Runescape Kingdoms The Roleplaying Game might just be one of the most beginner-friendly TTRPGs I have experienced in a long time. This adaptation of the fantasy MMO by Steamforged Games not only brings the grand and absurd elements of the source material to the page, but it uses an admirably accessible original RPG system to bring new players into the hobby.
Runescape Kingdoms The Roleplaying Game – Simple Approachable Rules
Runescape Kingdoms The Roleplaying Game uses two different kinds of dice. Players resolve all skill challenges and combat rolls with a handful of D6s. In certain cases, one or two D4s may be rolled. The GM never rolls; outcomes are determined by the results of the players' dice.
The goal of each skill test is the dice result needs to be equal or below a certain value dictated by the GM. Generally, this number is determined by combining two of the players' attributes or skills, and adjusted with additional factors determined by the GM.
The players gain different degrees of success if they succeed by a margin of three or roll triples and still pass. These degrees of success can mean gaining additional gold from a merchant or inflicting status effects on enemies after making a successful attack roll.
The complexity comes from managing resources. Much like the Runescape MMO, there are no character classes, just 21 different skills you can slowly improve through play. But you still need to craft, upgrade, and spend resources for certain spells and potions. Thankfully the required material aren't as tedious as the source material, but it can lead to more bookkeeping than players expect.
Since the GM doesn't need to roll, they can focus more on pacing and narrative. In this area, Runescape Kingdoms The Roleplaying Game is helpful without overwhelming readers with information. There are recommendations for tone, scale, and scope. Things can be as silly as the more comedic quests from the MMO, or as epic as endgame activities. There are even suggestions on skipping or handwaving resource farming to maintain a brisk pace.
The book even lays out a solid blueprint for how to construct varied and interesting dungeons and quests. Add to this the fact that combat handles space abstractly – a simple system of Close, Near, and Far – and you have a good foundation for first-time GMs learning the ropes.
Essentially if you enjoy a blend of the narrative strengths of the Cypher System with a bit more inventory management, your players will have a good time, whether it is slaying a dragon or crafting a coveted Godsword.
Runescape Kingdoms The Roleplaying Game – A Gielinor Primer
As for how Runescape Kingdoms The Roleplaying Game portrays the setting of Gielinor, it does a great job with the basics. The MMO has been around for over twenty years. Because of that, there are tons of history and lore across several continents, kingdoms, factions, and gods.
Special mention of the book's formatting must also be made. Not only are each of the book's chapters thoughtfully laid out with charts and references, the pages are color-coded allowing you reach certain sections quickly.
In many ways, the book is a melange of memorable moments and events from the game's history but only goes up to certain points. The elven kingdom of Tirannwn and the vampyre-infested land of Morytania have dedicated sections in the book and characters like Bob The Cat get entries, but major events like the destruction of the Sword of Edicts or Tuska crashing off the coast of Al-Kharid are omitted. Furthermore, more esoteric areas of the world are given brief mentions like Zanaris, Karamja, and Khorend, but they're a handful of paragraphs at most.
This extends to equipment and creatures. Runescape Kingdoms The Roleplaying Game contains many memorable monsters. Iconic encounters like the King Black Dragon, Chaos Elemental, and the Barrows Brothers can be found in the book alongside powerful weapons like crystal bows, dragon scimitars, and elemental staves. Sadly, while there is a robust amount of material adapted from the source material, there doesn't appear to be any tools for making your own creatures.
These are not criticisms of the book's content. I applaud Steamforged Games' for putting as much work as they did into its 215 pages. Making an original RPG system is difficult, especially one adapting a beloved property, and the effort shows in the areas that count. As a fan, there is plenty to enjoy.
However, I wish there was more support on the GM's side. The book provides plenty to get a GM started but is light when it comes to more advanced rules. There are few suggestions for additional difficulty modifiers – aside from the popular advantage/disadvantage dice swings, ways to estimate player improvisation or even ways to adjust existing statblocks without making things unbalanced.
This isn't inherently a bad thing. The system is beginner-friendly, and the book has plenty of material to engage with. But, all of this may have a shorter shelf life with more seasoned players.
Runescape Kingdoms The Roleplaying Game Final Thoughts
Runescape Kingdoms The Roleplaying Game is not just a project for the fans, but a great entry point for those wanting to get into the TTRPG hobby. The system is easy to learn. The book presents the setting succinctly. And the crafting and resource management chapters bring a light mix of inventory management to the table. Just know enterprising GMs may feel a bit lost once they've got the basics down.
The copy of Runescape Kingdoms The Roleplaying Game used in this review was provided by the publisher. The author took all screenshots during the process of this review.
Review Summary
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