Pendragon (role-playing game)
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Pendragon Chivalric Roleplaying in Arthur's Britain |
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Cover for Pendragon, 1st edition |
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Designer | Greg Stafford |
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Publisher | Chaosium, Green Knight Publishing, White Wolf, Inc. (since 2004) |
Publication date | 1985 (1st edition) 2nd edition never released 1990 (3rd edition) 1993 (4th edition) 1999 (reprinted 4th edition) 2000 (The Book of Knights) 2005 (5th edition) |
Genre(s) | Historical |
System | Basic Role-Playing variant |
Pendragon, or King Arthur Pendragon, is a role-playing game (RPG) in which players take the role of knights performing chivalric deeds in the tradition of Arthurian legend. It was originally written by Greg Stafford and published by Chaosium, then was acquired by Green Knight Publishing, who in turn passed on the rights to White Wolf, Inc. in 2004.
In 1991, Pendragon (3rd edition) won the Origins Award for Best Roleplaying Rules of 1990.[1] In 1999 Pyramid magazine named Pendragon as one of The Millennium's Most Underrated Games. Editor Scott Haring said "Pendragon is one of the few RPGs that has a moral point of view ... And it's a great melding of game system with game world."[2]
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[edit] Setting
Like several other RPGs from Chaosium (most notably Call of Cthulhu), Pendragon has a literary basis, in this case the fifteenth-century Arthurian romance, Le Morte d'Arthur, and it studiously avoids fantasy RPG cliches in favor of its source material. This has caused it to become something of a cult game, even within the narrow confines of the RPG market.
Adventures are often political, military, or spiritual in nature, rather than dungeon crawls, and are often presented as taking place congruently with events from Arthurian legend. An important part of the game is the time between adventures, during which player characters manage their estates, get married, age, and have children. Typically, the characters will have one adventure per year, and campaigns often carry over across generations, with players retiring their character and taking the role of that character's heir. This is quite different from most role-playing games, where one set of characters is played fairly intensively, and there is typically little consideration made of what happens to their family or descendants. The influence of this idea can be seen in the Ars Magica RPG, which also encourages stories taking years or decades to unfold (and which is also set in medieval Europe).
The default Pendragon setting is a pastiche of actual fifth- and sixth-century British history, high medieval history (10th to 15th centuries), and Arthurian legend. The political forces are roughly those actually present in sub-Roman Britain: Celts fighting Germanic, Irish, and Pictish invaders in the wake of the collapse of Roman authority. Technology and many aspects of culture, however, progress in an accelerated fashion, such that King Arthur's Britain is depicted as thoroughly feudal. Knights bear unique arms, joust in tournaments, follow chivalric customs, and pursue courtly love. In effect, many trappings of the milieu in which the Arthurian romances were composed are projected backwards. Many of the campaign events and personalities come from the great mass of Arthurian literature composed from the Middle Ages to the twentieth century. That said, it is possible to run a Pendragon campaign set firmly in the Dark Ages or in a more fantastic vision of Arthurian Britain.
[edit] System
The rules system of Pendragon is most notable for its system of personality traits and passions that both control and represent the character's behaviour. Otherwise, it uses fairly traditional game mechanics for normal play, based to some degree on the Basic Role-Playing (BRP) system,[3] but also has a set of charts and tables for determining what happens to a character's family in between adventures. The characters' ability scores are based on BRP standard, but skills are resolved using d20, rather than d100.
Only the fourth edition of Pendragon included mechanics for magic and magician characters. All other versions of the game assumed that the character was a knight or lady and restricted magic to gamemaster-controlled characters.
The first through fourth editions allowed random character generation of characters from a wide variety of cultures of Great Britain and western Europe, which was expanded by later supplements. The fifth edition supports only point-based creation of young landholding knights from the default homeland of Salisbury, which was a preferred option in the third and fourth editions as well.
[edit] History
The first edition was a boxed set published by Chaosium in 1985, and was designed and written by Greg Stafford. Chaosium planned a second edition, with minor changes to the rules, but this was never actually released [4]; they released a third edition, with rules revised by Stafford, as a single softbound book in 1990. The fourth edition, published by Chaosium in 1993 and reprinted by Green Knight Publishing in 1999, was also released as a softbound manual: the core rules remained consistent with the third edition, but the book was expanded to include rules for player-character magicians and for advanced character-generation (the latter had originally appeared separately in the third-edition supplement Knights Adventurous). Green Knight Publishing also released a cut-down version of the fourth edition aimed at beginning players, The Book of Knights. Original designer Greg Stafford produced a much-streamlined fifth edition, which was published as a hardcover book by White Wolf in December, 2005. The most notable supplement for this edition is The Great Pendragon Campaign, a massive (432-page) hardcover scenario book which details events, adventures and characters from Uther Pendragon's reign in 485 through to the end of the Arthurian era. The earlier version of this supplement, "The Pendragon Campaign", won the 1985 Origins Award for Best Roleplaying Supplement.[5], and "The Great Pendragon Campaign" won the 2007 Diana Jones Award.
Over its history the game spawned a number of supplements dealing with areas within or beyond Arthurian Britain and creating characters outside the culture of the Cymric Britons:
- Saxons! - The origins of Anglo-Saxon England; Angle, Saxon, Jute, Frisian & Frankish character generation
- Beyond the Wall - Pictland (Caledonia, roughly modern Scotland); Pictish character generation
- Pagan Shore - Ireland; Irish character generation including two types of tribal Irish Celts, Cruithni (Irish Picts), Lochlannach (somewhat ahistorical Norse), and Feudal Irish
- Land of Giants - Nordic areas during the era of Beowulf; Northmen character generation
- Blood and Lust - Anglia
- Perilous Forest - Cumbria
- Savage Mountain - Cambria (Wales)
The regions profiled in the latter three supplements were internal to Arthur's realm, thus used standard character generation.
Pendragon Pass, a fan project, allows play in Glorantha, also featured in the Runequest roleplaying game, using an adaptation of the Pendragon game mechanics.[1]
[edit] References
- ^ Origins Award Winners (1990). Academy of Adventure Gaming Arts & Design. Retrieved on 2008-02-17.
- ^ Haring, Scott D. (1999-11-25). "Second Sight: The Millennium's Most Influential Company and The Millennium's Most Underrated Game". Pyramid (online).
- ^ http://www.maranci.net/rqpastold.htm ("Basic Role-Playing" entry)
- ^ http://forums.white-wolf.com/viewtopic.php?t=51765 (Greg Stafford discusses the unreleased second edition on the White Wolf forums)
- ^ Origins Award Winners (1985). Academy of Adventure Gaming Arts & Design. Retrieved on 2008-02-17.