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  • Errata: Click here!

  • Poster featuring the Draconicus map: Click here!

  • Character Sheet for print: Click here!

Draconicus
The Fantasy Role-Playing Game

This role-playing game works in tandem with the Draconicus boardgame (available separately), but can be played independently as well. Together, these games form a cohesive experience that allows players many fun ways of exploring the world of Draconicus, and many many hours of enjoyment.

This is the complete Draconicus Role-Playing Game,including An Introduction to Draconicus, the Draconicus Player’s Handbook, the Draconicus Game Master’s Handbook, the Bestiary, an Introductory Adventure, and the Encyclopedia Draconicus. You will also need a set of role-playing dice (available in most game stores, as well as on Amazon), and a pen and paper. Then, you will need to get together with a few friends, stock up on snacks and beverages, and prepare to have fun!

This is a rules-light role-playing game ideal for newcomers, but the game offers plenty of enjoyment also for experienced players of all ages.

The Draconicus Role-Playing Game is the complete hardcover rule book for the Draconicus fantasy RPG, featuring 278 pages of easy-to-use, fast-paced game rules to get started on your adventures, as well as the complete setting for all your fantasy gaming in the world of Draconicus. 


YH-D-10

Price: $19.99 – Buy on DriveThruRPG!

Rich Setting

Boardgame Integration

Exciting Characters

Action-focused Rules

Reviews

"I am so glad I bought this book! The first thing that caught my attention was the design. The page layout and graphics in the preview suggested high production value, fine attention to detail, and a classical aesthetic. 

Next I was attracted to the maps, as well as the mythology, history, politics and religion. The geographical maps are beautiful—but to be honest, when I first saw a map in the shape of a dragon, I gave a wry smile. However, when I read the lore regarding the creation of the world by dragons, and their hubris (fashioning the land in their likeness) and subsequent punishment (cursed by the gods with slumber, trapped in the land they created), I was hooked. The world is the result of dragon magic, and magic--as understood by magicians--is the manipulation of dragon dreams, attuning to their sleeping minds and coercing their thoughts towards personal ends. Magic is flexible, whether enchantments (simple tricks) or invocations (powerful rituals), the mage can tailor spell effects to their imagination, assuming they fulfill the requirements. This is not flashy 'game' magic, but more subtle 'realistic' magic.

The history and politics, religion and mythology are a good balance of historical fantasy and high fantasy. There are enough real-world analogues to give the reader a familiar sense of the setting without being too derivative. The setting is equivalent to a late Roman Empire (that never fell but evolved, from a military machine to a political and economic master), on an island of kingdoms like Dark Ages Britannia, but more diverse like Europe (with Nordic, Arabic and African influences). And there is a healthy dose of fantasy, with elven and dwarven kingdoms seamlessly worked into the setting, and many legendary and mythological monsters, like giants, manticores and (of course) dragons. However, there are some creative ideas that give the setting a new twist, like the alien scarab god that breeds insectoid abominations.

The game system is a simple d10, roll over a difficulty number, resolution mechanic. Characters will assemble a dice pool of 1 to 3 dice, based on natural ability or learned experience (whichever is better or more appropriate, as determined by the GM), and try to roll over a difficulty number on a scale of 1 to 10 (as determined by opposing statistics or judged by the GM). There are grades of success and failure, and more nuances and situational rules of course, but the basic system is simple enough to be easily applied to most any situation and readily available for quick adjudication.

With a very affordable price point for the hardcover standard print, it wasn't hard to take a chance and invest in this new game. And as I said, I am so glad I did! I love the look of this book--like an ancient tome of forgotten lore--but with a clean, clear design that does not let the art or graphics interfere with its legibility or utility. The familiar references to ancient cultures and fantasy tropes makes the game world easily accessible, but the original setting is ripe for exploration of the new and unknown. Of course, no game book is perfect, and there are some inconsistencies, discrepancies, and areas in need of clarification, but the work as a whole is solid, and the many strengths outweigh the few weaknesses. A strong recommendation, if for no other reason than the setting, or just as a work of art."

-Paul (dtrpg)

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