Crown and Skull: Initial Impressions

Alright, as we dive in here, do remember that I've spent very little time with the book (PDF, really) to this point... I might be out to lunch with these observations and thoughts. It's been known to happen.

First things first, let's set the stage a little...

Runehammer's Other Work

The guy has a unique style and voice, and is ridiculously prolific. I love pretty much everything he does -- his art, his RPGs, his approach to designing and running games, his innovations... and the energy his brings for and gathers from his fans. He makes great maps, games and videos, and as a result he's built quite a community and fan base.

Index Card RPG, usually simply called ICRPG, is a game I think all GMs and aspiring designers should read. It's a blast to spend time with, packed with great, crisply-presented, well-organized ideas, insightful advice, and wonderful black and white art. It and Hard Suit, an excellent take on the mecha genre (a favorite of mine since BattleTech drew me in during the 80s) really are fantastic books and belong on more gamers' shelves.

Okay, Let's Talk About Crown and Skull Already

Wow, those headers are big. Remember this is just a test-run. Things will be adjusted once I land on a permanent platform. (Eyeballing Substack, thanks for the pointer, DigitalHobbit.)

Anyway, I'd heard a while ago that Crown and Skull, his new fantasy RPG, wasn't going to use the ICRPG system, riff on the Viking Death Squad mechanics or build upon anything Runehammer had done previously. And to be honest, that's part of what initially gave me pause about the game. As much as I like Runehammer and his designs, they are a bit one-note in terms of tone. That is, they are generally built to support and enable fast-moving, forceful, pulpy, high-octane go-go-go action -- on top of a framework that's still D&D if you squint. Which is cool. But maybe not what you always want.

So what direction did he go in for the mechanics? Read on!

The Standard Edition Hardcover

The Book

Word is that the physical prints of this book are gorgeous, and that the paper quality and construction are top notch -- for both the special and standard editions. What I'm seeing from the PDF is that these 6x9 digest-sized books are going to be a breeze to read and use at the table. The layout is nice and clean, the text is large and legible -- big fan of that. It reminds me, in a good way, of Tiny Dungeon 2e, perhaps because it's a smaller form factor that doesn't shy away from white space and letting text breathe on the page a bit.

There is, kind of surprisingly, a dearth of art. Other than the 20+ excellent full-page illustrations in the middle of the book and some key NPCs at the back, there's almost no art to speak of. That's highly unusual in a Runehammer game, and considering his talent in that area, it's a shame. I haven't dived into the setting yet -- the locations, the monsters, the factions... but boy it would be cool to see his renditions of those things on the pages where he describes them. As it stands now, we just get waves of paragraphs and bulleted text. 

Boo.

The Foreword

Alright -- let's get down to business and talk about what caught my eye in the book's Foreword -- what inspired me to make a character and run a little mock combat, and then write this blogpost.

Check out the influences Runehammer mentions: Fantasy Hero, GURPS, proto-D&D's Braunstein / Blackmoor, Into the Odd and Cairn. Interesting collection of games that left me wondering what the threads were that tied them all together. I mean, these games were and are my jam, so my interest level was piqued the minute I read this page. (Well, Fantasy Hero wasn't my jam, but certainly Champions was. Same system.)

And after cruising the book and doing a little playtest, I'd disagree with Runehammer's assertion that no artifact can be found that traces to those older games. I think there are tons of recognizable elements present in the Crown and Skull design, but I think I know what he means. He's done his own thing, and there is definitely no compatibility with those other games.

Missing from this passage, and from the Introduction, is something that's pretty important for my understanding of a game, and whether it can achieve it's objectives...

What does this game want to be? What kinds of stories is it supposed to help us tell with its setting, its mechanics, its metacurrencies and skill lists, its healing and advancement rules?

Without a clear statement from the designer on what their intentions and objectives were with the design, we just have to infer all that from reading and playing the game. So with that in mind, let's dive in and see if we can understand what the hell this game is trying to do.

The Basics

This is a point-buy, attribute-free, skill-heavy, d20-powered, player-facing roll-under RPG with some really nice and thematic elements of random character generation.

A mouthful. Let's unpack that a little, one piece at a time.

Characters

Beginning players are urged to use templates and prompts to create PCs, while those with more experience can go fully custom. Both methods produce Crown and Skull PCs that have a Name, a Hometown, one or more Flaws, a Core Ability, Skills, and Equipment. There are other details of course, the usual stuff for a fantasy game -- a background or history, a description, spells if they are a spellcaster, companion animals and minor possessions.

The point-buy system, with a 50 point base, lies at the heart of all this, but the piece I think I like best are those lifepath-like prompts. The game has an online character creator (pictured at right), which allows players to build a full character which can be exported to PDF. Sweet.

Those 50 points, or 55 or 60 if you take one or two Flaws, have to cover a lot of bases:

As mentioned above, there are loads more things to spend Hero Points on -- companions, custom equipment, boats, buildings, horses, wagons, spells and so on. If you're buying it or getting it, you're Hero Pointing it.

Oh, and PCs have a Lineage as well -- Humankind, Elven Folk, Stout Folk, Proudfoots (Proudfeet!) and Frog-kin.

There's also a whole thing around gradually discovering who you are, revealing memories in play as skills improve and emerge over time. (Neat, but I do wonder if this was lifted from the science fiction game Rob Schwalb has talked about where skills and memories and such return as you level up and recover from a long time in cold sleep...)

The Online Character Generator


A Sample Character Created by the Online Generator


Alright Let's Kick Some Tires

But I don't want to get further into all that -- character development, the magic system, the lore, etc. I want to talk about the combat system, because I think I fucking hate it. Let's find out.

We'll start by outlining a protagonist and a couple of skeletons who mean him harm:

Kelgor the Soldier

Defense (DEF): 10

Skills: Brawling 6, Shield Fighting 9, Muscle 8, Oratory 5

Equipment: Cold Weather Furs, Great Sword (D10), Wood Shield (DEF +1, but currently on his back), Chain Mail (DEF +3), Greaves (DEF +1), Flint and Steel.

Skeletons (2)

HP: 10, 10

ATK: 3   DEF: 3   PHASE: 3   TACTICS: 1

PC Notes
We'll set aside Kelgor's Flaws and Core Ability for this fight, as nothing applies. Also, note that an unarmored PC has a starting DEF of 6; Kelgor's was modified by his equipment. Since he has a two-handed sword, he doesn't have his shield equipped. Silly lad.

Enemy Notes
All enemies have these five stats.

Attrition

You might have noticed this word in the Skeleton writeup, above. This is a central mechanic in the game. Crown and Skull treats all damage, harm, injury, items dropped or supplies ruined in the same fashion -- with the Attrition mechanic. (Note this is for PCs only; enemies are just dealt damage and lose HP.)

Attrition "crosses off" a PC's skills and equipment. There are different types of attrition (some focus on equipment, some on skills), but usually you're lining out a single skill or piece of gear. Here's how 'ol Runehammer covers it:

So, diving right into this fight, let's keep an eye on how this plays out. But first--

Combat Happens in Rounds and Phases

That's right Hero players, Phases are back, baby. Each combat round in Crown and Skull has five numbered phases, and at the start of the action, each player has to choose which phase their PC will act in. There's some nuance to this, given the action economy that lays on top of it. Generally, combatants can move or attack in a phase without penalty; if they want to "Hurry" and do both, enemies enjoy +5 to their ATK rating.

The phases aren't quite as clever as some folks seem to think, but consider some options that they put on the table:

If you think through how this would all fit together across a whole team of players, choosing a Phase is more important than it might first seem. Those who like lots of game in their RPGs might dig this, the moment when you're all kibitzing about who goes when. That kind of break in the action isn't something that usually grabs me, but I can see the appeal here. However, there's discussion in the book about how players are encouraged to "game the system" and learn which phases monsters act on so they can optimize their Phase selection.

Blech.

Overall, it's very "gamey" (in the stinky way) and there's a lot more tracking than there is in systems that use standard rounds and the possibility of multiple actions. Also, I'm a fan of the players not knowing a monster's stats, and of switching that stuff up from encounter to encounter. (Think, say, DCC vs. 5e.)

Anyway -- let's get rolling on this. Kelgor the soldier is exploring a tomb, looking for a famed runestone when two moldering skeletons emerge from the darkness and rudely attack him! Ranges aren't really covered in the game, so let's just presume these things are in melee range, striking distance.

Initiative

There are two ways to kick off combat -- either the GM just calls for whoever is acting in Phase 1, or each player and the GM rolls a d20. The lowest rolls wins, and that side then acts first. (Note how heavily weighted this is towards the players. Might make for fun moments when the GM rolls that low number and beats everyone... except those moments are then robbed of drama by the Phase system... but I digress. Oh, and note the GM rolling here -- busting the player-facing paradigm. Sorry, further digression.)

Rolling a d20 for Kelgor and also one for the GM / Skeletons, I get a 7 and a 5, in that order. The Skeletons act first in any given Phase since they rolled lower, and Kelgor decides to act in Phase 2. This choice is "sticky" -- he's now acting in Phase 2 for the whole fight.

Let's get at it. Ding ding!

ROUND 1

PHASE 1

No one acts. I presume there's some serious staring and teeth gnashing going on as they face off in the tomb.

PHASE 2

Kelgor acts! He growls and enters the fray in earnest, targeting Skeleton #1 with his two-handed sword, which deals 1d10 damage. There's no to-hit roll, remember, so he rolls an 8 and subtracts his opponent's DEF of 3, scoring 5 damage. Skeleton 1 has 5/10 HP remaining. Bones and bits of old armor and rotten flesh fly!

PHASE 3

Both Skeletons, with Phase scores of 3 and Tactics scores of 1, get one action in this phase. The GM rolls a d6 for their Tactics, getting a 4 and a 5 -- meaning both attack with Basic Attrition; Kelgor has to defend twice against the rusty scimitars. He rolls a d20, trying to meet or beat his DEF rating of 10... recall his DEF is 6 as a base, and he gets +3 from his mail and +1 from his greaves.

Rolling a 9 and an 8, he succeeds on both DEF rolls! There is much rejoicing as -- wait, wait. I forgot to apply the Skeletons' ATK values, which are 3 each. That means he needed to hit or roll under a 7, not a 10... so those tetanus-ridden blades wreak some havoc. Kelgor suffers 1 Basic Attrition from each skeleton attack. The GM decides to allow the player to choose how to absorb that, so...

PHASE 4

No one acts.

PHASE 5

No one acts.

At this point in the battle, here's how the participant are doing...

Kelgor the Soldier

Defense (DEF): 10

Skills: Brawling 6, Shield Fighting 9, Muscle 8, Oratory 5

Equipment: Cold Weather Furs, Great Sword (D10), Wood Shield (DEF +1, but currently on his back), Chain Mail (DEF +3), Greaves (DEF +1), Flint and Steel.

Skeletons (2)

HP: 5/10, 10

ATK: 3   DEF: 3   PHASE: 3   TACTICS: 1

ROUND 2

PHASE 1

No one acts.

PHASE 2

Kelgor, you're up!

The adventurer strikes at the first skeleton again, trying to smash the thing to bits with his sword! The 1d10 damage die produces a 7, which is modified by the Skeleton's DEF of 3 down to 4 damage. Kelgor's heavy blow tears a limb off and sends his opponent reeling, but it's not yet down!

PHASE 3

The two Skeletons act, and rolling their Tactics (d6) produces a pair of ones. Let's say that Kelgor smashed the first skeleton back into its mate, and it takes both a moment to untangle and re-orient on their flesh-and-blood foe. Hissing, they circle and come at the man again!

(That Tactics result is Stumble about, seek a new target. Since there's only one target here...)

PHASE 4 & 5

No one acts.

No change to the stat blocks except Skeleton #1 now has 1/10 HP.

ROUND 3

PHASE 1

No one acts.

PHASE 2

Kelgor tries to finish the one-armed, limping skeleton, and the d10 from his sword this time results in a 6 -- more than enough to smash his foe to pieces. I don't believe the game has morale rules, and since Skeletons are undead anyway, let's consider that #2 is in this for the long haul. It keeps coming.

PHASE 3

Tactics d6 roll for Skeleton #2 results in... 6! That's normally a strike that can hit multiple opponents, but in this case I'll exercise a little GM creativity and say it'll do double damage unless Kelgor can defend against it -- two Attrition is on the line.

Kelgor adjusts his DEF of 10 with the ATK value of 3, so he's trying to meet or beat a 7 on his d20: 20!

Here's what Runehammer has to say about ones and twenties... 

I could just be boring here and have the creature do additional damage (say, +1 more Attrition), but let's have a bit of fun with this -- it's going to knock him down, which will require him using a move to get back up. Let's also say this time that the GM chooses which skills and equipment suffer from Attrition...

The skeleton's slash is a vicious one, and where the first monster's scimitar was dull, this one gleams with a sharpness that has defied the ages! Links of mail and flesh alike separate, leaving Kelgor exposed and bleeding from a long gash in his side -- he suffers Attrition to Muscle and Chain Mail as he stumbles back and falls to the floor of the dusty tomb.

PHASE 4 & 5

No one acts.

Here's the status of the combatants at the end of Round 3.

Kelgor the Soldier (prone)

Defense (DEF): 7

Skills: Brawling 6, Shield Fighting 9, Muscle 8, Oratory 5

Equipment: Cold Weather Furs, Great Sword (D10), Wood Shield (DEF +1, but currently on his back), Chain Mail (DEF +3), Greaves (DEF +1), Flint and Steel.

Skeletons (1 down, 1 left)

HP: 0/10, 10

ATK: 3   DEF: 3   PHASE: 3   TACTICS: 1

ROUND 4

PHASE 1

No one acts.

PHASE 2

Kelgor pushes himself from the ground, regaining his feet by Moving this phase. (That means he cannot attack, unless he Hurries.)

PHASE 3

Rolling the Tactics d6 for the Skeleton... 2, a Basic Attrition attack.

Kelgor, with his armor now damaged and his side vulnerable, tries to defend -- with his DEF of 7 (his Chain Mail was crossed off). The Skeleton's ATK 3 lowers that to four, and the soldier only has a 20% chance of success as he rolls his d20... 19 won't do it. One more attrition -- the player decides to sacrifice his Flint & Steel. The clash resounds in the stone chamber as the swords come violently together, and Kelgor is vaguely aware he's dropped something in the dark...

PHASE 4 & 5

No one acts.

Kelgor has lost another piece of equipment, but no change otherwise to the status of the combats. This is dragging a bit, so we'll try to cut to a quick conclusion...

ROUND 5

PHASE 1

Poor phase 1. No one acts.

PHASE 2

Recovering from the jarring parry, Kelgor strikes with his sword, trying to smash his foe or at least drive it back! He'll "Hurry" so he can also move and retreat back out of the tomb!

A d10 is rolled for damage... 7 is rolled, and we know by now that means 4 damage to the skeleton. Kelgor also retreats, but his Hurrying means his foe is at ATK+5 if it manages to catch and attack him.

PHASE 3

I'll play a little fast and loose with the Skeleton Tactics here. Normally, with all monsters, the d6 result of 1 is some kind of movement, 2-5 is a basic attack, and 6 is a heavy or special attack. In this case, let's say it moves and goes after its foe on a 1, and defends its turf on a 2-5. On a 6, it will pursue and attack!

The d6 Tactics roll: 6!

(So much for finishing this quickly.)

The skeleton takes up pursuit, slashing and hacking as it chases Kelgor back towards the tomb's entrance! The soldier must defend here, and his DEF is 7, reduced to -1. (7 minus the Skeleton's ATK 3, +5 since Kelgor Hurried.) Basically, the PC will only succeed on a critical success, a 1. His roll: 8, so he suffers attrition once more. The shield on his back takes the blow, but the strap breaks and it crashes to the floor as he scrambles and fights his way out...

PHASE 4 & 5

No one acts.

Let's say Kelgor bursts from the tomb, back into the sunshine, and that as he turns to look back at that sepulcher, he sees the pin-point pricks of light that glow in the skeleton's eye sockets... and is relieved to see it pursues him no further.

Fin!

So! There's a little combat to chew on.

Here's how this ended up:

Kelgor the Soldier (prone)

Defense (DEF): 7

Skills: Brawling 6, Shield Fighting 9, Muscle 8, Oratory 5

Equipment: Cold Weather Furs, Great Sword (D10), Wood Shield (DEF +1, but currently on his back), Chain Mail (DEF +3), Greaves (DEF +1), Flint and Steel.

Skeletons (1 down, 1 left)

HP: 0/10, 6/10

ATK: 3   DEF: 3   PHASE: 3   TACTICS: 1

For those doing the math at home, Kelgor had the ability to absorb 10 hits before risking a deadly blow: four skills and six pieces of equipment. Now let's chat briefly about rest & recovery. Runhammer's text on the subject is right over there on the right. Or below, I suspect, if you're on a phone.

Rest & Recovery

Basically, if it's safe outside, Kelgor can take a moment and recover one skill or piece of equipment. Later, back the the Inn of the Dark Denizen, he can roll 1d4 to see how many more skills or pieces of equipment he could regain. There's not a ton of advice on whether certain things need repairing when they are damaged (and what's there is... loose), but I think the GM just needs to apply a bit of logic here to determine which things can simply sort of 'refresh' in this way.

Let's look at all the Attrition the soldier suffered, and what I'd say about its recovery as the GM:

So. Enough on all that close inspection of things. Let's start wrapping up.

OVERALL Impressions

I think what we're looking at here is either the first book in a line that will see heavy revamping and improvement, or a little side project Runehammer will explore and then fairly rapidly abandon. The game seems unfinished and raw, more like a passion project with better-than-usual production values than a professional RPG put out by the guy whose other work includes illustrious work like the ICRPG Master Edition. In many ways, it feels as loose and unfinished as something like OD&D... but that game went on to many further editions, and has fifty years of product, thought, and play that's help refine it.

Stuff that Stood Out, Good or Bad

And the big one...

...and now think about how you would model two characters wanting to compete at arm wrestling (a Muscle roll, perhaps), at climbing a wall, at leaping farthest. I understand that the intention of the skill system is that you're gifted or exceptional if you have the skill at all (nevermind being undermined by the fact that the skills start at 3, in a roll-under d20 game), but there are a whole series of normal adventure actions that are just left high and dry because there are no 'default' attributes, lesser versions of skills, or standard mechanics.

More examples: two people without the Riding skill having a race or chase on horses... two people without Swim trying to swim across a lake and get to the other side first... it just goes on and on, and seems like you're setting yourself up for a whole bunch of uuuuuuhhhh GM moments.

And then, couple that with the dissonance inherent in a ruleset that says, "You've lost access to Brawl," -- but you can still attack normally, use Muscle, Climb, etc. "You've lost Repair... but you still have Armorer."

I think as I type I'm losing patience and steam here, because that just seems like nonsense. Ahem. Back to the high road!

The High Road

Really, I'd need to read this much more carefully and play it a bunch to have any kind of real confidence in anything I've said here. But one thing I really wanted to see was if I could spot those influences mentioned in the Foreward -- because some of those games were and are some of my very favorites of the last 40+ years that I've been involved in this hobby.

So in closing, I thought it might be interesting to try and spot some of the specific threads that can be traced back to the systems of influence...

Fantasy Hero

GURPS

Into the Odd and Cairn

The Last Word

Maybe I didn't hate this game in the end (strong word, hate), but I can see some really wonky results coming up as you have to justify why one skill isn't working but another is, and around abuse of the system by loading up on cheap equipment and underdeveloped, throwaway skills. Runehammer addresses this head-on in the book, but his advice amounts to, "Don't do that, dude. Dude, don't!"

Not terribly helpful, that.

Regardless, the thing drips style from the writing, and I suspect the setting is really fun. It's at least worth reading, if perhaps not playing. I'd be shocked if there wasn't a 2e at some point, and I bet that will be a much better and more complete game.

Thanks for reading! Not sure if I'll stick with this, but it's been enjoyable to write!

-Harrigan