From round table to game table - Pendragon and the historical RPG
A knight stands on a tournament field in Salisbury. The night before, his player decided he would behave: no quarrels, no reckless challenges, just a good impression on the king. Then the woman he loves takes her seat in the stands. The gamemaster slides a d20 across the table and says: roll your Amor.
On a low roll the knight is inspired and fights like a hero all afternoon. On a 20 he loses himself. He rides into the forest and does not come back for years. The player has no say in it. That is the game Greg Stafford put on the table in 1985, and it is still the only one where the die does not decide whether you hit, but who you are.
The man from Chaosium and the books of Malory
Stafford had founded Chaosium in 1975 and published RuneQuest there; a few years later Call of Cthulhu followed, as we told in From hero to victim. But his own heart was elsewhere. He read Malory, the French romances, everything about Arthur he could find, and he saw something in them no roleplaying game was doing. The knights of the Round Table are not bundles of skills. They are characters. Galahad is chaste, Gawain is lustful, Lancelot loves the wrong woman and breaks on it.
Pendragon appeared in 1985 as a boxed set from Chaosium. The character sheet carried thirteen pairs of opposed traits: chaste and lustful, valorous and cowardly, merciful and cruel. Each pair adds up to twenty. Beside them stood the passions: love of family, loyalty to your lord, hatred of the Saxons, Amor for someone you may never have. Score high on a trait and you earn glory for it, but you also have to act on it, and if the player would rather not, the d20 decides.
A lifetime per campaign, a year per session
The second invention was just as big. In Pendragon a session is roughly a year. After every adventure comes the Winter Phase: the harvest is good or bad, a child is born or a horse dies, and from the age of thirty-five the knight begins to age. Sooner or later he dies, by the sword or by time. Then you carry on with his heir, who inherits a share of his father's glory, and often his hatreds and loves as well.
Stafford wrote the campaign to go with it straight away. The Pendragon Campaign of 1985 won an Origins Award, and its expanded version, The Great Pendragon Campaign of 2006, carries a group through more than eighty years: from the reign of Uther Pendragon to the fall of Camelot, with Arthur's birth, Excalibur, the Grail and Mordred somewhere along the road. That campaign won the Diana Jones Award in 2007 and many players still consider it the best thing the genre has produced.
What it pushed against
In 1985 Dungeons & Dragons was a game about cellars, treasure and experience points; how that came to be is the story of From army to hero. Traveller sometimes let your character die before play began, as we told in From cradle to grave. Pendragon did something else: it put a whole life on the table and made death part of the story instead of the end of it.
The game was also strict about its subject. Players are knights, full stop. No wizards, no thieves, no elves. Magic belongs to Merlin and the Lady of the Lake, and they play on the gamemaster's side. Stafford wrote in an early edition that the game does not so much adapt the world to the modern mind as teach the modern mind that world. A knight who stays loyal to his lord even when the lord is wrong is not a bad player. He is a knight.
The messy parts
Historical, Pendragon is not, really. It plays in Malory's Britain, with plate armour and tournaments from the fifteenth century pasted onto a fifth century in which nobody wore plate. The campaign dates Uther's reign to the year 485, but that is a choice, not a discovery. Pendragon is a legend game that behaves like history, and that is exactly why it works.
The game itself has led a wandering life too. A second edition was announced and never released, so the first was followed by a third. The fourth edition suddenly allowed player magicians, the fifth took them out again. The rights travelled from Chaosium to Green Knight, to White Wolf, to Nocturnal Media, and in 2018 back to Chaosium. In October of that year Stafford died, seventy years old. The sixth edition he was working on was finished by the team at Chaosium: a starter set in 2023, then the full core rulebook in 2024.
What sits on the shelf now
Pendragon opened a door that stayed ajar for a long time. Roleplaying games about real or nearly real eras have struggled beside dragons and starships, but in recent years they are coming back. In our Historical collection you will find the Pendragon Starter Set, with a solo adventure and a short campaign to learn what a knight's life feels like. Beside it Age of Vikings, which moves the same idea of court, family and generations to the north, and Rosenstrasse, which puts ten years of Berlin on a single table and which we wrote about in Where the protest meets the table. If you would rather meet Arthur broken and alone, he is waiting in Tainted Grail - Solo Play.
Back to the tournament field. The knight has rolled a 20. His player looks at the sheet, at the Amor of 16 he spent three winters raising, and understands that he built this himself. Forty years from now, somewhere in a Winter Phase, his grandson will hear the story of the knight who rode into the forest. That is what Stafford wanted: not a character you play, but a life you leave behind.