Newsgroups: rec.games.frp.misc
From: [p--g--n] at [world.std.com] (Paul C Duggan)
Subject: Review of pendragon 4th edition
Date: Mon, 11 Oct 1993 16:38:01 GMT

The new fourth edition looks very good. 351 pages, with (only) 
one fold out insert in the back: a four-color map of Britain south of 
Hadrians Wall.

The cover is a beautiful painting by Stephen King, depicting a Knight 
reciving a sword from a Druid, within a stone circle. The sun is just 
peeking over the joint between two topstones.

The printing quality of the copy I purchaced is not as high as my third 
edition, however. Some type is broken, and smudges and bleed-throgh shows 
on a few pages.

This new edition is much longer than the third, with many, but not all 
chapters from Knights Adventurous included. Included are Advanced 
Character Gehneration, Lands, Women, Religion, and additonal Ambitions. 
The full hunting rules and tournament rules were not there, but there is 
detail on some of these in recent adventure supplements. I missed 
having a Feast chart.

There are no major game mechanics changes, as far as I can see. Hawking 
is now Falconry, but that change was already indicated on more recnet 
supplements. I was happy to see that the "Your Own Land" solo now provides 
some tangible benefit for an excellent harvest. This was a question I'd 
raised concering the third edition. But I still don't see the fairness of 
requiring the (very low) stewardship abilities of the Knight to avoid a 
poor harvest.

I also have a minor nit about the introductory adventure (which is the 
same as previosuly) and that it is not a half-days ride to Imber as 
stated in the adventure, but at least a full day, if not more. (see the 
map on p. 231).

Scenarios are identical to those of Third edition, except the new magic 
rules (see below) have been integrated where appropriate.

The real excitement of the new system is the rules for magic and 
Magician charcaters. Magic is powerful, but still enigmatic, even with 
these rules. Enchanters will not be adventuring with the knights, as 
their powers need great preperation (waithing for the right time and 
place) and recovery afterwards (weeks on end).

The system begins with Magician character generation. The Magician seeks 
Insight, in place of Glory. She (the author's usage) gets this by being 
initiated into her tradition, by maintaining sacred sites and ceremonies, 
and by expending life force by use of the magic talents. The Magician skill
of Sight is useful for (among other things) identifying what level of 
Insight a given Magician has.

There are several traditions of Magician that a character can enter, each 
with different emphasies, benefits, and resposibilities. There are Pagan 
Enchaters (Druids), Bards, Enchantresses, and Witches, and Christian 
Priests, Nuns/Monks (non-players, since cloistered), and Friar/Hermits.

Magician generation follows the flow of advanced knight gegeration. First 
a natural magic Talent is determined. The Magaician will be able to use 
this talent at a bonus in comparison to other, learned talents. The land 
and culture of the Magaician is then determined, and the class of the 
father (Peasant, Magician, or Noble).

At age 16 she become initaited into whichvcer tradition is choosen. You 
may gain divine (if pagan) or saintly (if Christian) patronage, which 
gives a bonus to some specific taleknt, and perhaps a stricture as well.
Training is as per Previous Experience for Knights. At age 21 you try to 
qualify for the tradition of choice; it doesn't look to me like this is 
going to be very likely in most cases without additional years of training.

The magic system is composed of four basic concepts.


The first is Life Force, which comes from various sources: ambient force 
from the land, the seasonal cycles, sacrifices, and the magaician herself. 
Two skills, Geomantic Lore and Celestial lore, assist the Magician in 
making good choices of place and time. The ammount of life force is 
quantified in the number of d20s rolled. Each effect has a suggested 
life force cost.

The magician has a limit to how much life force she can use at a given 
time, which is based on the religious traits. This can be increased by 
high religious traits, critical talent rolls, or grouping together.

Magic is time consuming, taking 1d3 hours or possibly 1d6 minutes, at the 
expense of a talent roll penalty. Magic also has a hight cost to the 
caster, requiring either weeks of sleep afterwards, or weeks of
preperation 
before hand.

Magic forms come classed into Talents, which function as regular 
Pendragon skills. Things like Glamour (temporary reality, not illusion), 
Dispel, Travel, Animal Friend, Blessing, Curse, and others. Differing 
traditions will have differing starting values for these, and some are 
prohibited.

Duration for effects is one hour, standard, and may be increased by 
paying more life-force. The number of targets may be likewize increased. 
Some effect descriptions seem to assume a more lasting effect 
automatcially (a blight on crops doesn't vanish after an hour passes, 
apparently). Effects can also be placed in Talismans, for discharge at a 
later time.

The magic system is sprinkled through with boxed commentary by Morgan Le 
Fay explaing the theoretical and religious (Pagan) basis for magic as 
presented. The game mechanics section ends with a description of various 
magic sites in Britain and the ammound of ambient life force (some of it 
specific to a particluar talent) to be found there, and any other curious 
effects. This is follwed by the chapter on Faerie which was previously 
published in Knights Adventurous. 

Some sample magician types are provided in the Characters and creatures 
section. Morgan Le Fay and Merlin are not detailed, however (which is 
probably good).

The magic system looks like it will provide a flexible and interesting 
addition to the game system. It will be quite a challenge for a viable 
magician player character, but the same is true for women characters. 
These rules do help the gammester be a bit less arbitrary in running 
magic, and provides a bit of stimulous for additional creativity. The 
effect lists are not intended to be exhaustive, but to give an 
indication of the types of things that can be accomplished at various 
levels of life force.

The problems I see with the magic system are as follows: there is much 
chance for failure, as a both a talent roll must be made, and then life 
force dice need to be rolled. Even 10d20 might result in very low 
numbers. There is a concept that a lesser life force than needed might 
reusult in a reduced effect. Presumably sleep time would still need to be 
paid.

It's also a bit unusual that a high life-force cost effect is no more 
difficult in terms of talent than a low one, if the life force is 
avaialble. But most of the time really high life force effects will be 
restricted by the limitations of the ambient force and the magcicians 
limit.

Also, the skill system mechanics mean that very low level talents will 
critical a greater percentage of the time they are successful. This 
doesn't seem to be too much of a problem wehn the only thing happening is 
a swing of a sword or hunting an animal, but when channeling great magical 
energies it seems a bit out of whack.

But all in all the system seems to be interesting and fun. Magicians will 
be enigmatic creatures, in the background of the plot, awaiting the 
planets to be in alignment and searching for ancient sites of power, 
working astounding acts in their own time. Or they will be sought out long 
and hard by the Knights to find a cure for the curse put upon them.  
-- 
"Everything was a relic. All the world was a relic.   paul          +|+
I drew off my boots, which had traveled with me so                 --|--
far, and threw them into the waves that I might not                 +|+
walk shod on holy ground"            -- Gene Wolfe    [p--g--n] at [world.std.com]