Editing
Pendragon
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
{{Game Infobox |name = King Arthur Pendragon RPG |picture = [[Image:Pendragon_RPG_5p2_Cover.png|200px]] |type = [[RPG]] |publisher = [[Chaosium]] |authors = [[Greg Stafford]] |year = 1985 1st Edition<br>2016 5.2 Edition (current) |books = Core Rulebook<br>The Great Pendragon Campaign<br>Book of Feasts<br>Books of Sires<br>Book of Knights & Ladies<br>Book of Armies<br>Book of the Manor<br>Book of Uther<br>Book of the Entourage<br>Book of Battle<br>Book of the Warlord<br>Book of the Estate }} King Arthur Pendragon is an RPG in which players take the role of [[knight|knights]] taking part in quests, tournaments and pining after courtiers in, well, King Arthur's England. Written by Greg Stafford and published by [[Chaosium]], it has gone through a number of editions (notable skipping a second edition since Stafford wasn't overly fond of what he was seeing so he scrapped it and went straight to a third edition). It has passed through the hands of a couple different companies, first Green Knight Publishing then [[White Wolf]] then to Nocturnal Media. Chaosium, though, got it back in 2018 and got Stafford back just before he died to make the 5.2 edition. After it was published in 1985, Pendragon won several industry awards, and reviewers highly recommended it; in following years, it was included in numerous "Best of" industry lists. Pendragon has been lauded by pretty much everyone and has gotten as many awards as one of those Communist Russian generals have medals pinned to their chest (namely, '''A LOT'''). It's often considered one of the best RPGs out there but with a major caveat - the system is built to help [[Railroading|facilitate a retelling of the Arthurian legends]] so a lot of things cannot be changed by the characters. Arthur will always become king, Guinevere will always fall in love with Lancelot, Galahad will always find the Holy Grail, and the [[That Guy|Saxons will always be assholes]]. It should also be noted that Chaosium is now working on a 6th edition of the game but only a little bit is known about it so far, such as how much of 5.2 will be compatible with it and whether they will be reworking the estate/manor rules again. ==Rules== The characters will have a large number of statistics, the core of which being their personality traits which are a set of thirteen opposing traits for things like Modest/Proud and Temperate/Indulgent. Each pair of traits will have 20 points allocated between them, almost all of them being determined by your character's culture and faith. Then you have passions, things that drive your character such as "love for king," "love for family" and "seriously, fuck those Saxons. Next one I see I'll bash their fucking face in, I swear on me mum I will!" You also have skills which range from the typical fighting skills like swordsmanship to more niche things like playing the lyre. Non-fighting skills are actually important for not running your estate into the ground and attracting a wife and having a happy marriage, the latter of which is important for reasons we'll get to in a minute. You also can have magic if you have the right supplements and you can alter your culture and faith as well so you could be from Aquitaine (Southern France), Byzantine (Eastern Roman Empire successor state based modern in Greece and Turkey) and Zazamanc (basically North African Berber). There are also rules for playing a Lady of the Court (if you're not keen on playing a knight or you don't have a male heir, again, more on that in a moment) or even having faerie blood in you (which is not as fun as it sounds since fucking church bells can really screw with your character). Each game session covers one in-game year (though sometimes you may need to do two sessions to cover that one year if you're on a particularly harrowing quest but need to stop for the night or something). The total number of sessions before the campaign is complete is about 90-100 sessions, so typically well over one year of IRL gaming. At the end of each session is the Winter Phase where your characters wine and dine with other knights and nobles, set up alliances and agreements, tend to your holdings, get married and have kids. Because of the length of time it's expected for the game to go (right about 82 years), you're supposed to build a line of heirs to pick up and carry on the family legacy. It's fully possible to play a pagan knight under King Uther who dies, his Catholic son then taking up the family arms to try and carve out their own petty demesne before bending the knee to King Arthur, his daughter then going off to Camelot to rub shoulders with the ladies-in-waiting at court only to fall in love and marry a faerie knight and have her son become a Knight of the Round Table who goes questing with Galahad for the Holy Grail only to later see King Arthur ushered off to Avalon. That's just one path, but all sorts of crazy shit can crop that can make all that change. The whole system is also based on a simple [[Roll under|roll-under]] mechanic for any of your traits and usually opposed rolls for your skills. It's not hard though the character sheet and rulebook could do more to make things look a little easier, especially when it comes to contested rolls or special maneuvers. If you donβt like your chances, you can call on one of your passions and make a roll testing on said passion. You get a nifty bonus if you succeed, a hefty bonus if you [[Critical|crit]] (doubled effective skill!), and a slight penalty if you fail. This is why having strong passions is almost always worth it, even if they sometimes drive you to do unwise things. Another nice quirk of a system for the roll-under mechanic is that you not only want to roll under your skill/passion, but also get as close to the number listed as possible (preferably even rolling the number listed) and doing so is the way they do criticals. This means that as you gain glory and go through the numerous winter phases and your skills and passions increase and decrease, so to does your critical roll number. You can theoretically get a scale over 20, meaning you will automatically succeed on all non-contested rolls and instead rule to see if you crit, with the skill-20 being the new crit range; this is, to put it mildly, extremely difficult and luck based for player characters, but beware of the NPCs that have 40s. Magic(only in the fourth edition it had actual mechanics) was... Problematic, to say the least. Evocative, faithful to the source, perfect for the setting... But that was the problem. Why? Because, to cast a spell without problems, you had to prepare for *weeks*. And the spell was cast at the end of those weeks. The "common" casting method involved, instead, an average ritual of two hours, followed by the spell, after which you had to sleep for weeks or suffer accelerated aging. So, do you see? Magic was too perfect for the setting, running the risk of turning the PC magician into almost a NPC that went in and out of the game. Concerning spells themselves, they involved average, "mythical" effects, like enhanced healing, foretelling, illusions and conjurations. Still, awesome for the setting, giving magicians an interesting style, that prevented them from turning into living artillery. Luckily(or not), in every other edition they decided to give magic only to the DM, turning it completely into a plot device to use sparingly. ==Character Creation Guide== In order to make things less overwhelming, here's a basic guide to character creation. This assumes 5.2 Edition, and hopefully some updates will be made for 6th when it comes out. '''Culture''' The main cultures are Cymric (Most of Britain), Irish (Ireland), Roman (Cities), Picts (Jagent and the North), Saxons (Surrey, Bennoc, and the Saxon Lands), and Aquitainian (Aquitaine). If you don't know what to play or just want the standard, play a Cymric knight. Irish are Cymric without Spear Expertise, Picts tend have interesting backstories and habits but are screwed over by dogshit Attributes, Romans are good healers and talkers, Aquitainians are every Frenchman stereotype in one, and Saxons are budget Vikings who about half of Logres gets to hate. In short, play Cymric. Continental Cultures are interesting, but playing one is the equivalent of playing a Drow in D&D. That being said, try playing an Occitanian sometime. You literally get liking wine as your special ability. Speaking of, a prime benefit of playing a non-Cymric culture is getting a special Racial skill, which effectively replaces several of your existing skills. For example, the Roman Law skill can be used in place of almost all non-romantic social checks, while Saxons can use one skill for all their big, two-handed barbarian weapons. '''Homeland''' There are way too many homelands, so I'm just going to include broad categories. Logres: The main kingdom, run by King Uther at the game start. It's a cool place, at least until (spoilers for a centuries old story) he dies. Cornwall: The only place where you can start as Pict at game start. It's pretty cool, and also has some pagans. Brittany is also later included. Cambria: Modern Wales (and notably a place where you can actually meet people who speak the language the Cymric people are speaking in modern times), it's actually pretty lit up here. Notable for some tribal Cymric. Cumbria: Wanna get raided by the Picts? Start here. The North: The North is only available later, but it's actually pretty cool. Lothian is basically the modern Scottish Lowlands, with the Picts living in the Highlands. Other Places: There's some other places in Mainland Europe, as well as "Zazamanc Land" and "Hunland". Traits and Passions: This is pretty freeform. Be sure to bump up what you want, and remember that you get annual Glory bonuses for traits and passions of 16 or higher, which is really good. Getting your religion bonus is nice but not necessarily a must-have if it conflicts with your character concept; remember that high traits and passions are also means for you to lose control of yourself. Attributes: The Attributes are Strength, Size, Constitution, Appearance, and Dexterity. Appearance's usefulness strongly depends on whether or not your GM will ever have you roll it. Dexterity is useful for moving fast and not falling down like an idiot. Constitution is useful for not dying. Size is good for derived statistics, and while it is almost never actually rolled it's the static defense for not being unhorsed and/or knocked the fuck down during a fight, both brutal disadvantages. Lastly, Strength is the most useful in general. If I were you, I'd invest in Size and Strength, but that's just me. Skills: Here's a list of some skills that will come in handy. Flirting/Romance: This is how you're going to get a wife. Remember that having babies is an important part of the game. Hunting: Remember that this is the main pastime of knights. First Aid: This keeps you from dying, so you should learn it. Battle: This is how you're going to win mass battles. Go for this one. Horsemanship: The skill of not falling off a horse and dying. Lance: This is generally better than spear, because lance charges will kill almost anything if you can hit it right. Later editions combined them for this reason. Racial Skills: Most of these are pretty useful. Of all of them, the Saxon Two-Handed Weapons, the Cymric Spear Expertise, and the Zazamanc Medicine are the most useful. Others are a little more situational, although Roman Law and Dane Seamanship can be godly for some games. ==Gallery== <gallery> File:Pendragon_Player_Map.png|The main player's map for 5.2e </gallery> [[Category:Roleplaying]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Template used on this page:
Template:Game Infobox
(
edit
)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information