master in generating a villainous secret society. Everything from the cult's name to its headquarters to enemies can be quickly determined with a handful of rolls, "Unheroic Feats," meanwhile, details thirty-six unusual abilities that a character might acquire when getting better, Mörk Borg's version of leveling up. Examples include Beastly Scholar, which gives a character the ability to scry by means a dead animal's viscera, and Piper, which enables a character to befriend and speak with rats. Most of these feats provide only a small mechanical benefit but all of them are fairly flavorful. Heretic also presents two new classes, the Sacrilegious Songbird, a bard who's made a demonic pact, and the Shedding Vicar, a religious devotee who sheds his flesh to gain power.
"Graves Left Wanting" describes the cemetery of Graven-Tosk and its weird inhabitants. "Bloat" is a much smaller (6-room) dungeon that was once an underground temple dedicated to an obscure goddess of fat and plenty. "Sepulchre of the Swamp Witch" presents the lair of a drug-fueled serpent cult found within the final resting place of an ancient sorceress. None of these are ready-to-run scenarios so much as locales that could serve as the basis for scenarios with some additional context provided by the GM. That's fine by me, since I prefer having a store of raw materials from which to build my own adventures and each of these gives me just that, with "Graves Left Wanting" being the best of the bunch.
"You Are Cursed" is a useful – and fun – collection of random tables for handling the nature and effects of curses upon a character, in addition to the method of lifting it. "The Merchant" offers an example of a cursed individual, Wretched Old Mikhael, an undead seller of peculiar goods. Just what he sells depends on where he is found and the results of rolls on a random table. Mikhael's an intriguing NPC and I can easily see him becoming an important part of a Mörk Borg campaign. "Blackpowder Weapons for the Rich and Foolhardy" are some simple rules for introducing primitive firearms into your game. As this variant's title suggests, such firearms are expensive but using them is not nearly as foolish as I had hoped they'd be. Mostly, they they're loud and slow to reload rather than potentially harmful to their own users, which seems like an opportunity missed to me.
"The Bone Bowyer" is a unique monster, a bogeyman said to slay children and fashion clothing and weapons from their bodies. Though simple in concept, the presentation is well done, complete with a creepy nursery rhyme to accompany it. The "Borg Bitor" is a giant centipede-like monster whose presentation is less compelling. More effective is the "Rotten Nurse," the risen corpse of a nurse executed for aiding and abetting the necrobutcher, Vretul Kanth. The creature is showcased in a short adventure, "Nurse the Rot," that sees the characters pay a visit a ruined chapel.
Also included with Heretic is "The Hexed Gauntlet of Kagel-Secht," which takes the form of a fold-out poster consisting of a series of comic panels that seem to tell a story involving the discovery and use of the titular magic item. Interspersed throughout the comic panels are game stats for monsters, traps, and the Hexed Gauntlet itself. There's also a "word map" of Necrohell Manor; rather than being a graphic map, it employs words, lines, and arrows to show spatial relations. I'm honestly not entirely sure what to make of this last bit of Heretic, which seems more an exercise in idiosyncratic design than a useful piece of game material. Indeed, it's almost a parody of Mörk Borg and its unorthodox approach to both content and (especially) presentation.
Ultimately, Heretic is probably of most use to those who play or intend to play Mörk Borg, though it contains a number of ideas, such as the monsters, NPCs, and locales that could easily be used with other old school fantasy games. That said, the book's style and content are still very much in line with Mörk Borg's garish, irreverent, and occasionally puerile sensibilities, which will certainly limit its appeal to those not already sold on them. I don't mean that as a criticism. One of the things that I appreciate about Mörk Borg is that it's a game that knows what it's about and makes no apologies for that. It's not trying to be a crowd-pleasing lowest common denominator fantasy RPG but instead a brash and quirky take on "doom metal fantasy" and all that entails. If that's up your alley, Heretic is well worth it.
Wednesday, October 5, 2022
9 Months and 18 Days
Tuesday, March 1, 2022
Days of Future Past
At the time of its original release, Twilight: 2000 was set sixteen years in the future. The good folks at GDW, being thoughtful and intelligent men – in addition to being well-read on matters military – did, I think, a pretty job of imagining a limited nuclear conflict scenario between NATO and the Warsaw Pact that was both plausible and, above all, playable, given then-current information. As we now know, the real world rather quickly was at odds with this scenario and, despite the best efforts of GDW to tweak it to take into account the unfolding of history, Twilight: 2000 was soon relegated to realm of alternate history.
Now, like a lot of nerds, I have a great fondness for alternate histories. Yet, for some reason I can't fully explain, I prefer that the points of divergence in my alternate histories be well in the past. Consequently, I had a difficult time continuing to play Twilight: 2000 in the immediate aftermath of the fall of the Berlin Wall and the collapse of the Soviet Union. An alternate World War II? Sure! An alternate conclusion to the Cold War? No – at least not in the 1990s or even early 2000s. Again, I don't pretend this prejudice on my part is any way rational, only that it's one I feel quite strongly, hence my putting Twilight: 2000 on the shelf for several decades.
By the time Free League announced they were producing a new edition, I had already become much more comfortable with the idea of looking on the game as set in an alternate history. As luck would have it, I was already in the midst of re-reading all my old GDW supplements when I heard the news of a new edition, which I took as a sign from the gaming gods that I ought to start up a campaign on its release. And so I did, as I've explained before.
Free League's version of the game uses an alternate history, of course, but it's an alternate history where the point of divergence is in the early 1990s. The coup attempt against Gorbachev in 1991 succeeds and the USSR emerges revitalized and ready to launch the Sino-Soviet War in 1995. I understand why they went this route, but I don't much like it myself, preferring instead the 1984 timeline, which (for obvious reasons) does not include Gorbachev's rise to power at all. Quite simply, I prefer to referee a campaign set in the year 2000 as imagined by people living in 1984 than in one that shares the real world's history up until 1991. Once more, I say: this is not a wholly rational preference on my part but its one that makes it easier for me to run a game set in the aftermath of an alternate history World War III.
This preference has many consequences, as I keep reminding my players. So many aspects of the real 1990s, especially technological ones, do not exist in my Twilight: 2000 campaign. For example, computer technology is not as advanced as in our world. Likewise, the Internet, while it exists as ARPANET, has not had a significant impact on society, due to its limited user base. On the other hand, some experimental technologies from 1984, like the H&K G11 weapons system, entered service in this alternate history and are now more widely used. The same is true for a number of other bits of military hardware that, in our world, were never adopted.
One of the reasons I enjoy alternate histories is the consideration of paths not taken. This campaign has only just begun and the player characters have not yet got very far from their starting point – indeed, only four days have passed in-game – but I can already begin to see the seeds from which further historical divergences might grow. It's my hope, as the months roll on, that the characters will have the chance to influence events not just in southwestern Poland but perhaps farther afield. My dream is that, eventually, those that survive might make it back home to the USA and help rebuild it in the aftermath of the war. For now, I'm enjoying the ride, wherever it goes.
Friday, February 11, 2022
Barrett's Raiders
- Lieutenant Colonel Joseph "JD" Orlowski
- Sergeant Andrew Alexander "Double A" McLeod
- Sergeant Hiram "Dutch" Everts
- Sergeant Tom Cody
- Staff Sergeant John J. "Headshot" Miller
- Sergeant First Class Jess "Cowpoke" Gartmann
- Michael (a civilian intelligence agent who'd been posing as a Pole)
- Dr Vadim Konosev (Russian captured before the Battle of Kalisz)
Monday, June 14, 2021
REVIEW: Symbaroum Starter Set
After more than four decades of playing fantasy RPGs, I don't really need any more. From an objective point of view, I already own more than I'll likely ever be able to play. Even so, it's pretty easy to pique my interest and I'm usually willing to give a new game or setting a try, especially if it's recommended to me by someone whose opinion I respect.
That's how I first came into contact with Free League's Symbaroum. In the Before Time, when it was still possible to get together around a table to roll some dice with people, a local friend offered to run a session of the game. Unfortunately, world events prevented our ever playing another session, but I enjoyed myself enough that I found myself looking into Symbaroum from time to time. I even grabbed a copy of the Core Rulebook, reading it with great interest.
Then, earlier this year, Free League released a boxed Starter Set and that caught my attention. Subtitled "Treasure Hunts in Davokar," the set consists of two 64-page softcover books (one a rulebook, the other an adventure compendium), a set of polyhedral dice, two double-sided maps, and six character sheets (five of them describing pre-generated characters). The box itself is incredibly sturdy, being thick and heavy, as well as deep enough to provide space for additional books or gaming materials. Simply as an artifact, it's quite impressive – all the more so thanks to the brooding, evocative artwork of Martin Grip.
Many fantasy settings include one or more "dark lords" who menace the world, their depredations providing a backdrop for the heroics of the player characters. Symbaroum's setting takes a slightly different approach, occurring two decades after the conclusion of a generations-long war against such a foe. Though victorious, victory came at a price for the Kingdom of Korinthia. The land was devastated by dark magic and the only promise for the future seemed to lay to the north beyond the Titan Mountains, which legend held was the original homeland of the Ambrian people. Korinthia's queen led her subjects on a mass exodus to the edge of the vast Davokar Forest, where she established a new kingdom and, she hoped, a better life.
Davokar is ancient and huge. Within its boundaries are innumerable threats, from barbarian humans to ogres and other monsters. Also found within the dark forest are many ruins associated with the mythical fallen civilization of Symbaroum. As the subtitle of the Starter Set makes clear, the baseline activity of Symbaroum is venturing into Davokar in search of treasure within the ruins of the forest. It's a good starting point for a campaign, part dungeon crawl and part hex crawl, and has a great deal of potential for development over time, thanks in no small part to the large number of factions who also have interests in the ruins of Symbaroum.The one immediate drawback of the Starter Set is that its 64-page rulebook does not include rules for character generation. Instead, there are the aforementioned five pre-generated characters and pointers toward the separate Symbaroum rulebook. While I can understand why this was done, I think it's a mistake, especially when you compare it to older "basic" sets, which were complete, playable – albeit limited – games. From my limited knowledge, this seems a common approach nowadays. It's a reminder, I suppose, that I am old and my tastes and preferences are out of step with the times.
That caveat aside, the rulebook is attractive and its rules clear. Characters have eight attributes whose values range from 5 to 15. Most actions are handled by rolling under the attribute on a d20, with various modifiers being applied based on the level difficulty. Characters also have a profession, of which there are four in the Starter Set (warrior, mystic, hunter, and rogue). Professions provide access to abilities, which are a bit like a bundle of skills and/or talents, like Acrobatics or Loremaster or Tactician, in addition to certain mystical traditions. Abilities have three levels – novice, adept, and master – that represent increasing degrees of knowledge/experience, though only the first two levels are detailed in the Starter Set.
Player characters can come from one of several races, though (again) only a few of them are described here, namely Ambrians (humans), goblins, and ogres. Likewise, there are only two magical traditions (theurgy and wizardry) described here, leaving the Core Rulebook to present the others. Unlike the lack of character generation rules, the more limited information on topics like races or magic did not bother me and indeed even made sense in a Starter Set. The point in such a set is simply to introduce the game and its setting to newcomers, in order to give them a taste of the full experience rather than to overwhelm them with unnecessary options. I wish a similar approach had been applied to character generation, though I can understand why it was not adopted.
It's worth mentioning that Symbaroum's rules are what I've heard called "player facing." That is, the players roll all the dice when it comes to determining what happens to their characters. In combat, for example, players roll both to attack and enemy and to defend against their attack. The Game Master's role is simply to adjudicate the results of these rolls rather than make them himself. If you're used to older RPGs, it's a bit strange and, honestly, I'm not convinced that it adds anything worthwhile, except perhaps to alleviate the GM from having to be the one whose rolls could potentially kill a player character. On that point, it's also worth mentioning that the game's death rules are rather lenient in my opinion. A character whose Toughness is reduced to zero does not immediately die (unlike NPCs or monsters) but is simply dying, leading to a series of escalating rolls to determine when – or if – the character finally shuffle's off this mortal coil. This is probably my least favorite aspect of Symbaroum, but one's mileage may vary.The second 64-page book details the game's setting and provides two introductory adventures, along with information on expeditions into Davokar and the monsters and adversaries to be found therein. Whereas there were several aspects of the rulebook that I did not like, this book is almost universally excellent. First, we get an overview of Thistle Hold, an Ambrian settlement at the very edge of Davokar and a natural launching point for expeditions into the ancient forest. This is followed by rules and guidelines for handling things like movement, supplies, orienteering, and events within Davokar – all straightforward and useful. Symbaroum's monsters are (mostly) new spins on fantasy staples, but the spins are compelling. Elves, for example, are monsters and, therefore, not playable as characters. Long-lived, perhaps immortal, they undergo a variety of physical and mental changes as they age, effectively becoming different creatures at each stage. This is Symbaroum's general approach and it's a very good one in my opinion.
The two introductory scenarios are interesting. The first is quite simple and involves the exploration of ancient catacombs, as well as dealing with elves who take exception to the characters' presence. The second one presents a ruined tower and, more importantly, rival adventurers seeking to explore the same site. I'm a big fan of rival adventurers and am happy to see that Symbaroum includes them in one of its beginning adventures.
All in all, the Symbaroum Starter Set did a fine job of introducing the game's rules and setting in an attractive and accessible way. My complaints about the lack of character generation rules aside, I think it nevertheless provides more than enough material with which to judge whether one would like other products for Symbaroum. For myself, I continue to find the setting fascinating and might take a look of some other of its offerings.
Monday, December 21, 2020
The Mörk Borg Year
Over at their own blog, creators Pelle Nilsson and Johan Nohr offer up a year in review post, looking back at 2020, which, even if it's not been so great on many other fronts, was an excellent one for Mörk Borg. From the looks of things, 2021 is already shaping up to be equally excellent for this weird little game, which pleases me. Here's hoping the new year will bring similar blessings to others as well.
REVIEW: Crypt of the Mellified Mage
Friday, December 11, 2020
Interview: Pelle Nilsson and Johan Nohr
The Swedish old school roleplaying game, Mörk Borg, is dear to my heart. Reading it for the first time this past summer inspired me far more than I had any reason to expect it would, so much so that I sat down and wrote a review of it, resulting in the first new entry on this blog in nearly eight years. In a very real sense, Mörk Borg is responsible for the resurrection of Grognardia and for that I'll always be grateful. Consequently, I sought out its creators, Pelle Nilsson and Johan Nohr, for an interview as another way to help spread the word about this remarkable game. They kindly agreed and the results of our conversation follow.
1. How did you first become involved in the hobby of roleplaying?
Johan: I must have been 10 or 11 when the nerdiest of my friends—the guy with Warhammer minis and posters at home—showed me his big brother’s copy of Mutant (the Swedish post-apocalyptic RPG that would later evolve into Mutant Chronicles and Mutant: Year Zero). We really had no idea how to play it but the game had cool illustrations of anthropomorphic rabbits with hockey sticks, scythes and machine guns and that was enough to get our imagination going. Since then I played, wrote and designed for mostly Swedish games up until maybe ten years ago when I was first introduced to D&D and the OSR. I was hooked! Obviously not for nostalgic reasons but for the scene’s compatibility, the hackability and modularity where you didn’t have to limit yourself to one particular game or system. That kind of DIY mindset that thrived on Google+ and the blogs back then really resonated with me I think.
Pelle: It was back in the mid 80s, and I was about 10 years old. The first games I ran into was Swedish games. For example the first version of Mutant (based on Gamma World with a Scandinavian setting) and a game called Drakar & Demoner (based on Chaosium's Basic Role-Playing). We used the rules a little bit but mostly made playing characters, drew maps and played some short adventures, often starting at some inn with an old man with a beard asking the players to get rid of an evil necromancer in a tower. Already then I started to make my first games and made huge labyrinths with many rooms and several floors. After a long break from role-playing games the OSR movement felt natural to approach together with some modern versions of my old favourites, like Mutant: Year Zero etc.
2. Since most of my readers are English speakers, they're likely unfamiliar with the world of Swedish roleplaying games. How would you compare the Swedish and English language scenes? What are the similarities and differences between them, particularly when it comes to subject matter?
Johan: The Swedish RPG scene is on fire, in a good way I mean. The community is small, everyone knows everyone, but the quality of the stuff that’s being produced is really high and the atmosphere is positive (mostly), constructive (I mean...) and supportive (…it’s still people on the Internet, so...). Since the hobby was so strong even back in the 80s, those games and designers have left a huge mark and a lot of designers today will probably be inspired by those old Swedish games in one way or another. Traditionally there’s been a lot of fantasy games but lately, it seems like there’s some sort of a horror game boom going on.
Pelle: Like Johan says, for me it's also a very special feeling to be in the same webcasts as some of the olden goldies writers from the 80s, to somehow close the circle and meet up with your childhood heroes.
3. What was the origin of Mörk Borg? What inspired you to create the game?
Pelle: Rules-wise, I was inspired by the old books from 1974 and its clones from recent years. I wanted to create an even more rules light game, a portable game you can bring to the pub or cabin, possible to start playing in like 15 minutes. So I cut off all (what I found) unnecessary details and add a grim setting to all this. The femur weapon was one of the first things in the text! I was very inspired by zines and wanted to do something new and completely out of the box kind of thing and asked Johan if he would like to do this with my text. Since we have made one book together before MÖRK BORG (Barkhäxan, Nordic wood-horror in a modern setting (2018)) , and collaborated very well together, I was happy when he agreed.
Johan: To me, is just as much an art project and an experiment as it is a game, and when we made the core book we basically wanted to see what would happen if we broke a lot of rules and challenged a lot of norms when it comes to book design. We had no idea if it would work or not, but we wanted to get people’s minds going and wanted to show that you can go a completely different way than we usually do. It’s still a fully playable game, mind you, but the art aspect is important. And we plan to keep trying things out and experimenting, challenging ourselves and not get too comfortable. We want to explore new ideas and concepts and see what will happen. It might or might not work, time will tell.
4. Is there anything you wanted to do with the rule book, in terms of art, layout, or content, that you weren't able to do? Did you have any ideas that were so "out there" that they didn't make the final cut?
Johan: Good question. I think it was actually the other way around--when we first began brainstorming with the printing house they showed us a portfolio, a list of options and some of the things they could do I had never thought of. Like, I didn’t know you could print on the bookmark ribbon and glow-in-the-dark ink was nowhere near as expensive or complicated to get as I had first imagined. But yeah, there’s actually one thing that we wanted to do but couldn’t because of the kind of paper we chose, but you’ll see that eventually in a different product...
5. Were you surprised by the positive response that Mörk Borg has received?
Johan: Somehow it feels kind of cheesy to say it, but it’s 100% true that this incredible response and engagement has blown us away. We never expected anything like it, I mean the initial idea was to make the game a small print-on-demand zine only in Swedish. We would have sold maybe 100 copies (and I must admit I was very pessimistic about our chances when we made the Kickstarter). But instead we sold out of stock pretty much the day we released the book. We never had any ambitions or plans for getting big or popular, and I still get genuinely excited when I see someone posting about playing the game or making stuff for it. The community that has gathered around the game is -by far- the greatest reward for the hard work.
Pelle: I haven´t got much to add here! Agree with Johan 100 %. Very thankful and surprised.
6. I know that Johan worked with Free League before on the Symbaroum core rulebook. Was it because of this connection that the company became involved in publishing Mörk Borg?
Johan: Correct. I was part of a company called Järnringen who made Symbaroum and that later merged with Free League Publishing. Since before this merger I had been doing some freelance work for Free League (Mutant: Year Zero, Forbidden Lands, etc) and we knew each other quite well. So they were our first choice and the only publisher we reached out to when we got the idea of getting MÖRK BORG properly published. And it’s been a really good collaboration ever since. So far they haven’t turned down a single idea we’ve had so either we’ve got good ideas or they’re not reading our emails haha.
7. Could you talk a little about the Mörk Borg Cult? That's your name for the fan-written content program, which has already produced lots of terrific material, some of which has been collected in Feretory. Was MBC something you intended from the very beginning or did the idea for it evolve over time?
Johan: So the story behind the Cult is kinda funny and a good example of how creative the community is and how quickly people took on the game. A while after the Kickstarter campaign closed we created the MÖRK BORG discord server and invited people to talk to us and brainstorm as we were finalizing the book. We’d ask the members for help with naming monsters, post music links and generally just hanging out. And not long after the first couple of books were shipped to backers you’d see community made content pop up in the chat. The first complete module was Svante Landgraf’s rules and tables for overland travel, which eventually found its way into Feretory, and that thing inspired us to create the Cult. So the Cult and the first modules were released before all backers got their books and by the time the game was properly released in stores, there were already two classes and two modules (hunting/bestiary and travel rules) available for free on our site. Around this time we also managed to get the random character generator Scvmbirther ready, which was initiated and developed by Karl Druid who is another frequent, high-quality contributor to the community.
8. Do you have any clear future plans for Mörk Borg? That is, what sorts of new material might we expect for the game?
Pelle: We have some things that are clearly planned, and it looks like all those projects will take the whole next year to fulfill. We have something coming up very early next year. This is still kind of a secret I'm afraid, so you´ll have to wait and see.
Johan: We simply can’t stop making new stuff for the game and so you can absolutely expect more to come. We have only just begun.
9. Beyond Mörk Borg, do either of you have other RPG projects you're working on and that you'd like to share with my readers?
Pelle: The MÖRK BORG thing is just a hobby, I have a full time job and small or semi-small kids … for me personally there is no time for other things then very small projects. I tend to like one-page RPGs only to relax and zoom out a bit from the big BORG thing.
Johan: I’m in a very similar situation. This is a big side gig and the only real limitation is time. I try to squeeze in the occasional freelance project, but the calendar slots are quickly filling up. I’m currently working on a really interesting project that I believe will interest a few OSR people but I don’t think I’m allowed to spill any kind of beans yet so I’ll just shut up now.