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Wolfpack Six

Other Uses of the Pendragon System

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Hello,

First time posting here.  Been a fan of Greg Stafford's KAP RPG, mostly as a reader.  The system seems very simple, elegant, and lethal, qualities I appreciate in a game.

My question has to do with whether or not other games have been created from the KAP system.  For example, the Paladin: Warriors of Charlemagne game seems like a very close copy.  Are there any others?

As a derivative question, has anyone used the Pendragon system for their own "home-brew"/"hack"?

Lastly, are there any examples of modules or adventures written for the Pendragon system, aside from the published "core" works?  For example, the only one I've seen is a short adventure from White Dwarf issue 83 called "The Black Knight" which, interestingly, was an adventure written for Pendragon, Warhammer Fantasy Role-Play, and AD&D.

If these questions have already been asked, apologies in advance.

Cheers,

WP6

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A long time ago I used it for Middle-earth. I think those notes are lost now, but it works well for fantasy with a psychological and epic component like that one.

The Dragons of Britain zine from Stygian Fox has several adventures in it. It's available at Drivethru: https://www.drivethrurpg.com/browse/pub/2834/Stygian-Fox/subcategory/5060_32622/The-Dragons-of-Britain.

There is also the Great Book of Pendragon Treasures, which compiles work from the late 90s listserve for KAP.

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4 hours ago, jeffjerwin said:

A long time ago I used it for Middle-earth. I think those notes are lost now, but it works well for fantasy with a psychological and epic component like that one.

Another Middle-earth enthusiast here. I have used KAP to run one- or two-shot con games* set either in the end of the Second Age or playing the Rohan riders in the late Third Age, ramping up to the War of the Ring. Works like a charm. (* = with a slightly reduced skill sets so that it is easier to explain to people who are new to the game)

I have also GMed a campaign set in the end of the Second Age, the PCs being part of the Numenorean Faithful escaping the Downfall of Numenor with Isildur, and playing a role in the establishment of Gondor. It is currently on a hiatus, as I am digesting the feedback and the hurdles that the long lifespan and the lack of information on the early days of Gondor means for the campaign. In short, it takes a much more work for the GM when you don't have something like Book of Sires or GPC to give you the yearly framework. In Middle-earth history, your milestones tend to be hundreds of years apart, and just have a couple of lines of text. The feedback from our playthrough of the first 'book' was to de-emphasize the 'routine' and instead focus on the crisis points, like 10-20 years span around the milestones.

I did post my Middle-earth hack of KAP on the older forum, consisting mainly of changing some of the Winter Phase rules to prevent the long lifespans of the Dunedain from making the older characters into perfect demigods. I did also rewrite some of the skills, ditching some and introducing others.

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The French publishers of Pendragon have produced a notable amount of original, official material for the game. If you can read French, I can put a list here for your perusal. Also, the French magazines Casus Belli, Tatou, Backstab and Descartes Magazine included several original Pendragon scenarios over the years.

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I participated in a high fantasy setting with the KAP system. Magic was far more present and there were player characters who were magic users. Magic spells were used as skills.  So you could have a healing spell as a skill. We did not use the magic system from the 4th edition.

There are two settings in the works I think. One in a japanese samurai setting and one in the bronze age. I do not know what the status is at this moment.

To be honest the system can be used best when you play in a setting where traits and passions are more important than common sense. Also if you have a system where there is some kind of ideal to live by is the norm. In KAP the ideal is Chivalry. For a japanese setting this could be Bushido. The Ideal determines which traits and passions are important.

 

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Thanks to everyone who took the time to respond.  Good info and I've started looking at Dragons of Britain, the Great Book of Pendragon Treasures, and Pendragon Pass for starters and for inspiration.

Searching elsewhere, I found a thread on RPG.net of interest:

https://forum.rpg.net/index.php?threads/alternate-semi-mythical-eras-for-pendragon.793237/

Some good ideas there, too, like putting the game in Dark Ages or Medieval Germany (Nibelungenlied/Volsungasaga, or the time of Henry the Fowler/Otto the Great and/or Frederick Barbarossa/Frederick II).

Don't know if anyone's actually done any work on those settings.

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On 6/28/2019 at 1:53 AM, mandrill_one said:

The French publishers of Pendragon have produced a notable amount of original, official material for the game. If you can read French, I can put a list here for your perusal. Also, the French magazines Casus Belli, Tatou, Backstab and Descartes Magazine included several original Pendragon scenarios over the years.

Yes please to adding a list here. 

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I go through phases of using one system for everything (too intellectually limited to hold several sets of rules in mind and too lazy to make notes and play aids or to re-read).

I've used PenDragon for Dr Who, Star Wars, Samurai, Dark Ages, Golden Age of Piracy, Ringworld, Discworld, Fables (the comic books) and others I've forgotten.

And played in Ancient Greek, Glorantha, Forgotten Realms and DC Comic book superheroes run by others.

I think that the central rules are so strong that they cope with any setting (but see above). Of course my view of which bits are the central rules and yours may differ wildly.

Edited by Al.

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On 6/28/2019 at 9:38 AM, Cornelius said:

I participated in a high fantasy setting with the KAP system. Magic was far more present and there were player characters who were magic users. Magic spells were used as skills.  So you could have a healing spell as a skill. We did not use the magic system from the 4th edition.

This is tangential, but the idea of having a magic system where individual spells are used as skills is pretty clever.  How did you limit amount of uses per spell?

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On 6/30/2019 at 3:47 AM, Wolfpack Six said:

This is tangential, but the idea of having a magic system where individual spells are used as skills is pretty clever.  How did you limit amount of uses per spell?

Spells costs hitpoints to cast. The cost depended on the spell cast (usually either 1d6, 2d6, or 3d6 damage). Strong spells had a higher cost. But this could be mitigated a bit by making artefacts in advance (you could pay the cost in advance and then cast the spell at the apropriate time. Also the location you cast a spell (crossings of leylines and magical hotspots made it easier and had a less cost to it).

But also a spell usually had a downside. And failing the spell could have dire consequences. Thus not only fumbles were dangerous, also failing could be dangerous. 

For instance my character had a healing spell. It worked as follows: You could heal up to your skill in hitpoints on someone, but must take the damage yourself. You can heal this after a good night sleep, instead of weeks. This could mean that I healed the fighter, and went unconscious as a result, but after a night sleep I was whole again. 

Most of the time if you failed the spell worked a bit too well. We had someone with a fire power, but he had set the camp in a conflageration several times due to a failed skill test. This was funny for the players, but less so for the characters. 

 

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On 6/29/2019 at 4:02 PM, BioKeith said:

Yes please to adding a list here. 

Here it is. Original French scenarios included in official books:

 

Editeur Oriflam

- Le roi oublié (with the GM screen)


Editeur Icare


- Chroniques de Pendragon 1 (one scenario per year, 486-492):
Le linceul de Noctua (8 pages) qui voit les chevaliers en quête d'une relique dérobée dans un couvent saccagé,
L’honneur sauf (7 pages) où ils doivent mener bataille contre des saxons avant d'être confronté au véritable problème,
L’Enfant des Marais (8 pages), épisode dans lequel les héros se dressent face à des créatures habitant des marais,
Triste Muse (9 pages) avec une étape au coeur de l'hiver dans un chateau à l'atmosphère lourde,
Chevalier, Pilleur, Bourreau (8 pages) où les chevaliers tentent de retrouver de leurs frères faits prisonniers,
Nos Maudites Chimères (9 pages) centré une Dame enlevée à délivrer,
La course de l’Enchanteur (7 pages) qui met en scène Merlin lui-même pour les envoyer rechercher un chevalier retenu dans une forêt par un voeu.


- Chroniques de Pendragon 2 (one scenario per year, 494-507):
L'eau des morts (11 pages) où les Chevalierst doivent découvrir l'origine d'une malédiction et la lever pour convaincre un souverain de faire alliance avec Uther,
Trésors d'Anarchie (8 pages) qui se déroule avec en toile de fond une invasion saxonne, la mort d'Uther, et le début de la période d'anarchie qui s'ensuit,
Veilleur & Soudoier (10 pages) qu voit les Chevaliers rechercher l'allégeance d'un de leurs pairs pour le trouver mort, et rechercher ce qui a mené à cette issue,
Les adieux du sorcier (10 pages) où les Chevaliers doivent respecter une dette, repousser des saxons et remplir une mission pour un vieil allié,
Morgane (10 pages) se déroulant en Cornouailles où les Chevaliers ont été mandés en ambassade et où ils vont devoir libérer le prince capturé pour être livré à ses ennemis,
Il était une Foi (12 pages) qui voit les PJ aider une alliée de leur suzeraine à retrouver son père puis à reprendre son fief à des chevaliers félons,
L'aube derrière les brumes (11 pages), s'étendant sur trois années, et permettant aux Chevaliers de nouer de nouvelles alliances, d'en découdre avec les saxons jusqu'à la bataille de Cambridge et la libération de Londres


- Rédempteurs (in La Rose et l'Epée, translation of BoK&L) 

- La Mariée Cambrienne  (with the GM screen)

- L'Abondant Fils Ainé (with the GM screen)

- Les cendres de Dieu (in Fiefs et Manoirs, translation of BoM and BotE)

- La Bête de Tilshead (in Pendragon rulebook)
 

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French scenarios included in magazines:

- Backstab
Backstab 03 - Qui va a la chasse
Backstab 08 - Le roi se meurt

- Casus Belli (2nd series)
CB 040 - Anciens Mysteres
CB 074 - Premieres Armes
CB 099 - Le Loup dans la Bergerie
CB 103 - Gout de cendres
CB 112 - Enfant des fees
CB 114 - Quatre filles
CB HS08 - Chasse au blanc cerf
CB HS15 - Chant des loups
CB HS24 - Meute doree de Saxemord

- Tatou
1 or 2 scenarios/articles per issue between issues 10-24

Please note that I haven't got EVERY issue of Backstab, Tatou and CB magazines, so some scenarios could be missing from those lists.

Spanish scenarios included in magazines:

- Nivel 9
Nivel9 10 - La Dama Misteriosa
Nivel9 12 - Do ut Des

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On 6/28/2019 at 9:14 AM, Username said:

I mentioned this elsewhere, but I'm in a group that is using it with minimal changes for a Sengoku era Samurai game.

John Wick says, "the original L5R RPG was just me cribbing from Pendragon."

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On 7/1/2019 at 9:56 PM, Wolfpack Six said:

How about more simple, "traditional" dungeon crawl-type adventures in the Pendragon system?  Any examples of those?

Probably not. KAP doesn't really work all that well as a tradtional dungeon-crawl type of game. Damage is more singficant and healing slower and less reliable compared to most dungeon-crawl type RPGs.Not that it can't handle an epic adventure, it can, but it's not geared towards the slow attrition of hit points and other resources that most dungeon-crawl RPGs are designed around. 

 

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