FUTURE ROLEPLAYER REVIEW.
John Baker assesses a new roleplaying game by Wytchlight that not only
promises realistic combat and great flexibility but is also an example
of that very rare beast, a British roleplaying game.
Initial reaction to Dandanon was positive as the rulebook was
presented in simple and solid, if not awe inspiring style. Like most
fantasy roleplaying games, it is ideally suited to a quasi-medieval
world in which powerful wizards wield terrible magic and mysterious
beasts of myth and legend walk the land. So does Dandanon offer
something different from all those other fantasy RPGs that have graced
our hobby over the years?
Thankfully the answer is yes. Although most experienced roleplayers
will spot sections of the system that remind them of this or that
game, enough is as unique and innovative as it is possible to get
these days. So, sword in hand, let us venture into the new and
mysterious realm of Dandanon.
Character generation involves rolling 2d10 nine times and assigning
the results to the nine primary statistics. Race selection comes next,
which provides modifiers to the base (rolled) stats. Each race is
described in terms of its appearance, abilities and culture. Whilst
all of the old favourites such as elves and dwarves are here, goblins
and orks are amongst a few others that also make an appearance. Also,
although their names are familiar, the races are generally quite
different to the typecast variants that we all know. Dwarves, for
example, are actually the tallest member of the Troll Folk (they're
still small though). As a skill based system, social class and race
provide skill bonuses as well as special abilities such as being able
to see in total darkness.
Skill points are used to purchase skills, which are split into
physical, mental and general skills. Each character will have a number
of physical and mental skill points based upon their respective stats.
Whilst physical skill points can not be used to purchase mental skills
and vice versa, either type may be used to purchase general skills.
Also, as there are no character classes, all skills are available to
all characters (unlesss the GM says otherwise). Even the ability to
cast spells is purchased at the cost of a whopping 100 physical skill
points. Physical skill points are used to represent the time that a
character has spent in study instead of running about or pumping iron.
Secondary statistics such as hit points and combat bonuses are
calculated based upon the nine primary stats. To make life easier, a
set of look-up tables are provided at the rear of the book for those
stats requiring more than simple addition or subtraction.
Like most fantasy RPGs, Dandanon has an extensive selection of spells
which are split into five schools of magic. These include Sorcerers,
who tap into the matrix of raw power that flows through and binds
together all things, both living and unliving, and Theomancy, the
channeling of magical energy by a devout worshipper from his deity.
The Theomancy school introduces an interesting point of departure from
the norm in that there are actually very few Theomancy spells.
Instead, a Theomancer may cast any spell from any school of magic that
is relevant to their deity (such as fire-based spells for a Sun God).
Spells are cast using a spell point system and any memorised spell may
be cast any number of times so long as the caster has the spell
points. There are also three ways of casting any spell. Word Magic is
the quickest, requiring little more than the will and a single word,
but costs the most. Long Magic, on the other hand, requires the least
spell points but the most time, with Short Magic falling between these
two extremes. When purchasing skills, spell casting ability must be
purchased in each school individually. This combination of schools and
forms of casting gives players a great deal of choice - can they take
the time to use Short Magic or is Word Magic needed?
Skills, statistics, spell casting ability and spell points may all be
improved during the course of play. New skills and areas of casting
may also be learned. This provides a great deal of control over a
character's development.
The greatest difference between Dandanon and other roleplaying games
however is its combat system. No rounds or turns here, instead
everything is done based upon real units of time, in this case
seconds. Whilst this may at first seem a little excessive and
unwieldy, the system actually works very well and players should soon
get used to working out when their next action takes place. Also of
great importance to combat is the manner in which armour and damage is
handled. When a successful strike is made that is not parried, the
attack has a chance to penetrate the opponents armour fully, thereby
ignoring it. This chance is lower with better armour and is modified
by such things as weapon type and strength. If the armour is not
penetrated then it will reduce the damage inflicted by its protection
rating. All armour is rated against several types of attack such as
thrust, chop etc.
Damage is inflicted both in terms of general hit points and location
specific hit points, very similar to Runequest. However, weapons also
inflict shock damage which may cause a character to lose
consciousness. The effects of combat are very realistic; bones can be
fractured, arms can be incapacitated etc.
A pretty extensive bestiary, a good short scenario and a brief
introduction to the campaign setting provide the information needed to
get a game up and running.
Opinion: As the first release from a new game company, Dandanon is an
excellent product. With several additions planned for the system
including the Dandanon campaign setting, adventures, science-fiction
settings etc., there should be plenty to go at.
Some of the complexities of the combat system may be a little too much
for inexperienced players, but those willing to persevere will enjoy a
unique experience. Go on, give it a try, you'll be glad you did.