I haven’t blogged much about The Broken World (TBW) campaign
because I’ve been playing a 5th Edition D&D campaign called the
Age of Worms for almost a year now and that has kept me pretty busy, but I have
been working on my TBW campaign in OneNote.
I’ve come to a point where I’m seriously considering using a different
game system for my homebrew campaign and that system is Shadow of the Demon
Lord (SotDL) by Schwalb Entertainment. I
originally started designing TBW to be played using D&D rules, but I had
some problems reconciling some things in my world with how D&D works.
The main thing I had a problem with is the magic
system. I really want magic to be a
unified system in TBW, so having “divine” and “arcane” magic doesn’t work for
me since, in this world, there are no gods.
The great thing about SotDL is that its magic system IS unified and, in
addition, the way that the system is set up with Traditions instead of schools
of magic make is very easy to customize characters to be the kind of magic-user
the player wants to run. In D&D, you
have to take levels in a divine class to have access to divine spells, despite
the fact that divine spells have schools associated with them, which you would
think would be accessible by a specialized arcane spell user. Nope.
Some other things I like about SotDL over D&D include the
class system, called “Paths”, which allows for some great customization that
D&D simply can’t match. I also like
the Boon/Bane mechanic better than the Advantage/Disadvantage mechanic of
D&D.
Of course there are some things about SotDL that I don’t
like so much. I’m not entirely sold on
the Initiative system. The Slow/Fast
turn sequence has been a little confusing in my few times running SotDL, which
may be just a familiarity issue with me, but it seems to slow things down
unnecessarily while people decide if they’re taking a Slow or a Fast turn. I like to have as few decision points as
possible once game play starts because each decision point delays and slows
encounters. I’m also not sure about the
replacement of Skills with Professions, as the latter seems to be almost too
loose and undefined and require the players to basically convince me that their
profession should be considered in whatever skill attempt they are making. I do like the simple “10” target number for
all tasks, but I can see where that may be too simplistic at some point. That one will have to wait until I’ve had a
chance to see it in play more before I pass final judgment. I’m also disappointed that SotDL doesn’t
include Armor as Damage Reduction and, instead, basically emulates how D&D
handles armor. Finally, I dislike that SotDL only uses a D20
and D6s. I like using all of the
polyhedral dice in my RPGs and, in fact, I’m still looking for a system that
has found a way to incorporate the D30 (I may have to invent that system
myself).
SotDL isn’t perfect, but it seems to be the better match for
me. I still need to run it more to fully
decide. I’m hesitant to drop D&D 5E
altogether because it is a system that is near and dear to my heart. I could probably house rule D&D to make
it what I want, but that would be too much work and I really just want to use a
system that is already built and mostly meets my expectations, which SotDL
seems to do. I plan on running a SotDL mini-campaign this
year and once I’m done I should know whether or not that system is the best fit
for TBW. In the meantime, I still have
lots of world building to do that doesn’t require a game system to work on.
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