A large group of players with mixed levels of RPG experience can be challenging to run. Or maybe you want less mechanics but not rules light. Crown and Skull by Runehammer Games provides solutions some GMs may be seeking and is a perfect RPG to kick off a new campaign especially one with new players.
Some groups with different levels of experience may see half the players optimize building the character they see in their minds’ eye and play well with the rules while the others struggle with rolling d10s (a 0 is a 10 and a 000 is 100 is a bit mystifying) and all the modifiers and math. Clearing out all the obstacles rules wise is a great start. But the experienced players still need mechanics to work with and the campaign needs a great and compelling living world.
Crown and Skull provides all three solutions for GMs seeking answers.
Remove the Rule Obstacles
Player characters roll a d20 to hit a target number or lower. Aim low versus either a skill on the character sheet with the number to beat or an opposed roll with an NPC in most cases.
PCs rolling any other dice roll high. Usually damage rolls. No roll to hit is needed, just roll damage. If it falls below the enemy’s DEF (defense), the attack misses. Otherwise it does the remaining damage after subtracting DEF. Enemies have hit points. Player characters do not.
In combat, if an enemy attacks a PC the player rolls a d20 versus Defense penalized by adding the enemy’s ATK (attack) to the roll to avoid a hit. If hit, an enemy attack removes a skill or piece of equipment either temporarily or permanently. A hit might break fingers removing the lockpick skill until healed or a mighty blow might break the straps on a shield rendering it useless until repaired. A truly terrible strike might shatter and destroy a sword. Most enemies have three tactics with various attacks or defenses for each.
That’s the game in a nutshell. A d20 roll low. Damage roll high. Players are rolling all the time in combat either for attack or defense. Initiative has it own quirks and strategy involved as well which the PCs can learn and use wisely. Timers are also tied into initiative and can create added tension and change the nature of an encounter.
Mechanics Player Characters Can Customize
A brand new player can pick a template, pick some equipment, and be ready to go. Avoiding a casting class would be a good idea for the newest player.
Any player can choose instead to build a character from scratch using points (the same points that were used to build the templates). Each character has the option for one core ability they can buy that they are really good at like Brutal Fighter, Veteran Commander, or Wizard Savant. Animal companions are also an option.
Once play has begun, a player can work with the GM to customize equipment, spells, spell casting, and other character facing options. Descriptions and lists of customization options are included to get started.
After about 20 sessions, each PC must choose the path of the Crown or of the Skull to unlock new skill and equipment options following what is basically law or chaos forevermore. PCs of the Crown cannot take Skull options and vice versa.
A year of every other week play is likely to see the PCs reach end goals and become named NPCs in any future campaign the GM wants to run.
A Compelling Living World
The PCs pick one of three locations to start the campaign in by choosing a settlement near forest, mountain and river, or desert. Each location encourages different lineages (including frog-folk) and offers different possible foes and NPCs.
The GM is provided with dozens of pages of locations, dungeons, and monsters to fill in the world the PCs are exploring. Hex crawling is part of the game along with dungeons and other adventure locations.
Crown and Skull: Is It For You?
The Crown and Skull Player’s Guide PDF is free. Take a look and see if a fast running game with less mechanics but full of options for player characters appeals to you. The GM section is packed with locations, hexes, NPCs, and monsters you can use right now. The advice even includes the first encounter a GM can use to kick off a campaign and introduce the PCs to decision making, problem solving, environmental hazards, and likely combat. You can also check out my interview with the creator.
Even if you don’t run it, Crown and Skull will provide a GM with plenty of ideas and practical support.
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