30 January 2020

First Impressions - Romance of the Perilous Land

British Folklore driven fantasy roleplaying.

TL;DR: An evocative blend of British folklore with OSR/D&D5e tropes that deliver a light and effective system (with one quirk) for use in a pithily described setting that throws plot hooks at you. Great for one shots or a more sustained game. 

I was intrigued by the idea of Scott Malthouse's "Romance of the Perilous Land" when I read about it on his blog, and quite excited at the news the Osprey Games were publishing it as one of their two books to launch their roleplaying line.

The blurb describes it as:


'a roleplaying game of magic and adventure set in the world of British folklore, from the stories of King Arthur to the wonderful regional tales told throughout this green and pleasant land.'

It does what it says on the tin, to quote an old TV advertisement.

The game engine is a blend of OSR with D&D5e and shades of both 'The Black Hack' and Tunnels and Trolls. No surprise about the latter, as he's a big fan of T&T.

The book is hardcover, digest sized, full glossy colour. Layout is simple and effective, with some gorgeous realistic style pictures throughout. 256 pages, decent index. It reminds me of Age of Arthur with the style and the simple layout. Absolutely lovely.

The writing style is easy to follow, but you do have to pay attention as rules get called out in the text and aren't highlighted. Skim read, and you'll miss them.

Five attributes (Might, Reflex, Constitution, Mind, Charisma) rolled on 4d6 (discard lowest, arrange in the order you want, plus alternative array and traditional routes). The mechanic is to roll equal-to or under on a d20.

Six classes (Knight, Ranger, Cunning folk, Thief, Barbarian, Bard). The class sets hit dice, weapon and armour proficiency, save proficiency, skills, starting equipment and gives class features (effectively feats).

For example, Knights have 'Aid the Defenceless' as a class talent which allows them to take the damage for someone within 5ft.

Total of ten levels. Odd levels bring class features and, from level 3, a +2 boost to all attributes. All levels bring a new talent. Talents are a customisation feature that lets you tailor the character. Effectively another feat.

Nineteen skills. The system uses a version of advantage and disadvantage called edges and setbacks. All skills are rolled with edge against the appropriate attribute.

There is a short spell list for cunning folk, and it feels very unique. The game uses a spell point system. Spells can be cast at any level if you know it and have the spell points. It can backfire significantly if you fail on your casting roll (Mind attribute check, reduced by spell level). After third level casters are meant to specialise into a set discipline.

Straight attribute or skill tests are rolled against the base attribute, which can be reduced if the GM feels that it is a bit more difficult. Only 'simple' checks are made against the base stat. This is where the system annoys me, as the penalties increase with your level. A Tough test reduces your attribute by 4 if you are first level and by 8 if you are ninth level or higher. Effectively it's removing the stat increases you get from character progression. Why add them just to take them away, especially when combat and contested rolls do not do this? I moaned about this a bit on the Tavern, but I'm nearly over it now. You'll just have to write the rating mods on the character sheet.

Quirks in the task resolution system


Contested checks take the level or HD of the opponent off the base attribute rather than a difficulty rating. Creatures have a base Target Number (TN) used for resolution, but affected in the same way. Saving throws are the same. So the penalty for contesting with a monster or NPC or another character is static based for you whatever level you are unlike difficulty mods. Inconsistencies in the game engine really bug me. That said, it's simple and effective.

Combat starts with a 'combat order roll' against your Reflex attribute. If you succeed you go before the creatures, if you fail you go after. Players determine their order within that. You can perform two actions per turn (but only make one ranged or melee attack). Critical on a 1 (doubles damage), Fumbles on a 20 (auto miss). Armour is ablative but you will always do a point of damage to HP. It recovers post fight. You fall unconscious at zero hit points, die at negative half hit points.

Valour points are a thing. They mean you can re-roll, gain HP and other options (including avoiding hitting zero HP). You have three each session.

The game covers the setting in more depth, with wondrous items (some fantastic things here, all appropriate to the setting) and then nutshell overviews of the 11 kingdoms. No map though which is a negative for me. However, all these are loaded with comments that will hook your imagination for a scenario. There are details of the Gods and who is likely to be influenced by them.

A section on Factions is great; players are encouraged to have their characters aligned with them. You could become a Knight of the Round Table (eventually) or one of Robin Hood's Merry Men (or women). The setting is agnostic on gender and race, embracing diversity, and gives setting reasons why to deal with those who feel it isn't historical. 'Maid' Marian is an assassin. 'Lady' Guinevere is a Knight from common stock, a blacksmith's daughter. The setting twists your assumptions nicely; play Pendragon if you want Mallory. The factions are split between those aligned with Camelot, those aligned with Morgan le Fay and Mordred and the neutrals.

There are stats for key characters like Arthur as full PCs and a fully bestiary section. The stats are a master class in brevity and the descriptions superb. This is not a D&D stat block. HD unlocks most of the basic stats for a monster as they all derive from that one number. Each monster feels unique, British and drawn from folklore. There are no orcs, but Red Caps may well give you trouble, and Giants and Dragons are going to be a challenge.

There a good advice section and index. No introductory adventure though, which is disappointing.

It doesn't come with a PDF - you have to buy that again but if you buy both off Osprey they take 25% off.

Overall, I really like this book. It calls out to be used and the background material throws hooks to your mind. Recommended. But the system quirks still irk me. Ever so slightly.

30th January 2020

UPDATE - The author has proposed a fix to the system to address the quirk which I discuss in a new post in May 2020.

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