Hope everyone had a good weekend. Was a bit rough of my end but I'm pleased to see a lot of interest in a game I love!
FlyingSucculent says:
May I ask more about this? I'm not familiar with the system at all, but this sounds very interesting. Is there any overview of specifically these mechanics to read ? :3
I believe there is a free 6e quick-start floating around, but I don't know how much depth it goes into or if things stayed consistent, since there was quite a bit of time between the starter set and the 'Core Rulebook'(Which should really have been called the Player's Book...) releasing.
Basically, in addition to skills and attributes, characters also have a series of paired traits on a scale of 0-20 which help to inform and even dictate play such as Chaste/Lustful, Energetic/Lazy, Forgiving/Vengeful, etc. Traits both serve as a guide to roleplaying the character and give the character a life of their own as players
must refer to them and act accordingly depending on their trait scores and roles. As traits reach higher numbers and the knight becomes known for particular behaviors, it becomes increasingly hard, though not impossible, to go against them. For example, a character with an Honest/Deceitful score of 17/3 is going to have a very difficult time lying. Players can guide these traits up and down through play, but there's always the possibility of something unexpected happening.
I find the traits in Pendragon to generate especially interesting and satisfying play for two reasons:
1) It keeps characters consistent and players honest. There's no, 'Well, yeah, my guy is Lawful Good, but I'm just going to ignore that and do what I want in this particular situation.'
2) No one can fully predict what characters will do, which to me gives them a life of their own and makes them feel more real. The GM and players are playing together to find out what happens in the story. The game becomes 'What does my character do?' instead of 'What do
I want my character to do?' Among other things, this means I'm no longer watching Steve play someone who is exactly like Steve only wearing a hat.
To be clear, some people
hate this because it ruins their immersion or desire to be able to control their character however they like at any time. Pendragon is
not a good game for those people.
Within play, directed traits can also be generated towards specific groups or individuals that alter a character's general attitude. For example, my knight may normally lean towards being forgiving(Forgiving/Vengeful 12/8), but he has a +6 to his Vengeful when dealing with his hated enemy Sir Roger after a series of events, making his Forgiving/Vengeful score 6/14 when dealing with him. As a result, he'll be much more likely to seek revenge against Sir Roger if given the opportunity.
Passions represent a characters strong convictions and emotions. They can be love, loyalty, hate, etc., and grant modifiers to skills and traits. You're much more likely to be valorous when riding to the aid of a beloved lord, and your sword will strike harder when used against the hated Saxons encroaching upon your lands.