Join me as we begin this SAGA System, four-episode Dragonlance Fifth Age game called Forget the Kender! When the SAGA System was developed to take Dragonlance into the Fifth Age after Dragons of Summer Flame, My friends and I played this game a lot. Its focus on story and dramatic adventure was a refreshing change to the rules heavy Advanced Dungeons & Dragons 2nd Edition we had played for years.
Episode Setup
Welcome to Krynn. We are in a time called the Fifth Age. Thirty-three years ago, the gods stood side by side with the mortals of this planet and fought Ionthas, or Chaos together. They succeeded in defeating him, only with the promise of leaving Krynn forever. In the gods’ absence, massive alien dragons from another planet discovered Krynn and claimed it for themselves. After a bloody dragon purge, a few of these dragons claimed territory for themselves as Dragon Overlords. Now, mortals must either accept their subjugation or fight against these monstrosities in secret. With the absence of the gods, both arcane and divine magic has left with them. However, Palin Majere and Goldmoon have discovered Sorcery and Mysticism to replace them, building the Academy of Sorcery and the Citadel of Light respectively to teach those willing to learn this new magic.
In this age of darkness, the heroes find themselves having either sailed south on the Sirrion Sea or east overland through the hills of Thorbardin toward Duntol for their annual harvest festival. The roads are dangerous and they find themselves with other travelers on the road. I would like to invite the heroes to describe themselves to each other and the audience.
About SAGA System:
The SAGA System is a role-playing game system that uses “fate cards” to determine the effects of actions. The cards have numbers, suits, positive and negative states, and role-playing cues that guide the Narrator in telling the story and administering the game. It was published by TSR. Sue Cook was the brand manager and helped design the SAGA game rules.
In SAGA, a player holds a hand of fate cards that represent his health and the range of actions he can take. The maximum number of cards he can hold is determined by the number of quests he has completed. This replaces the experience points system of many other role-playing games. The cards replace dice-rolling, as well. When a player attempts an action, he plays a card from his hand. If the suit on the card matches the action type (swords for strength-related actions, for example) it is considered “Trump.” Playing a trump card means that the player can draw another card from the top of the Fate Deck and add the number on it to his total for attempting the action. When a character takes damage, the player must discard the number of points of damage to be taken from his hand. When a player has no more cards in his hand, the character is unconscious.
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