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


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Reynard

Legend
Supporter
IMHO, Free League is making the best RPGs on the market - in terms of total package: art, atmosphere, world-building, mechanics.
They also have great customer service. I bought a couple things from them at origins and just yesterday I realized I could have gotten a PDF if I had ordered those books from Free League's website. So I emailed them and with very little fuss, they sent me PDFs of the books I bought.
 

Reynard

Legend
Supporter
As an idle thought experiment while driving to work today, I was wondering Pathfinder APs or 5E Campaign Adventures would work using the Dragonbane rules. Like, could you run Rise of the Runelords or Rime of the Frostmaiden in Dragonbane and get a reasonably good experience out of it? Or because of the way Pathfinder and D&D ramp up in power as the PCs level, would it not work with DB characters who are a lot more static, power level wise?
 

The Soloist

Adventurer
As an idle thought experiment while driving to work today, I was wondering Pathfinder APs or 5E Campaign Adventures would work using the Dragonbane rules. Like, could you run Rise of the Runelords or Rime of the Frostmaiden in Dragonbane and get a reasonably good experience out of it? Or because of the way Pathfinder and D&D ramp up in power as the PCs level, would it not work with DB characters who are a lot more static, power level wise?
Good question. You'd have to rebalance the encounters to match the number of Special Abilities the DB characters have gained VS levels. No idea how to do that. Even then, low health points would be problematic.

You could do it with the 'ship Theseus' concept. Characters die but the story moves forward because new characters continue the quest.

It's the same thing with Symbaroum. D&D and these games don't correlate well.
 

Good question. You'd have to rebalance the encounters to match the number of Special Abilities the DB characters have gained VS levels. No idea how to do that. Even then, low health points would be problematic.

You could do it with the 'ship Theseus' concept. Characters die but the story moves forward because new characters continue the quest.

It's the same thing with Symbaroum. D&D and these games don't correlate well.
Couldn’t you swap in monsters from the Dragonbane Bestiary? RQ used to do a LOT of D&D monster conversions…
 

Reynard

Legend
Supporter
Here is what I ultimately went with for the con book blurg:

Arcverge is a bustling frontier boomtown on the edge of the Arcland, a wasteland where strange storms open Wells into an underworld of steel, crystal and terrible wonders that the Artificers Guild will pay handsomely for -- if you survive. Explore the Arcland and delve below it in search of fortune and glory. “EPISODE TITLE” is one of three episodic Arcland adventures. Playing all three episodes is not required, but will enhance your experience.
 

Reynard

Legend
Supporter
First bits of tech i have come up with

Beam Gun: The beam gun is a metasteel cylinder with a grip and a trigger. The weapon is powered by a standard energy pack, connected to the grip by a power cable.
Grip 1H, STR -, Range 30, Damage 2d10 fire, Durability 5, Cost 250 gold, Supply Very Rare, Features Piercing, no damage bonus

Energy Pack, Standard: A standard energy pack weighs 10 pounds and is a cube 6 inches to a side. It is usually worn on a belt or in a backpack. Items powered by the energy pack must be connected by a power cable. A full energy pack has 100 uses, but almost all energy packs found in the arclands are partially depleted. Roll 10d10 to determine the number of uses.
A critical hit against a character carrying an energy pack has a 1 in 10 chance of damaging the energy pack. If an energy pack is damaged, it begins to leak energy. The wearer of the pack immediately takes 1d6 fire damage. At the start of every round (initiative count zero) thereafter, the damage increases by 1d6 and extends to reach targets within one meter farther. So, after 3 rounds for example, the energy pack does 3d6 fire damage to every target within 3 meters. Every dice of damage rolled reduces the number of uses in the pack by 1. If the pack reaches zero uses remaining, it stops causing damage and irrevocably broken. While the leaking energy pack has uses remaining, if any damage die comes up as a “6” the pack explodes. Everything within a number of meters equal to its remaining uses (maximum 30 meters) takes 1 fire damage per remaining use (no maximum).
 

I like random rolling, but not the chance that someone is just better. We'll see how it goes when I have the players each roll a set of stats, in order, then they resolve between themselves who picks which set (and then, once a set's picked, they can swap the values around twice? something like that).

Even if a set is worse, at least that gives them the feeling of a choice.
 
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Aldarc

Legend
I like random rolling, but not the chance that someone is just better. We'll see how it goes when I have the players each roll a set of stats, in order, then they resolve between themselves who picks which set (and can swap some values around).

Even if a set is worse, at least that gives them the feeling of a choice.
Some options would be to use (1) a standard array, (2) point buy, or (3) provide a choice of (1) or (2) if rolling produces an ineffective character. These won't break the game. I believe that @Von Ether may have provided several choices for standard array for Dragonbane on Free League's forums.
 

Yes, there's a million ways to roll stats, because it's just DnD stats. This is the cleanest hack I can implement without it getting weird (while still having rolling, because array is no better than point-buy for providing some surprise results).
 

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