Dungeons & Dragonbane

While I love Dragonbane precisely because it’s not Dungeons & Dragons, while still providing mechanics and content to represent similar kinds of fantasy worlds, there are a few things from D&D that I really love and want to carry over into Dragonbane anyway.

Reaction Rolls

I really love the B/X reaction rolls. It’s one of my favorite game mechanics. Any time the PCs encounter creatures or armed people in the wilderness or a ruin, and their disposition hasn’t already been determined by previous events, roll 2d6 to see how they react to seeing the party:

  • 2: They see the PCs as enemies and attack.
  • 3-5: They are hostile and threaten attack if the PCs don’t leave or surrender.
  • 6-8: They are uncertain and observe what the PCs do.
  • 9-11: They don’t want trouble and will avoid confrontation.
  • 12: They are friendly and might offer information or assistance.

PCs approaching a brigand camp might be mistaken for bandits who want to join or expected reinforcements and told to come inside. A troll might be friendly and offer to share his roasted dwarf. Lots of interesting situations that can happen if you don’t start encounters without the expectation that it obviously has to be a fight. And once the players get used to it, it changes how they approach creatures and people who haven’t spotted them yet.

Morale Checks

Plenty of armed and dangerous people might be willing to risk the chance of getting killed and to accept that some of their allies will get killed. But it is extremely rare for people to stay in a fight where their own death is certain and there’s nothing to be gained from it. Most fights should end with the losing side making an effort to escape with their lives.

But when you decide as GM that the enemies will break off the fight at a specific moment in the action, the players might always suspect that you were going easy on them because some PCs would have gotten killed if the enemy had fought on a bit longer. And that creates the expectation that you’ll probably do it again if their PCs are getting in real danger, and causes frustration when their character’s don’t get saved by a fortuitous enemy retreat.

Making a dice roll in the open solves all of that. Make the dice decide when the enemy loses morale and then stick to what the dice said. I like to roll when the first enemy is killed (or looks to have been killed), when the enemy leader is killed, and every time the enemy group is reduced by half.

Roll 2d6 against a morale value between 3 and 11 works for B/X, and I think it should work just as well for Dragonbane.

Random Encounters

Dragonbane already proposes to make a roll for a random encounter once per shift when in the Wilderness. I would also make a roll once per stretch while inside dungeons.

Hirelings

I really like the concept of having the PCs travel to ancient ruins deep in the wilderness with a group of camp followers. Not exactly sure how to implement that yet, but that’s something I want to have in my campaign.

Divine Sites

The BECMI Companion rules introduced the concept of Clan Relics. Powerful mystical objects that allow their keepers to activate a number of divine spells and create a magical ward that keeps away undead and demons. The idea was to let nonhuman settlements have access to the powers of a cleric in a game system where only humans could be of the cleric class. While there is no such thing as a cleric class in Dragonbane, I still really love the idea that there are powerful magical sites associated with particular deities or divine spirits that provide mystical protection for settlements that grow around them, and draw pilgrims who seek the special blessings of the shrine or temple. The priests tending to such a site don’t even have to have spells of their own.

Domain Lords

The Expert Rules imply through their mechanics and recommendations for designing a setting a world in which there is little centralized authority, and the typical social structure that is encountered consists of a lord and his soldiers in a keep providing security for a few small villages in the surrounding area. I always thought that was really cool and evocative, and something that should mesh very well with the tone and presentation of Dragonbane.

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