Besides playing 6 games a month, studying, in a relationship one reason ive not been writing much is I have been collecting the current edition of Pendragon RPG and reading it, as well as all my older editions.
Why play Pendragon?
Im not really into the idea that games are art because the art world is full of rarefied bullshit and faux intellectualism and bad philosophy. I'm quite happy not overintellectualising my games or subscribing to shitty forge theory or other pseudo-academic-appearing notions.
But I think Pendragon in my mind, is and was closer to a work of art than other games. Firstly, drawing from the literary sources that I enjoy (without the weird nationalism) it gains a weight of literary references. I have also enjoyed lots of the tone of the art in various versions which is not really like fantasy game art. With the rise of story games, I'm amazed Pendragon was not cited more often because this and the Prince Valiant game were pioneers in this field. I still get people say it is too complex but it's not compared to D&D or RQ/BRP games.
This game has ideas that will benefit any campaign. It pioneered the yearly game turn or winter phase where its too snowy to adventure, and you do stuff like get married, work on your estate, train and more. You also roll to see if your partner or children or horses survive. You do maybe an adventure a year or try to play a year of time per game.
For most D&D these ideas fit into high-level domain play well. For long-term sandbox games, these domain ideas can ad an extra layer to play. In my RQ games, we used lots of these as you need something to do with your money. Romance and family can make adventure hooks, and long downtime is good for training in a skill-based game.
Having a campaign game last years or decades is a great experience and feels more weighty. Probably since the 80s, Pendragon has influenced all my games. Beyond the campaign, the adventures feature moral and character-trait tests that are wildly different from physical challenges. Even in my Greek-themed games, tests of mercy, charity, and thoughtfulness might appear in your path as tests from the gods. Many challenges in Pendragon are moral threats that can change your knight character. These sorts of encounters can push more roleplaying and make being a murder hobo harder. Making up for your hasty mistakes can also be a challenge.
To play the full 70-year campaign, your knights need heirs to carry on their name, and luck might make this harder. You can just play one-off adventures, solo play or play famous knights, perhaps. I like starting as squires and getting to know the feudal system and estates bit by bit and growing to knighthood with your own estate. Religious test ideas could be used in lots of games too. Not every fight is necessary or wise. Encounters can be more important than they seem, testing your worthiness and not just combat.
Basics
Pendragon is a simplified BRP system with d20 rolls where combat can be quite lethal if fighting an equal. Bandits tend to flee quickly after a few are killed by mounted knights. Knights have various personality traits not just listed but with scores that are rolled during tests in play. Your knight is suspicious often, this trait might increase and they might fail to trust someone at some point. Your knight is seduced by your host's wife? Maybe they give in and it causes lots of trouble. The system tends to create plenty of non-combat drama and problem-solving is quite different when you consider your social standing and honour. Your character doing things you dont want to is kind of refreshing vs games where you never surrender or consider consequences much. Grudges with other knights is a serious problem so your interactions with NPCs are more nuanced.
Injuries can take months to heal so another reason to adventure yearly.
Current Edition
The current edition is a beautiful product line with nice paper and art. It is a bit more wordy. I feel the 1990 edition and companion do most of what the core books now do with less space.
The box set is lovely with solo play and the start of a campagn to last multiple sessions. It has stunning gatefold character sheets to start and a solo adventure you could run with several players and get to meet Merlin and Arthur. All the basic game systems are detailed enough to get started. There are also cards for mass combat not in the other books, and they feel pretty essential. The campaign cements your relations with many characters and gives you various missions of diplomacy, enchanted woods and important support for the king's battles. It's one of the better box sets ever.
Feast cards are available online. I'm not sure if more battle cards are too - id hope you get other ones for later play. Chaosium is quite good for extra online material.
The Game Masters Screen Pack I feel, is essential to go forward or even start. Besides a nice screen, it has a map and two books. One is a kingdom gazetteer and another is for family backgrounds and marriage, essential for long campaigns. World info here is pretty essential to make your own adventures and incorporate players' families into the setting. In older editions, this stuff was in core character generation. Most of this stuff I keep in the box set.
The Core Rulebook sets up the feel and style of the setting, briefly outlines the chronology, types of knights, more detail on game mechanics and their use, more examples, other maps, travel, more detailed character creation, glory, passions, being melancholy, skills, honour, glory and other game concepts in more detail. With high scores in your personality traits, you can qualify for specific benefits and titles. Mass combat is a bigger feature than most games and I like this system and look forward to trying. Lots of detail on horses, arms and armour. The coat of arms generator is fun. Basically expands the box set rules and for more flexible character creation and advancement.
Gamemasters Handbook talks more about the setting, running campagn time, feasts, hunting, seduction, tournaments, jousts, diplomacy, religious options, holy sites, magic, miracles, faeries, fiends, more battle details, npc stats like famous knights you might meet or play, foes, bestiary and scenarios.
You could just get the box set and play
You could just get the GM and core book to play
The Screen pack would help with either of the above
Starting with the box then getting other stuff would be best
I have Nobles book on the way
The old Pendragon Campagn book with 70 years of play is being updated with multiple volumes
The Sauvage King is a great adventure where for various reasons, you enter the haunted wood and resolve its curses. It could be revisited and is a great bit of adventure sandbox design. Id prefer to run this when characters start having babies to use the challenging hook. With work, you could use this for other games.
The Grey Knight is much improved over the older versions and is a good campagn of various challenges to help Gawain and save the kings honour vs an evil plot. Its a fetch quest into the cursed wasteland and probably better to run before Sauvage King. Basically a fetchquest but with lots of twists and turns and moral tests. This adventure a bit more linear but has many choices that will test your knights and have consequences. I don't think it would work as well for other games for adaptation.
I had a few sessions as squires and would like to try a long holiday game some time. I highly recommend it to try and learn from for ideas in other fantasy games. I think it works better with more of the books for a longer campaign but a box set for taste is a good start. If you see the 1990 edition and campagn they do most of what the gm pack, box set and two hardback rules tomes do. I felt more comfortable running it with all the above books and the older edition gear still is useful. Any other Arthurian game seems shallow compared to this.
Why play Pendragon?
Im not really into the idea that games are art because the art world is full of rarefied bullshit and faux intellectualism and bad philosophy. I'm quite happy not overintellectualising my games or subscribing to shitty forge theory or other pseudo-academic-appearing notions.
But I think Pendragon in my mind, is and was closer to a work of art than other games. Firstly, drawing from the literary sources that I enjoy (without the weird nationalism) it gains a weight of literary references. I have also enjoyed lots of the tone of the art in various versions which is not really like fantasy game art. With the rise of story games, I'm amazed Pendragon was not cited more often because this and the Prince Valiant game were pioneers in this field. I still get people say it is too complex but it's not compared to D&D or RQ/BRP games.
This game has ideas that will benefit any campaign. It pioneered the yearly game turn or winter phase where its too snowy to adventure, and you do stuff like get married, work on your estate, train and more. You also roll to see if your partner or children or horses survive. You do maybe an adventure a year or try to play a year of time per game.
For most D&D these ideas fit into high-level domain play well. For long-term sandbox games, these domain ideas can ad an extra layer to play. In my RQ games, we used lots of these as you need something to do with your money. Romance and family can make adventure hooks, and long downtime is good for training in a skill-based game.
Having a campaign game last years or decades is a great experience and feels more weighty. Probably since the 80s, Pendragon has influenced all my games. Beyond the campaign, the adventures feature moral and character-trait tests that are wildly different from physical challenges. Even in my Greek-themed games, tests of mercy, charity, and thoughtfulness might appear in your path as tests from the gods. Many challenges in Pendragon are moral threats that can change your knight character. These sorts of encounters can push more roleplaying and make being a murder hobo harder. Making up for your hasty mistakes can also be a challenge.
To play the full 70-year campaign, your knights need heirs to carry on their name, and luck might make this harder. You can just play one-off adventures, solo play or play famous knights, perhaps. I like starting as squires and getting to know the feudal system and estates bit by bit and growing to knighthood with your own estate. Religious test ideas could be used in lots of games too. Not every fight is necessary or wise. Encounters can be more important than they seem, testing your worthiness and not just combat.
Basics
Pendragon is a simplified BRP system with d20 rolls where combat can be quite lethal if fighting an equal. Bandits tend to flee quickly after a few are killed by mounted knights. Knights have various personality traits not just listed but with scores that are rolled during tests in play. Your knight is suspicious often, this trait might increase and they might fail to trust someone at some point. Your knight is seduced by your host's wife? Maybe they give in and it causes lots of trouble. The system tends to create plenty of non-combat drama and problem-solving is quite different when you consider your social standing and honour. Your character doing things you dont want to is kind of refreshing vs games where you never surrender or consider consequences much. Grudges with other knights is a serious problem so your interactions with NPCs are more nuanced.
Injuries can take months to heal so another reason to adventure yearly.
Current Edition
The current edition is a beautiful product line with nice paper and art. It is a bit more wordy. I feel the 1990 edition and companion do most of what the core books now do with less space.
The box set is lovely with solo play and the start of a campagn to last multiple sessions. It has stunning gatefold character sheets to start and a solo adventure you could run with several players and get to meet Merlin and Arthur. All the basic game systems are detailed enough to get started. There are also cards for mass combat not in the other books, and they feel pretty essential. The campaign cements your relations with many characters and gives you various missions of diplomacy, enchanted woods and important support for the king's battles. It's one of the better box sets ever.
Feast cards are available online. I'm not sure if more battle cards are too - id hope you get other ones for later play. Chaosium is quite good for extra online material.
The Game Masters Screen Pack I feel, is essential to go forward or even start. Besides a nice screen, it has a map and two books. One is a kingdom gazetteer and another is for family backgrounds and marriage, essential for long campaigns. World info here is pretty essential to make your own adventures and incorporate players' families into the setting. In older editions, this stuff was in core character generation. Most of this stuff I keep in the box set.
The Core Rulebook sets up the feel and style of the setting, briefly outlines the chronology, types of knights, more detail on game mechanics and their use, more examples, other maps, travel, more detailed character creation, glory, passions, being melancholy, skills, honour, glory and other game concepts in more detail. With high scores in your personality traits, you can qualify for specific benefits and titles. Mass combat is a bigger feature than most games and I like this system and look forward to trying. Lots of detail on horses, arms and armour. The coat of arms generator is fun. Basically expands the box set rules and for more flexible character creation and advancement.
Gamemasters Handbook talks more about the setting, running campagn time, feasts, hunting, seduction, tournaments, jousts, diplomacy, religious options, holy sites, magic, miracles, faeries, fiends, more battle details, npc stats like famous knights you might meet or play, foes, bestiary and scenarios.
You could just get the box set and play
You could just get the GM and core book to play
The Screen pack would help with either of the above
Starting with the box then getting other stuff would be best
I have Nobles book on the way
The old Pendragon Campagn book with 70 years of play is being updated with multiple volumes
The Sauvage King is a great adventure where for various reasons, you enter the haunted wood and resolve its curses. It could be revisited and is a great bit of adventure sandbox design. Id prefer to run this when characters start having babies to use the challenging hook. With work, you could use this for other games.
The Grey Knight is much improved over the older versions and is a good campagn of various challenges to help Gawain and save the kings honour vs an evil plot. Its a fetch quest into the cursed wasteland and probably better to run before Sauvage King. Basically a fetchquest but with lots of twists and turns and moral tests. This adventure a bit more linear but has many choices that will test your knights and have consequences. I don't think it would work as well for other games for adaptation.
I had a few sessions as squires and would like to try a long holiday game some time. I highly recommend it to try and learn from for ideas in other fantasy games. I think it works better with more of the books for a longer campaign but a box set for taste is a good start. If you see the 1990 edition and campagn they do most of what the gm pack, box set and two hardback rules tomes do. I felt more comfortable running it with all the above books and the older edition gear still is useful. Any other Arthurian game seems shallow compared to this.











