Dragonbane Offers A Box Full Of Classic Fantasy

A modern update of Sweden's classic fantasy game.

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It seems that RPG boxed sets are everywhere from online sales to the shelves at the local Target store. There’s something primal about cracking open a box and digging into a brand new fantasy world. Even if the majority of these boxes are built as starter sets that offer up a fun experience in the hopes that the table will buy a core book to continue their adventures beyond the one contained within. Dragonbane, from Free League Publishing, offers a full campaign experience in this boxed set much like their Forbidden Lands and Twilight: 2000 boxes. You can tell lead designer Tomas Harenstam is in for the long haul. There’s a heft to this box that caught me by surprise when Free League sent the physical review copy. Is Dragonbane worth its weight in gold pieces? Let’s play to find out.

Dragonbane is a modern update of Drakar och Demoner, aka Dragons & Demons, which blended elements of Dungeons & Dragons and Chaosium’s early fantasy work into a game that a lot of Swedish kids played in the 1980s. I’m not familiar with the game beyond what I’ve read in the introduction of the boxed set and a few interviews with designers but I can say that this game blends those old-school influences with modern designs such as 5e and Free League’s own Year Zero titles. Attributes set up the base chance for 30 skills which players must roll under to succeed on a d20. Classes determine which of those skills can be improved. Individual skills are improved in play by earning a check and rolling higher than the skill after the session. On the modern side, the game uses advantage and disadvantage, or what it calls boons and banes, to reflect difficulty adjustments rather than hard modifiers. Heroic traits are gained on a rare occasion in a manner similar to milestone levelling.

Players can choose to reroll if they risk taking a condition that affects their character such as getting angry or exhausted. Each condition affects one of the attributes and the skills connected to it and forces a bane on all rolls on that attribute until the condition is cleared. (For those min/maxers in the audience, Constitution has the least amount of skills and Agility has the most, so keep that in mind in play) This is one of many optional rules called out in an emerald green sidebar, but reading those optional rules made me want to play this game with all those switches turned on. They are one of the many things that help differentiate Dragonbane from the many wonderful OSR games on the market.

The art also puts Dragonbane in its own class. Johan Egerkrans is the lead illustrator here. His style is one of the big draws to Vaesen and he and his collaborators here bring that same aesthetic to this game. While most throwback games go for gnarly line art or weird doodles that wouldn't look out of place in a third period Spanish class notebook, there’s an animated quality to the art in this game that still feels of the period even if it's more polished and colorful. I think that black and white art can be evocative for throwback games like this, but the painted illustrations here kept bringing me back to the Rankin-Bass Tolkien films and the paperback covers in the fantasy section of my long gone Waldenbooks. That art spreads out through the accessories included in the box: the maps, the pawns, the pre-generated characters. Even the treasure cards have unique illustrations of just how much gold a player might find in a particular room.

The box includes a campaign that charges the players with looking for a magic sword. First they have to find the pieces of a statue that unlocks the tomb. Then they have to get the sword and put it to use against the forces of evil who want the sword for their own nefarious purposes. It’s pretty basic stuff but it’s very well executed. The nature of the artifact hunt gives the players the ability to tackle the adventures in whichever order they want except for the final confrontation. Each adventuring site is built for a night or two of adventure and while there is dungeon plundering a plenty to be had, many of the sites also come with rivals or potential allies to talk with during the exploration. Each of these NPCs comes with a character portrait and a well-defined motivation which help the adventures stand out from the usual dungeon crawls.

Should the players wish to keep going (or the GM wish to break up the storyline with some standalone adventures), the boxed set provides two adventure generators. The first has the GM roll one of each fantasy die type to put together some writing prompts for an adventure. The second are a set of solo rules written by Shawn Tomkin of Ironsworn fame that give one site something of an endless dungeon feeling. Perfect for players who miss a session but still want to get involved in a story or for those unfortunate souls who haven’t convinced their table to try something other than D&D that want to enjoy the world of Dragonbane.

I think this game is an excellent opportunity for GMs who want to play other systems but have tables that are too locked into D&D. A lot of this is familiar; dungeons, sword, magic, d20s, but there are some elements that are different. Perhaps if the table enjoys pushing rolls, for example, they might be up for some Tales From The Loop after this game ends. There’s also an appeal to a campaign that lasts between 12-24 sessions with options in the box to expand the story if everyone’s really enjoying themselves. I wouldn’t be adverse to more Dragonbane either with new boxes exploring new ancestries, locations and storylines. It seems ripe for playable goblins to go along with the duck people and the talking dogs.

Dragonbane offers a throwback experience that has everything the GM needs to play in one hefty box.
 

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Rob Wieland

Rob Wieland

AGE
Having the choice of being old, at first glance, looks completely unreasonable (-2 to Str/Dex/Con, 2 extra skills, +1 Int/Wil). But, with certain very specific breakpoints in stat values there might be something here (Str 15 and Dex 15 are the same as Str 13 and Dex 13 when not rolling against just the stat), as then you'd 'just' be trading some life expectancy from Con for that mental boost.

So it actually rests at a nice spot.
 
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Aldarc

Legend
WHAT STATS DO
Stats set your starting skill values, but also...
Str/2 is your inventory slots, Str 13+ is bonus damage, weapons have Str requirements
Dex increases your movement speed, Dex 13+ is bonus damage
Con is your hitpoints, death saves, poison saves, all kinds of saves
Wil is your WP pool for special moves, and covers mental/fear saves

But then... Int and Cha have no secondary function, only their related skills
Int does cover a lot of skills (knowledge, perception, magic schools)
Cha has no secondary function, it's just the social skills

I think Int could jutisfy its secondary function being the wide variety of skills it applies to, if the GM utilizes knowledge skill rolls. Though that then raises the question of why aren't there more skills for knowing about monsters? You can stretch Beast Lore to cover mundane and magical beasts, and Myths&Legends to cover bigger monsters (and undead), but that still leaves a lot of others on the wayside. Maybe if you treat Languages as 'Other Cultures', then you can fit humanoid monsters in there... anyway, this is doable, but GM-dependant.

So, they were very close, but then they leave Cha as what looks like an obvious dump stat (except for the one face character). I'm sorely tempted to copy from Mythras here, and make Cha 13 give you an extra advancement roll at the end of a session, so there's at least a temptation for everyone.

I know that in DnD, almost everyone has their Con at 12 or 14... so I guess Dragonbane making everyone want it at anywhere between 12 and 18 is an improvement, but it just seems completely impossible to stay alive if you don't pump it high. At least in DnD, you could make the rare argument that your d10 hitdie ranged Fighter is fine on the HP front even with Con 8...
You can have Cha cover hirelings or even luck for treasure or something else. Also keep in mind that Persuade is useful for Rallying others.
 

You can have Cha cover hirelings or even luck for treasure
General leadership could be covered by Charisma, only... you still only need the one face guy in the party with Charisma for that (or for looting). I'm not old-skool enough to want them to solve problems by just throwing hireling bodies at it, anyway.

Also keep in mind that Persuade is useful for Rallying others.
Yeah, I did notice that. Maybe that should be a core function of the Charisma stat itself, and not that of the most useful skill under it... Still, fighting at 0hp while still making death saves, and rallying takes an action for someone to do, doesn't seem attractive enough (except maybe as a precursor to running away when someone went down, at which point you're down in the action economy already, so that's a huge gamble).

But luck rolls for who gets affected by something random might work. Though that might unintentionally lead to tank-y characters dumping their Cha even harder, so would need a bit more clauses on when it works.
 
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Reynard

Legend
Supporter
General leadership could be covered by Charisma, only... you still only need the one face guy in the party with Charisma for that (or for looting). I'm not old-skool enough to want them to solve problems by just throwing hireling bodies at it, anyway.


Yeah, I did notice that. Maybe that should be a core function of the Charisma stat itself, and not that of the most useful skill under it... Still, fighting at 0hp while still making death saves, and rallying takes an action for someone to do, doesn't seem attractive enough (except maybe as a precursor to running away when someone went down, at which point you're down in the action economy already, so that's a huge gamble).

But luck rolls for who gets affected by something random might work. Though that might unintentionally lead to tank-y characters dumping their Cha even harder, so would need a bit more clauses on when it works.
Are you theorizing or have you played the game a bunch?
 




Reynard

Legend
Supporter
Good advice with more solid rules systems (say, Pathfinder2). This one, ennnnh.

Not wanting everyone (except the designated face guy) to dump Charisma is not going to up-end the rest of the game.
To each their own but I think everyone should play every game out of the box before modifying it. Chances are the designer is better at it than you, or at least has playtested it enough to land on a solid design.
 

The Soloist

Adventurer
To each their own but I think everyone should play every game out of the box before modifying it. Chances are the designer is better at it than you, or at least has playtested it enough to land on a solid design.
When I was younger I often wanted to make house rules for RPGs we played and 95% of the time the players told me no. They wanted to play RAW.

Today, I am very reticent to bring in house rules as a GM. I only do so if the players ask and have very strong arguments for doing so. Otherwise, I GM my RPGs RAW.
 

Reynard

Legend
Supporter
Okay, first pass at a Arclands monster

TUNNEL SCRUBBER
Looking like nothing so much as a spherical anemone made of glistening black bristles, the tunnel scrubber moves through the passages beneath the Arclands collecting and devouring whatever stray organic matter it encounters.
AD_4nXeaw0EUl2crun3OPK97xnJKaFb9P2qMJVwBE8Bf1ZghJ3XIsh3X5Ekt7-PApVdzMIMZsFN12klGq8x9P4YkFNrcNH3AanGnt0ipWzG4uOpB_IC_ygv_3_fs8-NfQciW7E4voOGhjPjjCEx23FjI-v0kDBLQ



Tunnel scrubbers are neither living nor sentient. They barely qualify as machines, in fact. They are composed or responsive meta-material “quills” surrounding a techorganic recycler. The tunnel scrubber picks organic matter -- from moss to insects to slow and/or unlucky adventurers -- from the corridors beneath the Arclands and converts that matter into energy to power itself.

A tunnel scrubber completely fills a corridor space, up to ten feet in diameter.

STATS
Ferocity 1 Size Large
Movement 12 Armor 5 HP: 32
Chemosensor: Tunnel scrubbers can neither see nor hear but they have powerful chemoreceptors. They can detect any organic matter or living creature within 30 feet with precision, and can follow the trail of the same unerringly.

MONSTER ATTACKS
1. Collect Samples: The tunnel scrubber uses its quills to pull the flesh from the target’s bones, doing 2d12 piercing damage.
2. Exterminate: The tunnel scrubber releases a blast of static charge in a radius of 6 meters, killing all insects and small animals and causing 2d6 electrical damage to any other living creatures.
3. Deep Clean: The tunnel scrubber suddenly spins rapidly. Anything within its quills takes 4d8 slashing damage. Those adjacent to the tunnel scrubber take 2d8 slashing damage.
4. Capture: The tunnel scrubber uses its quills to grab and draw a living creature into its bodily sphere. The target taked 2d6 piercing damage and is restrained.
5. Retract: The tunnel scrubber suddenly draws all of its quills into its center. Until the tunnel scrubber performs a different action it is immobile and has an Armor rating of 12.
6. Analyze: The tunnel scrubber spends its action analyzing a random target with sensors. Any attacks by that target against the tunnel scrubber, or dodge rolls made against the tunnel scrubber’s attacks, are made with a bane.

Loot: If destroyed, the tunnel scrubber quills retract around the recycler core to protect it while it regenerates. The meta-material the quills are made of is highly sought after by Arcverge artificers and can be sold for 4d10 gp.
 

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