Rereading this morning the interview I did with David Dunham, the creator of the brilliant King of Dragon Pass (after blogging for five years I find myself
forgetting the details of my own copy), it struck me that one of the
things—besides the charming hand-drawn artwork, deep setting and
challenging game play—that makes the game great and not just merely
good is that it evolved in part out of two creative DIY-tinkering
tabletop campaigns.
Clan Raiding scene [Source: King of Dragon Pass wiki] |
If you remember (or if you are just
tuning in) Dunham had played in the 90s in “The Taming of Dragon
Pass”, a tabletop campaign run by Jeff Richards, chief editor of
Glorantha's most recent home Moon Design Publications. That campaign
ran off a home-brewed system called PenDragon Pass, a hack of
Pendragon rpg and Runequest. (You can check out a partial version
here on Dunham's website and a full version in Enclosures #1
if you are lucky bastard)
Mash-up seems inadequate, synthesis is
the better word, as Pendragon Pass takes an unusual campaign premise,
modeling small-scale “domain game” activity centuries before the
usual Glorantha canonical setting, bending the elements of the two
games with a great array of new subsystems and variant rules.
Here is a whole mini-game on cattle
raiding, there an adaption of the Arthurian traits and glory system
to a more organically Gloranthan system. You have the grafting
simplified RQ magic system and the generations-long saga system of
Pendragon noble family life into an Orlanthi clan system.
There's a simplified variant skill
system working off of a d20 with a new skills appropriate to the
colonizing/warring backdrop. The Enclosure version (yes, I know a
lucky bastard) has a tight, interesting character generation system,
an exploration mini-game and a bunch of other lovable chrome.
Fans of the computer game may recall a
scene when some pre-Roman looking Briton types, exotic but still
Orlanthi tribesmen from the distant west, come rolling up in
open-walled chariots. That scene seems to be a bit of an easter egg
homage to an East Ralios campaign by Dunham again using PenDragon Pass
with further customization to fit the particular cultural and
religious features of that other region.
Both accounts fire all my gaming
pistons and strike me as a fully-realized vision of the kind of
backwards engineering that me and my comrades in the DIY wing of the
so-called OSR love to do: take crazy, individualized worldbuilding
visions and bend, break and mutilate all the elements of our favorite
games until they fit. (Sometimes the process works exactly in the
opposite direction, with the mad tinkering informing the shape of the
world, but I think you get my drift.)
That kind of spirit—when it works at
the table—can create a vitality and freshness to the game.
Further having some roots in the open “who knows what's going to
happen” kind of play that is more typical of tabletop than that of
the storyboarding lock-step of most modern crpgs grown purely in
staff meetings.
Or maybe I'm just rationalizing
breaking my self-imposed ban on computer games (again) as I fire up
the PC version for the umpteenth time?
Probably the latter.
ReplyDeleteNow I have to see if I can find my copy of Dragon Pass.
ReplyDeleteIt's available at Great Old Games (gog.com) for cheap, and it's a legitimate product.
DeleteWhoops. I was talking about King of Dragon Pass. My mistake.
DeleteIf you haven't tried the iPad version of this game, go for it. Its also quite awesome.
ReplyDeleteI have spent ridiculous amounts of hour playing the game on my Iphone.
ReplyDelete