King Arthur Pendragon: Chivalric Roleplaying in Arthur’s Britain was first published as a boxed set in 1985. It featured concepts that weren’t common to RPGs of its era, including extensive rules measuring a character’s personality traits and goals, and a focus on generational play, as characters age, raise a family, and then begin adventuring with the children of their old player characters.
This approach is meant to promote the long view of Arthur’s legend, from Arthur’s coronation to the end of Camelot and the issuing of Arthur into Avalon. The exact years have varied in different editions, but in general, this is going to feature the progression of years from 510 to 566, providing over fifty years for heirs to come into their own and form their own families.
The game was a mainstay of Chaosium until 1998, when it moved to Green Knight games until 2004. It then moved to White Wolf until 2009, then to Nocturnal Media until 2018, and came home to Chaosium. I’ve already looked at the Pendragon 6th Edition Starter Set here on Gnome Stew, but now, I have a copy of the Pendragon: Core Rulebook for Pendragon 6th Edition.
Disclaimer
I received the Pendragon Starter Set, the Pendragon Core Rulebook, and The Grey Knight adventure as review copies from Chaosium. I have not had the opportunity to run the game, but I have spent some time with solo scenarios to get a very broad idea of gameplay.
Pendragon Core Rulebook
Author: Greg Stafford
Creative Director: Jeff Richard
Pendragon Line Editor: David Larkins
Development: Veli-Matti Pelkonen & David Zeeman
Design & Layout: Simeon Cogswell
Copyediting & Proofreading: Roberto Mandrioli, Keith Mageau
Licensing: Daria Pilarczyk
Cover Artist: Mark Smylie
Interior Artists: Andrey Fetisov, Eric Hotz, Jaime Garcia Mendoza, Josep Perez, Eleonor Piteira, Agathe Pitie, Dimitar Stoyanov, John Sumrow, Wicked Dual LLC
Cartography: Matt Ryan
Heraldic Artist: Katrin Dirim Border Designs, Marginalia, & Graphic Elements: Simeon Cogswell, Kalin Kadiev, Ash Stellmach
Input to this Edition: Ellie Akers, Cedric Alesandre, Jeff Erwin, Scott Hall, Matthijs Krijger, Sven Lugar, Kurt Over, Robert G. Schroeder, Nick Tolimieri, Gintaras Valiulis, Malcolm Wolter
Original Material by: David Larkins and Roderick Robertson (Battles), Gintaras Valiulis, David Zeeman, and David Larkins (Brawling), Ellie Akers (Horses), Malcolm Wolter (Creating Heraldry), Matthijs Krijger (Blessed Birth, Favors, Becoming Mad), Robert G. Schroeder (Being Knighted), Veli-Matti Pelkonen (Creating Heraldry, Childbirth and Survival, Personal Events, Valuing Favors, Infirmity)
Contributors to Earlier Editions: Frederick Blayo, Bill Bridges, Heather N. Bryden, William Dunn, D. Hudson Frew, Sharon Grant, Darren Hill, Doyle Wayne Ramos-Tavener, Sam Shirley, Peter Tamlyn, T. Michelle Trout, Anne Vetillard
Playtesters for this Edition: Aaron Gorfein, Adam Hubbard, Alex Drusts, Alexander Bjursell, Alexander Marcus, Alisha Hammer, Anne Valentino, Brian Hammer, Cedric Alexandre, Craig Kellner, David Schimpff, David Zeeman, Desiree Valdez, Fergie, Gavyn F. Duthie, Ian Hynd, Jade McLellan, Jacob Hilker, Kenny Stewart, Nathan Isaak, Rainy McDonald, Ryan Vodden, Santiago McDonald, Sean Musgrave, Søren Hjorth, Steve Fontaine, Suzanne Stafford, Sven Lugar, Tim Leonard, Tom Salas, Wayne Coburn, Zechariah W. Cline, Zev Trubowitch
The PDF for the Core Rulebook is 258 pages long. Much of the artwork is meant to emulate the art of the medieval era. There are lines that define columns in the book, often providing two wide columns with a third thinner column for ancillary commentary, but in other parts of the book, the two columns expand out, and the thinner third column appears in the center between the other columns. The pages themselves have a light brown, “weathered” look to them.
The book is divided into the following sections:
- Welcome to Camelot
- The Game System
- Creating Your Player Knight
- Traits and Passions
- Skills
- Aspirations
- Combat
- Weapons
- Armor
- Horses
- Injury & Health
- Wealth, Treasure, and Trade
- Solo Scenarios
- The Winter Phase
- Notes on the New Edition
- Coat of Arms Generator
- Pre-Generated Characters
Before we get into the book proper, it’s probably worth looking at the purely mechanical differences between Pendragon 6th edition and previous editions. Here is the high-level summary:
- Derived characteristics have changed how to determine healing rate, movement, and brawling damage
- Skills have been reorganized, with Folklore absorbing Faerie Lore, Read/Write changing to Literacy, Recognize absorbing Heraldry, and weapon skills have become broader (all types of swords under Sword, Charge for mounted combat, daggers defaulting to Brawling skill, and wooden shafted weapons splitting into Hafted or Two-Handed Hafted)
Not a very heavy lift if you are converting characters from previous editions or using adventures or campaigns from those editions. Most of the changes in this edition revolve around how and what is presented.
How it Unfolds
For many games, you can identify if the game introduces mechanics first, then setting material, if it introduces character creation before mechanics, and if they present a smaller starting area for a campaign before they present broader world information. Those general trends don’t quite capture how the Pendragon: Core Rulebook is organized.
I’ll be honest, I got a little lost at the beginning, jumping from the general concept of the game and the setting, to getting very specific charts about duties and pay, and game rules that get introduced without being fully defined. The book gets a lot clearer as we move into the game system and character creation, but there are some random bits that I was surprised to see tucked in there, like the map of the Salisbury region and most of the information you’re going to get about your starting location. It can get a little involved to digest the sections on combat, healing and recovery, and upkeep during the Winter Phase.
It’s not that there aren’t tables and bullet points to summarize and clarify rules, but they often get bunched together instead of appearing directly next to the topic to which they referred. The format isn’t unattractive, although it feels strange. The lines should draw your eyes to the paragraphs between them, but somehow they don’t do that for me. I’ve seen much more cluttered or disorganized books, but there is something about the look and the pacing of this book that makes it difficult for me to focus on what to look at when I glance at the page.
The Game System
The core resolution mechanic is very simple. Characteristics and Skills have a score associated with them. If you roll below the number associated with that Characteristic or Skill, you are successful. If it’s an opposed check, the person that rolls under the Characteristic or Skill, but is the closest to the score, wins the contest. For example, you have two people with a 15 in Gaming playing a game against one another, and one rolls a 14, while the other rolls a 10, the character rolling the 14 wins. The GM can determine that a task is easier or more difficult due to circumstance and apply a bonus or a penalty that is applied to the number of the Characteristic or Skill.
Results can have Critical Successes, Successes, Failures, and Fumbles. These results are determined in the following manner:
- Critical Success–you roll exactly the value of the Statistic being tested
- Success–you rolled lower than the Statistic being tested
- Failure–the roll is higher than the value of the Statistic
- Fumble–the roll is a natural 20
Characters have the following characteristics, which are rolled for broad actions not covered by a particular skill:
- Size (SIZ)
- Dexterity (DEX)
- Strength (STR)
- Constitution (CON)
- Appeal (APP)
In addition to covering actions that aren’t already handled with skills, Constitution is used to determine a character’s Healing Rate, the amount of hit points recovered when the character can rest. Strength and Dexterity together are used to determine movement rate. A character’s brawling damage is figured using the character’s Strength and Size.
What’s My Motivation
All of the above is pretty standard for a lot of roleplaying games, and it’s even similar to Call of Cthulhu, except the ratings are expressed on a d20 instead of a d100. What makes Pendragon unique are the traits and passions assigned to a character, which also engage with the “roll under” mechanic of the game.
Traits exist in pairs of opposed values. Each trait has a score, and the total of the two traits in a pair must add up to 20. For example, if you have Energetic 12, your Lazy trait will need to be 8. The trait pairs in the game are:
- Chaste/Lustful
- Energetic/Lazy
- Forgiving/Vengeful
- Generous/Selfish
- Honest/Deceitful
- Just/Arbitrary
- Merciful/Cruel
- Modest/Proud
- Prudent/Reckless
- Spiritual/Worldly
- Temperate/Indulgent
- Trusting/Suspicious
- Valorous/Cowardly
The character may roll against one or both sides of the trait pair to resolve a situation involving traits. For example, if a character is trying to show how enthusiastic they are for a proposed plan, and they are testing Energetic, they would do the following:
- Pick which side of the trait pair they want to roll first, unless they have a 16 or higher, in which case, that side of the pair is always rolled first
- If the character gets a critical on the trait being tested, they act according to that trait, and may get a +5 bonus to another roll related to this trait later on
- If the character gets a normal success, the character acts in accordance with the trait
- If the character fails, they check the other trait that they didn’t test first
- If the character fumbles, they act according to the opposite of the trait they tested, and may get a +5 to a related roll later on
- If they rolled that failure on the first test, and they need to roll again, if they get a critical, the result is the same as if they rolled a critical on the first test—in other words, if you roll a critical when testing either side of the trait pair, you strongly act according to the trait being tested
- If they roll a success on the other side of the pair, they act in accordance with the other side of the pair of traits
- If they fail the second trait check, they act however they want
- If they fumble the second trait check, they act in accordance with the original trait, and gain the +5 to a relevant roll down the line
This can get a little murky. There is only one roll, against the first part of the trait pair the player chooses, if:
- The roll is a success
- The roll is a critical
- The roll is a fumble
If the roll is a failure, then the process starts all over again, but testing the other side of the trait pair. To continue with our Energetic/Lazy example above, the character trying to show enthusiasm decides to test Energetic first. The scores are 12/8, and they roll a 13, meaning they fail the Energetic roll. They roll on the Lazy side, and get a 7, meaning they are successful, but because they are rolling for Energetic, they then act in accordance with their Energetic trait. If the character had rolled a 13 on the Energetic side, then an 8 on the Lazy side, they would act in accordance with being Energetic, and gain the potential +5 bonus to a relevant roll later. If they rolled a 20, they act in accordance with being Lazy, and gain a +5 bonus to an action in the future that may coincide with this. If they rolled an 11 on the Lazy side of the pair, that’s another failure, and the PC can act however they like. If they roll a 1 through 7 on the follow up Lazy roll, it’s a success, and it means they act in accordance with the Energetic trait, with no particular future bonus. My personal feelings are that rolling on the second trait, and then reversing the results because of the first trait that was tested, is a little bit confusing and unintuitive.
The game gives some examples of when to have a player roll against their trait. Those examples include:
- Decision Rolls–player determined when they don’t have a strong opinion one way or the other
- Test Rolls–when a character encounters a situation that may push their moral or ethical boundaries, they make a test roll to see if they take action that will prevail or fail against the test
- Game Hint Rolls–when the GM determines that a trait may give a character insight into a situation, they determine what trait is likely to help, and ask characters to test that trait
- Influencing Others–a character may test their trait against another character to provoke them to action
An example of using a trait to influence another character might be a character using their Prudent trait against another character’s Generous trait to convince the character to withhold funds from an ally.
When a situation is particularly difficult or tempting, the GM may have a character roll one of these tests to determine what the character does, because the situation is so overwhelming that they act according to the dice rolls rather than the player’s wishes. The text mentions that most of the time, characters shouldn’t have to make checks to determine their actions, but the GM can determine that some situations trigger ingrained behavior. Something to wrap your mind around is that for Decision, Hints, and Influence rolls, you may want to succeed, but depending on the action the GM has in mind, you may not want to succeed in that Test roll that may cause your character to do something that you can’t mitigate.
That means that you are expected to lose narrative control of your character in some circumstances. Beyond having their normal Trait ratings, some characters might have a Directed Trait, meaning that under a narrow set of circumstances, the character’s balance of Traits are effectively different than they are normally. For example, a character might have Modest/Proud balance of 10/10, but have a directed Trait of Proud (Horsemanship) +5, which means when dealing with their ability with horses, the character is treated as having a balance of 5/15. Obsessions are more pointed Directed Traits that may come as the consequence of adversity or misadventure. Characters that are in the presence of their Obsession can test their Obsession versus their Honor score, and potentially remove or reduce their Obsession, or if the dice really don’t like them, may end up doubling the score of the Obsession.
This is a very interesting way to define a character, and I can see its appeal, but I can also see some pitfalls. The rules say that you shouldn’t have your players make a Test roll too often, but some of the example Test rolls are extremely proscriptive. In other words, when a character fails their Trusting Test, most of the examples frame this as the GM telling the PC exactly what they do as a consequence of this failure, rather than asking the PC, “what does it look like when your character is driven by Suspicion in this circumstance.”
The other suggested uses sound like interesting tools to use in the game. I like the idea of having a character whose Cruel trait is higher than their Merciful trait being allowed a chance to determine how terrible the vicious opposing warrior will be if they take control of the land. They know what they would do in that situation. I also like the concept of players proactively using these traits to push and pull the actions of NPCs, especially in courtly situations. A character might convince a rival to ride off to war by challenging their Reckless trait against the rival’s Valorous trait. Pushing a character to act in this manner can cause their trait balance to shift, and doing something similar over time can push someone from one extreme to the other.
There are some knightly categories that a character can enter if they meet the requirements for those categories. One of those categories is Religious Virtues. The game explains what traits are considered virtues for different religions, including Christian, Pagan, Wodinic, and Heathen. The rules don’t spend a lot of time explaining the differences between these religions, other than knowing what groups of people are likely to follow what religion. For example, Saxons are a Wodinic people in the setting. I understand the concept, but I am also a little hesitant to define real-world religions based on traits that could be considered reductive if they weren’t being used in the context of a specific genre.
Similar But Different
Passions are similar to Traits, but they aren’t arranged into opposed pairs. There are four kinds of Passions in the game:
- Fidelitas (relationship to leaders, followers, and peers)
- Fervor (hate or love for individuals or groups)
- Adoratio (devotion to a person or a greater power)
- Civilitas (feelings toward the conventions underpinning societal norms)
A GM may ask for a Passion roll when the PC runs into the subject of their passion, and a player can ask to make a Passion roll when they are in a crisis and their Passion is relevant, or when they are in the direct presence of the manifestation of their Passion. As long as the character’s Passion is less than 16, it’s mainly used to determine if a character gains a bonus to a Skill or Trait, which can range from +5 to +10, but can also lead to a character being lost to Madness if the Passion roll is critically failed.
If a character’s Passion is 16 or higher, when they encounter the object of their Passion, they must Test the Passion in a similar way to Traits. As with Traits above, the examples given in the book don’t involve asking the player, “what does it look like when your Passion takes over,” but rather, it gives examples of some very harsh, extreme actions determined by the GM. I was actually pretty uncomfortable with a few of the examples. Two Hatred Passions are used in examples, one being Hatred (Saxons) and the other being Hatred (Family). The Saxon example had a character slaughtering women and children non-combatants that were Saxons, and the (Family) example used the example of not defending a woman being beaten who is a member of the family you hate.
I could get behind this mechanic if it weren’t for everything being so hard-framed. Because some of the Arthurian legends involve tragic situations like a knight slaughtering innocents in a bout of madness, this mechanic tries to automate those kinds of moments, instead of collaboratively working with the players to tell a story.
Skills, Tools, and Situations
There are a lot of nuances to how various situations are resolved, and I’m not going to go into too much detail other than a high-level look at what processes and mechanics exist in the game surrounding skills and equipment. When taken step by step, everything is fairly simple to resolve, but there are many steps, some of which change depending on context. That means it’s important to slow down and make sure to hit all the beats. Some of these detailed processes involve situations like:
- Combat (melee, missile attacks, combat modifiers, multiple opponents, and mounted combat)
- Injuries & Health (major, minor, and mortal wounds, aggravation, chirugery, first aid, and natural healing)
- The Winter Phase (solo scenarios, personal events, economic circumstances, aging, horse survival, training and practice, family rolls)
Combat doesn’t utilize initiative. Everyone engaged in a fight that can act against each other declares their actions, and then roll to resolve those actions. Characters can make mounted or unmounted attacks, including reckless attacks and self-sacrifice, they may choose to disarm a foe or defend themselves, or they may choose to pull their punches, as just a few examples of the combat options. If someone is making an attack against another opponent who is making an attack, the results of Critical Success, Success, Partial Success, Failure, and Fumbles will be different than if one combatant chose to defend while the other attacks.
When a character scores a hit on another character, the armor value of the character that has been hit is subtracted from the damage done to the character, and depending on the level of success, the character might also get their shield in place to remove additional damage. Different weapons have special traits that also come into play based on the level of success or failures. For example, hafted weapons have more of a tendency to break because of their longer wooden hafts.
A character’s wounds can be minor (less damage than the wounded character’s CON), major (damage from a single source greater than the character’s CON score), or mortal (a single blow does damage greater than the total hit points of the character). Characters may suffer from Aggravation, based on a chart provided. Characters acting with Aggravated wounds can cause more harm to themselves just by doing general tasks. Chirurgery is needed to treat more serious wounds, and First Aid can be used in the field. Once per week, a character that has been resting can recover Hit Points based on the CON score.
The basic conceit of the game is that characters only have one major, noteworthy adventure per year, although that adventure may be only a few days long, or encompass multiple months. When the characters have finished their adventure, they enter the Winter Phase. In the Winter Phase, characters make Tests versus events on a table, to see what kind of successes or failure characters have had as they visit court, manage their holdings, visit holy sites, etc. Characters adjust their Characteristics if they cross certain thresholds as they age. They determine if their horse survives, then resolve family events and tragedies.
I like the Winter Phase rules, and I like the idea of quickly resolving “offscreen” events to see what has transpired for the rest of the year. As you get older and your stats start to lower, you may want to consider shifting toward the character’s child as a player character. I also suspect that the Winter Phase of Pendragon was a strong influence on the Fellowship Phase of The One Ring.
My least favorite part of the Winter Phase is the Child Survival chart. I understand that child mortality was an issue in the 500s and the 1500s, but it really doesn’t sit well with me to resolve a serious situation like that with a random die roll.
Aspirations, Progression, Honor, and Glory
Character Honor can move up or down based on player actions, and sometimes based on the Tests the character might roll. Characters that lose all of their Honor are out of the game. Some actions might be secret, and the player notes how much honor they would lose if that action ever came to light.
Glory is what your character earns by completing quests and doing important deeds. Because there are a number of actions that can be triggered based on Tests and how situations are resolved individually, Glory isn’t likely to be the same for everyone in the party, and when characters roll for their family details, they may inherit a varying amount of Glory from their family’s reputation. For every 1000 Glory, in the Winter Phase a character can increase a statistic, lower a Passion, or influence some family events.
If you succeed on a roll in a particularly important situation, the GM may tell you to make a check next to that Trait, Passion, or Skill. If the character has a check next to one of these, and they have time for training in the Winter Phase, the character rolls against that number. If they roll above the number (i.e. fail), they get to add a point to that Skill, Trait, or Passion.
Characters that meet certain criteria may become specialized knights. The examples given in the Core Rulebook are Chivalrous Knights, Religious Knights, and Romantic Knights. It may take a player a while to meet the requirements, but the Requirements and Benefits of a Knight of the Round Table are also included. If a character qualifies and becomes the form of knight for which they qualify, they gain modifiers to different aspects of their stats, like doing extra damage, increasing their healing rate, or gaining extra Glory under certain circumstances related to that style of knight. The qualifications for these forms of knighthood might involve minimum total numbers in a handful of Traits, or a specific Passion, for example.
The Setting
One thing I want to touch on up front is that there is a concept mentioned in a few places, “Your Pendragon May Vary,” which is meant to empower players to draw from the Arthurian sources they are most comfortable or most interested in using. This is stated and reiterated, however, a lot of the book presents the setting in a very authoritative manner and warns against deviating too much from the assumptions of the game, for fear of losing some of the experiences the game is designed to emulate. The effect is that you are told you can change things, but you aren’t encouraged to change too much.
This section isn’t going to be as long as you might think. There is an outline of what goes on in the setting according to the timeline, but those are very broad strokes. There is a lot of information on what the game considers to be the baseline assumptions of the society it’s presenting, but not a lot of information on NPCs, plots, story hooks, special locations, or other information. We get a map of the region, a section explaining what the bonuses and passions are for characters from this region, and a sidebar on Salisbury that consists of three paragraphs, and another sidebar detailing the local ruler of the region.
As for assumptions, there is a lot to take in. It makes sense to portray Britain as being dangerous, chaotic, fractious, and violent at the start of the campaign, as Arthur is solidifying his reign and making changes. Some of the descriptions lean hard into establishing what is definitely an era that could be called the Dark Ages. There is a section mentioning that peasants will kill each other over a handful of walnuts, proving that commoners are so violent and savage that they need the nobility to keep them in line. Because the world is so violent and dangerous, the narrative frames commoners as intentionally trading freedom in exchange for protection, as if it was an informed transaction rather than a societal construct enforced on a class of people. It is mentioned that a knight that ignores the wicked commands of a wicked ruler is, themselves, wicked, because they aren’t doing their duty.
Then there is the section on the role of women in the setting, or rather, multiple sections. When the game gives permission to include women knights, it also takes great pains to mention how ahistorical it is for there to be women that are knights in the mythical kingdom of Camelot. While it does mention collaborating with your players to determine how well accepted women are in the knighthood, the text is also quick to point out the maximum number of women that should be in the knighthood even if they are well regarded. The discussion on the role of women is less flexible. It groups women into three categories, ordinary, important, or extraordinary. It then mentions that women within those designations may be handmaidens, wife/mother/widow, heiresses, lovers, or nuns. It notes that allowing women into the knighthood should balance the “perceived passivity” of women in the setting.
I think you can present a lot of the information in this chapter about assumptions without some of the more authoritative tones. There is often an appeal to historicity, but the problem with that is that Arthur’s Camelot is folklore, and the game intentionally imposes elements from 1000 years ahead of the timeline into Camelot, slowly, over the course of the timeline. This is history flavored fantasy. A lot of the assumptions stated as factual also rely on interpretations of the era that have been challenged in the intervening decades since the 1st edition of this game. While a lot of the historical elements are compelling and provide texture and depth, some of it is laid on very thick, removed from much nuance.
Gazing Back into the Past
The game is very rich, and very opinionated. Having a specific perspective can be a good thing to establish clarity and purpose, but it can also run the risk of directly challenging the reader to align or disengage. I haven’t played older editions of Pendragon, but I do own PDFs of Pendragon 1e, as well as Pendragon 5.2. Because of this, I was curious to see what the previous editions look like compared to this one.
There isn’t a lot of mechanical change. The presentation from Pendragon 1e to Pendragon 6e is clearer and more streamlined. But there is some similarity in tone and presentation. Pendragon 5.2 has a different feel to its narrative. It still frames some of the rougher aspects of the assumed timeline, but it is less definitive in stating what will and will not cause the game to lose its focus. While it’s still a formal game text, there is a treatment of why the game does what it does and why, as well as a longer look at the differences between styles of Arthurian stories.
5.2 still has very similar reductive language about the role of women and the narrative importance of those characters. There is still some admonishment to disengage at least some of your modern moral assumptions when engaging with the setting. The greater discussion of what the game is trying to do and how it is doing it, however, makes it feel a little more flexible and nuanced. Instead of vaguely mentioning what’s historically accurate in a setting that assumes the norms of both 500 AD and 1500 AD, the book spells out that the reason the level of technology shifts rapidly is to show how far ahead of Europe Arthur’s Camelot is because if his progressive changes, and specifically addresses the ratio of progress spread across the timeline.
The other striking thing about comparing 5.2 to Pendragon 6e is that you know more about the assumed setting of the game. Before going into mechanics or character creation, the 5.2 rules discuss the Saxon conflicts, Vortigern, and Uther’s brother Aurelius. It has character profiles for several important NPCs, like Uther and Merlin, and shorter descriptions of other important NPCs like King Lot, Nimune, The Fisher King, the Saxon king Aelle, and Archbishop Dubricus. The broad regions of Britain, who controls them, and what they are like, is addressed, as well as some general information on Europe, including quick mentions of the state of France, Ganis, Gaul, italy, and the Byzantine Empire.
Looking at Pendragon 5.2, it makes something clear about the Pendragon Core Rulebook. It’s more of a Player’s Guide than a Core Rulebook. It has very narrow options for starting characters, and extremely thin setting information. Most of the GM advice is about broad tone setting techniques, but other than the mechanical effects of progressing the timeline, there isn’t much about what a campaign, short or long, should look like, other than referring to the Great Pendragon Campaign. Most notably, if you want antagonists, you’re going to have to build them based on your assumptions of how character creation works.
Knightly Aspirations Just looking at the Pendragon 6e Starter Set, the options in this book may come across as disappointing considering the pregenerated characters in the boxed set range from across Britain and even include a Byzantine knight.
The text of this book shows a great love for Arthurian legends, and it’s hard not to feel that enthusiasm and internalize it if you have any love of the folklore surrounding Camelot. Pendragon has some very innovative mechanics to define a character’s personality, beliefs, and bonds. Some of the ways in which Traits and Passions are presented are very enticing to me. I want to see what I could do with those mechanics in concert with players that want to engage with them as well. I enjoy the concept of advancing the timeline meaningfully after each adventure and appreciate that some of the Winter Phase rules exist to fill in those gaps between one adventure and the next, adding more story to the character in the various vignettes of the solo scenarios.
For Dole and Sorrow
The flow of information in the book is a little confusing, and the stylistic choices have personality, but don’t contribute to clarifying some of the information as it’s being unfurled. Many of the rules make sense when you take them in bite sized chunks, but the more granular rules elements tend to run together without pausing or summarizing. The discussions of religion and gender roles feel reductive and don’t provide enough context for why those discussions work for the game, and other than saying “your Pendragon may vary,” there isn’t much of a discussion about safety and campaign calibration. The references to different sourcebooks to handle nobility and extended family, and leaning on the Great Pendragon Campaign as the defining text for how campaigns should work undermine the concept that this is a Core Rulebook. Just looking at the Pendragon 6e Starter Set, the options in this book may come across as disappointing considering the pregenerated characters in the boxed set range from across Britain and even include a Byzantine knight. The boxed set showed greater diversity of people as well as cultures.
Tenuous Recommendation–The product has positive aspects, but buyers may want to make sure the positive aspects align with their tastes before moving this up their list of what to purchase next.
If you are a big Pendragon fan, this is going to be your baseline upon which the rest of the line is built. If you haven’t been exposed to Pendragon and want to know what’s so special about the game, I think you’ll see some of it in this book, but you might not get as much context as you need to really appreciate why the game has become as well regarded as it is. The starter set is going to give you a little more of a glimpse at the breadth the game could have, but you’ll need this book if you want to play those characters in ongoing adventures.
You can tell this book is a labor of love, both love for Arthurian legends and love for roleplaying games and innovative concepts. But it also feels resistant to modern concepts in a bid to call back to a cleaned-up reiteration of the original 1985 rules and concepts. It’s a flawed restatement of a game that has earned its place in the pantheon of foundational RPGs.