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About this blog

This blog discusses and explains decisions made in the process of creating the BRP/Questworlds/Pendragon mashup game system, or glorified house rules that I call Rivers of Sartar.

All images are from wikimedia, diagrams are by the author.

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Entries in this blog

Game Mechanics: Tactical Gameplay

This blog post is the first in a planned series covering tactical gameplay in Rivers of Sartar. Unlike freefrom gameplay and ongoing contests, it draws mostly from Runequest rather than Questworlds and its predecessors, which have always treated combat as just another form of contest. While some people like that for its elegance, others find it too simple to allow interesting tactical decisions. And sometimes the best story is the one you tell after the fact, to try explain what everyone did.

Game Mechanics: Consequences and Resources

When a contest resolves, whether simple or ongoing, if the result is not to any contestants liking, they may reject it. Normally this will because they lost, but a particularly confident contestant might be unsatisfied in the level of success they achieved and try for more. In order to do so, if they are losing, they must accept a number of consequences sufficient to bring the contest back to being a draw. If they were winning, they must give up successes instead. Either way, at this point

Game Mechanics: Opposed Rolls and Tie Breaks

How to roll In Rivers of Sartar, all rolls are opposed rolls, between contestants, each of which is using an ability. Each contestant simultaneously rolls a single D100 (the success D100), and zero or more D20s (the bonus D20). The option of using different numbers of bonus D20 provides an additional dimension by which different situations may be handled in game: if a contestant has advantage, roll 2 bonus die; use the higher one.

Game Mechanics: Free-form Game-play

Rivers of Sartar supports three modes: free-form game play, structured contests and tactical combat. A given game may use any or all of these, by simply switching between them as required for pacing and to maintain player interest. In free-form play, the rolls to be made should be based on the logic of the situation as it unfolds. Each roll is standalone, in that there are no built-in mechanical consequences for succeeding or failing. There is no defined time scale. Instea
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