Dragon magazine 175 Pendragon article

In January 1994’s UK Dragon magazine there is a Pendragon article which forms part of their regular ‘Dragon Project’ series of scenarios featuring dragons as NPCs. The one in issue 175 was written by Sandy Peterson (of call of Cthulhu fame) and I include here photographs of the article from my copy of the magazine that I found out of storage. Enjoy!

reddit.com
u/HauntedPotPlant — 8 days ago

Is this a complicated game?

I’ve not been able to play this game yet but I own all the books (it’s a sickness). What I can see by reading the rules is that it’s quite a complex game in some ways: interlocking systems, multiple dice interpretations, asymmetric combat systems between players and monsters. Does it run smoothly when it gets to the table or do people house rule much? Thanks.

EDIT: it’s obvious I’m on roughly on the right track asking if the game is complex. Some have answered yes and explained why. Many have compared it to 5e saying that game is more complex. Complexity is relative and subjective and those who say it isn’t complex seem to do so in comparison to other systems. I look forward to giving it a go. Thanks again.

reddit.com
u/HauntedPotPlant — 12 days ago

How do you run your Pendragon?

I’d like to know how much of a completist rules-wise you are in your KAP games. The core tenet of Your Pendragon Will Vary apples not only setting but to rules.

From my actual play experience having GMd the GPC and played in several other scenarios, my chosen core rule emphasis is much more character focussed than the mechanisms of the economy or battle. In summary:

Traits and passions: fundamental and played to the full for the best character-led game possible.

Economy: very light touch.

Combat: as written but perhaps slightly less deadly. Track horses closely and really feel their loss. Weapon breakage important.

Battle: much reduced system as I find it grinds a bit. Lance charge followed by individual combats.

Court/marriage/family history : crucial to atmosphere but only relevant when required by the unfolding story. Court only sessions can be huge fun ‘bottle episodes’ - lots of trait roll usage. Children become squires which become PKs down the years.

Winter: as written except for the economy stuff.

Magic: only ever a gm tool, mysterious and rarely described mechanically.

What else? GPC Saxon anarchy phase can go boxcars crazy and is really fun to see how the PKs can develop the world.

So are you a purist or more selective?

reddit.com
u/HauntedPotPlant — 2 months ago