Isle of dragons players start closer to what would be 2nd level in D&D. Their abilities are designed to hover around 3d to 5th level for most of the game. High level powers mostly come from finding magic items during the course of their adventures. Who doesn’t like giving the players cool magic stuff!
So maybe nitpicking the anatomy of fantasy creatures may be overthinking things… But, if dragons had 6 limbs wouldn’t they be considered insects? In this game, the dragons are descended from flying dinosaurs, hence four limbs. I guess the game could be called Isle of Wyvern. (Don’t ask me why Wyvern isn’t the plural, it sounds right to me) But, dragons it is.
From the first encounter, players will face fights they can win, and fights they can not. Some may live to retire… others will go out in a blaze of glory. A character may take a “Final Action” where they gain attack advantages in exchange for giving up being healed or revived. Sometimes the greatest heros don’t return from the battle.
Most of the artwork featured in the guides is by Marin Lurii. I am a huge fan of his work and am grateful to have found him. He goes by Warm tail on the net. You can see some more of his work by following the link below.
One of the goals of the game is for the rules to be simple enough to allow free-form narrative. I prefer a system where rule decisions can be made on the fly. A system that can resolve situations quickly yet still be complex enough to be enjoyable. The commonly used tables can be quickly accessed on the narrator screen. To play, the narrator will rarely need to consult the guides. All that is needed are the map, room descriptions (provided with each episode), a pair of dice and a notepad for tracking health during combat. I have tried to make it possible to play without sitting around a large table.
One of my goals with this game was to create a kid friendly magic system. Simple without the dark occult elements associated with witchcraft. Magic in the game falls into two categories. The first being an inborn talent, much like the powers of a comic book superhero. The second type requires a magic wand but is not covered in the Player’s Guide. The use of wands and magic words is left to be discovered during the course of the game. It can be part of the adventure or can be omitted if it is something you are not comfortable with. I grew up during the Dungeon’s and Dragon’s “satanic panic” in the 1980s and wanted to be sure this game did not have elements that are associated with devil worship or the occult.
A little background… I wanted to play Dungeons and Dragons with my 5 year old daughter. I’ve been playing for forty years and put together a one shot adventure based on her favorite movie, Frozen. She was Elsa, mommy was Anna and I was Kristof. We recovered the Orb of Arendale and defeated the Duke of Weaselton. I used the rules from the basic set I bought in 1981. But, I wanted a more child friendly rule set. I went back to a d6 based system I wrote in 1983 called Blaster. Well, I’ve been working on a revised “simpler” system for two years now. It’s easy to learn, easy to play but also has a detailed game world allowing the game to grow and evolve. I’ve had a great time putting it together and hope you enjoy it!