Am I reading the Pendragon 6e Core Rulebook wrong?

Has anyone else found the Pendragon 6e Core Rulebook surprisingly difficult to read?

I'm not talking about the writing quality or the setting, those are fantastic. The production value is also excellent. My issue is that I'm finding it hard to learn the game from the book.

The rules often feel scattered across different chapters, and I keep finding myself flipping back and forth to piece together how a mechanic actually works. It sometimes feels like the book is organized more around presenting the world than teaching the system.

From what I've read and heard, Pendragon itself isn't a particularly complex RPG. In fact, most people say the rules are fairly elegant once you start playing. That's what makes this surprising to me, I feel like the presentation is making the game seem more complicated than it actually is.

Is this just me, or did others have the same experience? If it did eventually click for you, was there a particular reading order, cheat sheet, or resource that helped?

reddit.com
u/taboneIO — 10 days ago

What's your approach to balancing a game economy?

I'm working on a game where players build industries that consume resources and produce other resources. Buildings can also have upgrades/modifiers that affect production.

​

One thing I'm struggling with is balancing the economy.

​

For example, how do you decide:

​

\- How much a building should cost?

​

\- How much profit it should generate?

​

\- How powerful upgrades should be?

​

\- How to stop one strategy from becoming the obvious best choice?

​

At the moment I'm mostly guessing numbers and tweaking them as I go, but it feels like there should be a better way.

​

How do you usually approach balancing an economy in games like factory builders, tycoons, or management sims?

​

Do you use spreadsheets, formulas, simulations, or just a lot of playtesting?

​

Any advice would be appreciated

reddit.com
u/taboneIO — 26 days ago

What's your approach to balancing a game economy?

I'm working on a game where players build industries that consume resources and produce other resources. Buildings can also have upgrades/modifiers that affect production.

One thing I'm struggling with is balancing the economy.

For example, how do you decide:

- How much a building should cost?

- How much profit it should generate?

- How powerful upgrades should be?

- How to stop one strategy from becoming the obvious best choice?

At the moment I'm mostly guessing numbers and tweaking them as I go, but it feels like there should be a better way.

How do you usually approach balancing an economy in games like factory builders, tycoons, or management sims?

Do you use spreadsheets, formulas, simulations, or just a lot of playtesting?

Any advice would be appreciated

reddit.com
u/taboneIO — 26 days ago

Hey everyone,

I’m interested in playing Koriko, but I don’t have tarot cards or 21 dice.

Has anyone come up with alternative ways to play, like using a standard deck of cards, a dice app, or some kind of simplified system?

I’m especially interested in methods that still preserve the feel of the game rather than just random number generation.

Curious what others have tried. Thanks!

reddit.com
u/taboneIO — 2 months ago

Hey,

I’m planning to run Mörk Borg in a strictly medieval, no-fantasy setting i.e. no magic, no monsters, just a grounded world.

Has anyone tried something similar? I’m mainly wondering how it holds up when you remove the fantasy elements entirely, and whether it still feels fun or if it loses too much of what makes it work.

Did you need to adjust anything mechanically, or did you just reskin things?

Curious how it went for you.

Thank you

reddit.com
u/taboneIO — 2 months ago