Symbaroum Inspiration: The Wheel of Time

This year was especially interesting for me. I spent about 9 months as a shorthaul truck driver, and had a lot of time for audiobooks. And I mean, a LOT of time. Enough so that I was able to nearly finish the entire Wheel of Time series on audiobook before a job change. The absolute…

Symbaroum YZ: Theurgy

This took longer than I intended to put up, thank you for the patience! All that is left are Sorcery powers and rituals; I intend to compile the past few posts and sorcery into a single document for the next post. Until then, enjoy! PS. There has been a lot of time between these posts…

Symbaroum YZ: Witches

Lets just skip the forward, here. Witchcraft.Rank 1. Learn 2 witchcraft powers, or 1 power and 2 rituals.Rank 2. Learn an additional witchcraft power, or 2 additional rituals. Reduce the base TC of using a witchcraft power by 1.Rank 3. Learn an additional witchcraft power, or 2 additional rituals. Reduce the base TC of using…

Symbaroum YZ: Wizards

Magic is the biggest thing I'm finding that doesn't work directly with Forbidden Lands. The schools of magic don't line up, and there are a number of spells that don't have reflections. I still really appreciate the Forbidden Lands train of thought though- learning a school provides you with a handful of relevant spells, which…

Symbaroum: Year Zero pt2, Mystics

We come to a small issue converting the Symbaroum spell system to Year Zero. I really liked the method of learning magic that Forbidden Lands has. When I read the Forbidden Lands for the first time, it dawned on me that this is magic done right. Its powerful, it has risk involved, and the risk…

Symbaroum Game Master’s Guide: Review

Since Symbaroum has been released, the general consensus I've found is that it very much could use a Game Master's Guide. And, its finally come. Overall, its a welcome addition to my shelf. It is yet another beautiful book, with a good amount of lore. It is broken into 3 parts: The Adventure, The Challenges,…

Symbaroum: Magic

Symbaroum touches on a lot of themes that I hadn't seen in an RPG. One of the big ideas that they bring *back* to the table is the inherent mysticism of fire. Very few games really touch on the importance of fire in its roll of ancient magic, and I'd like to really emphasize that…

Symbaroum: Year Zero

The Year Zero Engine is pretty decent. What Free League has done with Mutant and Forbidden Lands really, really impresses me. The system is simple and consistent. They address the core of any rpg with their rules: combat, exploration, and social interaction. The game is clearly meant to focus on combat and exploration above social…

A Game is its Rules

This is something I've been thinking a lot about. There is a lot of constant talk in DnD communities on how to run games, but I don't think the root of the problem is ever usually addressed: Dungeons and Dragons is primarily a combat system. If you look at the rules, more than 90% of…