RPG Spotlight shines a light on the latest RPG releases to help GMs decide if the book will improve and enhance their campaigns. First up is the just released, Crown and Skull Volume II by Runehammer. This RPG covers dragons in depth as well as providing an excellent example of mixing sci-fi and fantasy together with a wrecked spacecraft, aliens, and droids arriving in a fantasy world.
The first volume in this planned five RPG book series is covered in an interview with Runehammer and recent coverage of Volume I. Volume II is not standalone but builds on Volume I.
Runehammer, the author and publisher, has a long tradition of game design and RPG community support. He can be found on the internet including YouTube, at small conventions running games, and has recently opened a game store in Philadelphia. All that experience running, writing, illustrating, publishing, and selling RPGs gives Runehammer a unique perspective on game design.
Dragons
Dragons are the focus of Volume II. This is just a small sample of what is included.
Runehammer wanted to explore dragons as a family and the dynamics involved. All dragons are descended from two dragons, one more reptilian and the other avian. Their children possess one set of traits or a mixture of both depending on parentage. The reptids are primal and full of rage. Rare good dragons can come from the ordered minds of these dragons, but even those dragons have anger underlying their actions. Avians are smart and hyperactive. They are more likely to study arcane magic and cast spells. The rage of dragons drives Volume II and leads to quite a few stunning surprises during the included adventures (no spoilers).
PCs can hate dragons and gain abilities to hunt them. PCs can, instead, learn the dragon riding skill in concept in the hopes of one day allying with a dragon and bonding as rider and mount. Either path will lead to conflicts either with cults that worship and revere dragons or with the many folk who hate and fear dragons and will direct those emotions at anyone who always with dragons.
Dragons leave behind powerful skulls when slain. These indestructible relics serve as bounties. They also resonate with arcane magic and with a successful application of magical skill will provide access to a handful of new spells.
GMs
The advice to GMs in Volume II is wide ranging and in depth. Again, this is only a small sample of what is included.
While Volume I provided the basics and sure guidance, Volume II goes under the hood with many optional rules. There are new ways to run skills, run combat, handle damage, and much more. Besides new mechanics, there is also discussion on game design itself and how a GM can master his own game.
For example, simplifying things includes advice such as tossing mechanical bits that players continue to struggle with. Streamlining rules is what led to the game system itself, so this concept makes sense in context but having it well explained is worth a read. The steps to simplifying things starts with gathering intel: taking note of what players struggle with and how gameplay can be improved. Additional advice follows from there. Not all GMs will take this advice to heart or implement it, but it is a fascinating alternative to Rules As Written, Rules as Intended, or even Rule 0.
There are also entirely new systems of advice given. How to end a campaign, for example, is a focus with a concrete example of how to end a campaign and how to help the players wrap things up and come to an understanding of all they have accomplished.
Volume II: Is It for You?
If you have Volume I and liked it, then the simple answer is yes. If you don’t, or if that book didn’t resonate with you, that doesn’t necessarily rule out getting Crown and Skull Volume II. The roleplaying ideas attached to dragons are easily ported over to another system, and even the mechanical options like dragon skulls would be well worth translating into a GM’s RPG system of choice.
In addition, the GMing advice is well worth a read as well. Runehammer has a unique style and goes in different directions than many mainstream RPGs. Whether a GM follows the advice or simply thinks about different options and approaches to game design, the book is well worth a read.
Finally, Volume II has so much more I don’t have time to cover. Ant-men, droids, otherworldly arcane knights, stunning art, and many pages of maps. There are d100 tables for villages and various dragon related matters. A section of in setting rare books. And more. There is no filler, so even if not every rule or idea works for every GM almost any GM will find many useful pages of maps, advice, and ideas to mine for their own campaign.
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