Baelon
2021-11-06, 01:52 AM
Preamble Ramble:
So, I've been DMing for about ten years now. Started with the d20 Star Wars RPG (the one before Saga Edition) and went, from there, to 3.5 and then, finally to Pathfinder 1e. My friends and I have played outside of that progression some, but we kinda default to Pathfinder 1e.
But before I ever played DnD whatsoever, I was a big mark for King Arthur. Excalibur and, like, Dragonheart are the movies that convinced kid-me to like medieval fantasy in the first place. So when I found out there was a whole King Arthur tabletop RPG, I was like, "Oh, man, I gotta get me some of that!" And it looked super cool! The Great Pendragon Campaign was this unique, awesome source book that covered all this material and I really, really wanted to run it for my group!
But, well, see again that first paragraph. We play Pathfinder. That's our thing. And, to be honest, I know that system fairly well, I have an understanding of it, I can DM it to--at least THEIR satisfaction--with very little actual prep. But, I still always really thought, "Man, I'd love to play or run Pendragon."
So we've been in-between major campaigns for a bit now, mostly using our together-time for video games and movie nights. Still, for years, Pendragon had been in the back of my mind. Well, one day I got the urge to look and see if there were any Pendragon videos on YouTube. I found one that was pretty fun to listen to and it got me thinking. I read a bit in the Great Pendragon Campaign sourcebook, read some of the Pendragon 5e core book and I said to myself, "I think I can run this."
So I sat down and I started figuring out how to, y'know. Do that.
Round Peg, Square Hole:
So anybody who knows Pendragon and DnD knows that these are very different types of game. DnD is a combat simulator dressed like a roleplaying game, Pendragon is this very...I dunno, narratively driven dice game that shifts between Crusader Kings and Mount & Blade with romance and stuff sprinkled in. One is based on pulp fantasy, one is based on classical romance literature. One is very, very focused in on the short careers of a single group of dubiously-heroic heroes, the other is a sweeping epic that covers eighty years of history featuring multiple generations of PCs.
And I wanted all of it.
I wanted my players to go on daring adventures, plan out dynasties, and fight Saxons in pitched battles. I wanted them to age and die and play on as their children. I wanted them to win titles and land and risk it all. And I wanted them to play the entirety of Arthurian mythology, explicitly as background characters who would show up in a couple of scenes of a movie, going completely unnamed until you get to the credits and you're like, "Wait, Sir Caradoc? Who the heck is Caradoc?"
Doing that meant a lot of homebrewing. I had to incorporate systems that were entirely alien to DnD, change the flow of time relative to how a campaign unfolds. But I also had to gut Pendragon. A lot of really cool, core systems from that game just wouldn't work in DnD.
I'll assume you know how DnD works from a narrative standpoint, but I'll briefly explain a Pendragon year and touch on a few of its more interesting systems.
So in Pendragon, the year is broken up into three parts, basically. You've got your Easter Feast (mostly an RPing section where you hobnob with important NPCs and learn what's going on in the world), your Adventuring Phase in the summer (when battles are fought, quests are undertaken, and all that good stuff happens), and then your Winter Phase (where the players tend to their manors, find out which family members lived/died, get married, have kids, and basically otherwise fill out the rest of the year).
Really cool stuff that I think makes a lot more sense than having adventurers who are just *always* fighting or getting into shenanigans. Not that there's not a place for that, it just seems like that lifestyle would be really, really short. So this was something I definitely wanted to keep, this pace and this general breakdown of the year. That seemed like a core component of getting through this epic, eighty year campaign.
Pendragon also has a really neat feature of Traits and Passions which can compel characters to behave in certain ways under certain circumstances. For instance, maybe your knight really likes to drink so he has to roll the Indulgence or Temperate Trait to get super drunk at feasts or to avoid it of whatever. Maybe he has a Hate (Saxons) Passion so he'll have to make a roll to avoid going into a bloodthirsty rage when he's in the same room as a Saxon.
It's really interesting stuff and it can make it feels almost like a tug-of-war between the character and the player as the character seems to try to do things that the player wouldn't necessarily want, but, man, it can make for cool stories! But it's also something that goes against a lot of the core philosophy of DnD and how DnD encourages players to interact with the game. And my players would, for sure, chafe at this infringement on their agency. But it's core to how Pendragon, as a game, functions.
So, take out the heart, but leave the shell and you get
Pathfinder Dressed as Pendragon:
Heresy. I know. Adapting a whole RPG system into, basically, a setting. But this is probably my one chance to run this big King Arthur campaign so I'm doing it. Besides, a pulp fantasy King Arthur sounds kinda super fun?
So what does this look like? Well, there are a lot of tables and systems that I can go into, stuff I either made from wholecloth or stuff that I ported from about 40 years and 5 editions of varying sourcebooks with sometimes contradictory information, but this post is already getting kinda long and in the end, this is what my Pendragon conversion boils down to.
There are three phases to a given year which basically follow the Pendragon model. RP heavy phase around Easter, one adventure a year in the summer, and then a manorial management-heavy Winter Phase. I'm aiming for about one year per two sessions right now.
Winter Phase is a concept almost entirely alien to Pathfinder, to DnD in general. Yes, Kingmaker has a whole system for settlement building and all that, but that felt almost too intensive for a single session that also needed to involve summarizing the non-adventuring year by, effectively, rolling on a bunch of tables.
So I made my own manorial management system. Very rough, don't get me wrong, it's far from polished and it might fall apart at the slightest breeze, but it's functional-adjacent. It works in a very basic video game-y manner: you have a manor, it generates money, you spend money on improvements or staff who, in turn, generate more money or yearly XP or who give you bonuses on skill checks. Does this math check out? Would it mean the greater lords passively accrue enough XP to level up practically every year? I don't know! I'm working on that. Probably not. It's probably fine.
The rest of Winter Phase is, as I've said, mostly comprised of rolling on Tables. We've got Life Events, Aging, Family, Stable, a Stewardship roll (which is a Skill check that spouses or professional stewards can make in place of the knight), and the all-important Salt Check which grants additional XP and determines what sorts of fabulous gifts or grants a character qualifies for for Christmas. All of this, narratively, taking place as the knights getting together at either a Christmas or New Year's feast and talking about what they've been up to since the last time they were all together.
Then there's battles, sieges, and raids, all of which I've created my own systems for. Now, I know Pathfinder has a mass combat system and I know Pendragon's is very different. I also know that, at least for my group, the Pathfinder system introduces a lot of extra numbers to keep track of and tends to slow down the game. So I took inspiration from Pendragon for the basic idea and I ended up oversimplifying it to "add this number to this number and bingo bango you're doing a battle." Again, is it a good system? I dunno. It's really simple, it's really basic. Wargamers would hate it, anyone who wanted a robust system for mass combat would hate it. But it functions and Mearcred Creek, at least, didn't feel like a slog like DnD combat sometimes can. I've made a similar system for sieges and I more or less reduced raids to rolling on tables with some modifiers.
And, yes, all players are knights. They start as landed knights, holding a title and an estate, regardless to their actual player class. They begin with Low Fantasy point buy (which will change for later characters as the Enchantment of Britain waxes and wanes, merging Earth with Faerie) at the age of 21 (when they receive their knighthood), and they'll start taking more serious aging penalties once they hit 35 (standard -1 to Physical Ability Scores, +1 to Mental, but also the potential for more aging penalties during the Winter Phase).
They also all start as humans. They can marry into various homebrew, non-human bloodlines and produce half-human offspring with often fantastic powers, but they all default to humans. Later, they'll have the potential to play as Cambions (half demons), Changelings (weak Fae), Dogheaded Men (what it says on the tin), Elflings (half elves), Fomorions (The Hulk), and Half-Giants (tall, strong humans).
I've got ten classes available, each which sounded justifiable based on Arthurian literature: Barbarian, Bard, Cavalier, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, and Sorcerer. I felt like there was sufficient precedent in the Arthurian literature to include knights who were squishy and had magic powers (Sir Menw the Magician for example) and more than enough justification for knights who could call upon divine miracles. But there wasn't enough material to justify wuxia monks (which I don't object to in other settings, it just doesn't fit this one) or wizards who have to dedicate all their time to studying magic. And Cavaliers just kinda make perfect sense for the setting so I threw them in. This way the players have enough variety to not have characters that all overlap in virtually every functional, mechanical way. Even though they're knights, they're very different knights.
Religions are, as per Pendragon: Roman Christian (closer to Orthodoxy than Catholicism, the Great Schism hasn't happened yet), British Christian (a mixture of Christianity and British folk religion founded by Joseph of Arimathea and predating Roman Christianity on Albion), and British Pagan (a Romano-Celtic grab bag of beliefs). All of these are being treated, for the sake of the game, as true in one way or another. No Law, no Chaos, no specifically Good religion, no specifically Evil religion. There can be Roman or Pagan Clerics, Roman or BC Paladins, and BC or Pagan Druids (to kinda balance out the divine casters).
Other than that, it's...not a whole lot different from standard Pathfinder. Sure the setting is different, there are a lot fewer magical enemies earlier on (after Arthur pulls the sword from the stone things will really start to trend toward the fantastic; this will end up being a more Welsh Arthur than the GPC assumes if you know what I mean), but functionally, it's mechanically still Pathfinder. Just Pathfinder with extra tables and a different time scale.
It's a design in progress. And a campaign in progress. Our third session is Saturday night (so, in about sixteen hours for me). We're starting the second year, AD 486, tonight and things are going smooth so far. I gotta say, its not a perfect conversion, probably not my most elegant work of game design, but I kinda really like this Frankensteinian monster I've cobbled together.
I am, of course, open to questions, comments, and criticism.
So, I've been DMing for about ten years now. Started with the d20 Star Wars RPG (the one before Saga Edition) and went, from there, to 3.5 and then, finally to Pathfinder 1e. My friends and I have played outside of that progression some, but we kinda default to Pathfinder 1e.
But before I ever played DnD whatsoever, I was a big mark for King Arthur. Excalibur and, like, Dragonheart are the movies that convinced kid-me to like medieval fantasy in the first place. So when I found out there was a whole King Arthur tabletop RPG, I was like, "Oh, man, I gotta get me some of that!" And it looked super cool! The Great Pendragon Campaign was this unique, awesome source book that covered all this material and I really, really wanted to run it for my group!
But, well, see again that first paragraph. We play Pathfinder. That's our thing. And, to be honest, I know that system fairly well, I have an understanding of it, I can DM it to--at least THEIR satisfaction--with very little actual prep. But, I still always really thought, "Man, I'd love to play or run Pendragon."
So we've been in-between major campaigns for a bit now, mostly using our together-time for video games and movie nights. Still, for years, Pendragon had been in the back of my mind. Well, one day I got the urge to look and see if there were any Pendragon videos on YouTube. I found one that was pretty fun to listen to and it got me thinking. I read a bit in the Great Pendragon Campaign sourcebook, read some of the Pendragon 5e core book and I said to myself, "I think I can run this."
So I sat down and I started figuring out how to, y'know. Do that.
Round Peg, Square Hole:
So anybody who knows Pendragon and DnD knows that these are very different types of game. DnD is a combat simulator dressed like a roleplaying game, Pendragon is this very...I dunno, narratively driven dice game that shifts between Crusader Kings and Mount & Blade with romance and stuff sprinkled in. One is based on pulp fantasy, one is based on classical romance literature. One is very, very focused in on the short careers of a single group of dubiously-heroic heroes, the other is a sweeping epic that covers eighty years of history featuring multiple generations of PCs.
And I wanted all of it.
I wanted my players to go on daring adventures, plan out dynasties, and fight Saxons in pitched battles. I wanted them to age and die and play on as their children. I wanted them to win titles and land and risk it all. And I wanted them to play the entirety of Arthurian mythology, explicitly as background characters who would show up in a couple of scenes of a movie, going completely unnamed until you get to the credits and you're like, "Wait, Sir Caradoc? Who the heck is Caradoc?"
Doing that meant a lot of homebrewing. I had to incorporate systems that were entirely alien to DnD, change the flow of time relative to how a campaign unfolds. But I also had to gut Pendragon. A lot of really cool, core systems from that game just wouldn't work in DnD.
I'll assume you know how DnD works from a narrative standpoint, but I'll briefly explain a Pendragon year and touch on a few of its more interesting systems.
So in Pendragon, the year is broken up into three parts, basically. You've got your Easter Feast (mostly an RPing section where you hobnob with important NPCs and learn what's going on in the world), your Adventuring Phase in the summer (when battles are fought, quests are undertaken, and all that good stuff happens), and then your Winter Phase (where the players tend to their manors, find out which family members lived/died, get married, have kids, and basically otherwise fill out the rest of the year).
Really cool stuff that I think makes a lot more sense than having adventurers who are just *always* fighting or getting into shenanigans. Not that there's not a place for that, it just seems like that lifestyle would be really, really short. So this was something I definitely wanted to keep, this pace and this general breakdown of the year. That seemed like a core component of getting through this epic, eighty year campaign.
Pendragon also has a really neat feature of Traits and Passions which can compel characters to behave in certain ways under certain circumstances. For instance, maybe your knight really likes to drink so he has to roll the Indulgence or Temperate Trait to get super drunk at feasts or to avoid it of whatever. Maybe he has a Hate (Saxons) Passion so he'll have to make a roll to avoid going into a bloodthirsty rage when he's in the same room as a Saxon.
It's really interesting stuff and it can make it feels almost like a tug-of-war between the character and the player as the character seems to try to do things that the player wouldn't necessarily want, but, man, it can make for cool stories! But it's also something that goes against a lot of the core philosophy of DnD and how DnD encourages players to interact with the game. And my players would, for sure, chafe at this infringement on their agency. But it's core to how Pendragon, as a game, functions.
So, take out the heart, but leave the shell and you get
Pathfinder Dressed as Pendragon:
Heresy. I know. Adapting a whole RPG system into, basically, a setting. But this is probably my one chance to run this big King Arthur campaign so I'm doing it. Besides, a pulp fantasy King Arthur sounds kinda super fun?
So what does this look like? Well, there are a lot of tables and systems that I can go into, stuff I either made from wholecloth or stuff that I ported from about 40 years and 5 editions of varying sourcebooks with sometimes contradictory information, but this post is already getting kinda long and in the end, this is what my Pendragon conversion boils down to.
There are three phases to a given year which basically follow the Pendragon model. RP heavy phase around Easter, one adventure a year in the summer, and then a manorial management-heavy Winter Phase. I'm aiming for about one year per two sessions right now.
Winter Phase is a concept almost entirely alien to Pathfinder, to DnD in general. Yes, Kingmaker has a whole system for settlement building and all that, but that felt almost too intensive for a single session that also needed to involve summarizing the non-adventuring year by, effectively, rolling on a bunch of tables.
So I made my own manorial management system. Very rough, don't get me wrong, it's far from polished and it might fall apart at the slightest breeze, but it's functional-adjacent. It works in a very basic video game-y manner: you have a manor, it generates money, you spend money on improvements or staff who, in turn, generate more money or yearly XP or who give you bonuses on skill checks. Does this math check out? Would it mean the greater lords passively accrue enough XP to level up practically every year? I don't know! I'm working on that. Probably not. It's probably fine.
The rest of Winter Phase is, as I've said, mostly comprised of rolling on Tables. We've got Life Events, Aging, Family, Stable, a Stewardship roll (which is a Skill check that spouses or professional stewards can make in place of the knight), and the all-important Salt Check which grants additional XP and determines what sorts of fabulous gifts or grants a character qualifies for for Christmas. All of this, narratively, taking place as the knights getting together at either a Christmas or New Year's feast and talking about what they've been up to since the last time they were all together.
Then there's battles, sieges, and raids, all of which I've created my own systems for. Now, I know Pathfinder has a mass combat system and I know Pendragon's is very different. I also know that, at least for my group, the Pathfinder system introduces a lot of extra numbers to keep track of and tends to slow down the game. So I took inspiration from Pendragon for the basic idea and I ended up oversimplifying it to "add this number to this number and bingo bango you're doing a battle." Again, is it a good system? I dunno. It's really simple, it's really basic. Wargamers would hate it, anyone who wanted a robust system for mass combat would hate it. But it functions and Mearcred Creek, at least, didn't feel like a slog like DnD combat sometimes can. I've made a similar system for sieges and I more or less reduced raids to rolling on tables with some modifiers.
And, yes, all players are knights. They start as landed knights, holding a title and an estate, regardless to their actual player class. They begin with Low Fantasy point buy (which will change for later characters as the Enchantment of Britain waxes and wanes, merging Earth with Faerie) at the age of 21 (when they receive their knighthood), and they'll start taking more serious aging penalties once they hit 35 (standard -1 to Physical Ability Scores, +1 to Mental, but also the potential for more aging penalties during the Winter Phase).
They also all start as humans. They can marry into various homebrew, non-human bloodlines and produce half-human offspring with often fantastic powers, but they all default to humans. Later, they'll have the potential to play as Cambions (half demons), Changelings (weak Fae), Dogheaded Men (what it says on the tin), Elflings (half elves), Fomorions (The Hulk), and Half-Giants (tall, strong humans).
I've got ten classes available, each which sounded justifiable based on Arthurian literature: Barbarian, Bard, Cavalier, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, and Sorcerer. I felt like there was sufficient precedent in the Arthurian literature to include knights who were squishy and had magic powers (Sir Menw the Magician for example) and more than enough justification for knights who could call upon divine miracles. But there wasn't enough material to justify wuxia monks (which I don't object to in other settings, it just doesn't fit this one) or wizards who have to dedicate all their time to studying magic. And Cavaliers just kinda make perfect sense for the setting so I threw them in. This way the players have enough variety to not have characters that all overlap in virtually every functional, mechanical way. Even though they're knights, they're very different knights.
Religions are, as per Pendragon: Roman Christian (closer to Orthodoxy than Catholicism, the Great Schism hasn't happened yet), British Christian (a mixture of Christianity and British folk religion founded by Joseph of Arimathea and predating Roman Christianity on Albion), and British Pagan (a Romano-Celtic grab bag of beliefs). All of these are being treated, for the sake of the game, as true in one way or another. No Law, no Chaos, no specifically Good religion, no specifically Evil religion. There can be Roman or Pagan Clerics, Roman or BC Paladins, and BC or Pagan Druids (to kinda balance out the divine casters).
Other than that, it's...not a whole lot different from standard Pathfinder. Sure the setting is different, there are a lot fewer magical enemies earlier on (after Arthur pulls the sword from the stone things will really start to trend toward the fantastic; this will end up being a more Welsh Arthur than the GPC assumes if you know what I mean), but functionally, it's mechanically still Pathfinder. Just Pathfinder with extra tables and a different time scale.
It's a design in progress. And a campaign in progress. Our third session is Saturday night (so, in about sixteen hours for me). We're starting the second year, AD 486, tonight and things are going smooth so far. I gotta say, its not a perfect conversion, probably not my most elegant work of game design, but I kinda really like this Frankensteinian monster I've cobbled together.
I am, of course, open to questions, comments, and criticism.