Blue Rose vs Pendragon
Compare Blue Rose and Pendragon side by side. See differences in complexity, dice, genre, and more.
| Blue Rose | Pendragon | |
|---|---|---|
| Genre | Fantasy | Fantasy, Historical |
| Tags | Character-Driven, Corruption, Tactical, Crunchy, Social Intrigue, Strong GM Support, High-Fantasy, Lore-Heavy, Heroic, Roleplay-Heavy | Character-Driven, Domain Management, Lore-Heavy, Deadly, Simulation, Crunchy, Social Intrigue |
| Core Mechanic | Roll d20 and add the relevant ability, skill, or arcanum modifier against a Difficulty set by the Narrator. Attacks use the same procedure against Defense. Successful damage forces a Toughness save that moves the target along an injury track instead of reducing hit points. | Roll d20 against the relevant skill or attribute: a result equal to or under its value succeeds, a roll exactly equal to the value is a critical success, and a natural 20 is a fumble. Opposed actions have both sides roll under their value, with the higher success winning and a beaten-but-successful roll scoring a partial success. Personality traits and passions use the same numeric scale and are rolled the same way when a knight's character is put to the test. |
| Dice | d20 | d20 |
| Complexity | High | High |
| Availability | Paid | Paid |
| Runnability | 5 of 5 book tools | 4 of 5 book tools |
| License | Open Game License Version 1.0a | Proprietary |
| Third-Party Publishing | Commercial publishing allowed — Open Game License v1.0a | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Green Ronin Publishing, LLC | Arthaus |
| Year | 2005 | 2005 |
| Languages | English, Italian | English, French, Spanish |
| Best For | Groups who want hopeful romantic fantasy campaigns where personal motivations, political intrigue, and heroic service matter alongside tactical conflict. | Long-running Arthurian campaigns where a knight's aging, death, and dynastic succession are part of the genre, and where playing out a character's traits, loyalties, and passions matters as much as winning fights. |
| Highlights | Acting on a Calling and either nature restores Conviction, turning personal motives into a renewable resource. Reputation and Influence give past deeds and changing attitudes mechanical weight in social scenes. Sorcery risks Corruption that erodes abilities and can culminate in madness or unlife, making forbidden magic a sustained consequence rather than a binary choice. | Thirteen opposed pairs of personality traits and a set of named passions are rated numerically and rolled like skills, and a passion roll can leave a knight inspired to heroics, disheartened, or maddened beyond the player's control: the heightened behavior that drives Arthurian drama. Every chivalric act (combat, generosity, romance, piety, holding a title) feeds a single lifelong Glory total that sets social rank and rewards embodying knightly ideals over simply winning fights. A yearly Winter Phase resolves aging, estate income, and family events between sessions and passes the line to an heir on death, so a campaign can span generations from Uther's court to the fall of the Round Table. |
| Considerations | Character creation combines a background and role with several layers of customization, requiring choices across multiple chapters. Combat tracks actions, modifiers, saving throws, and damage conditions instead of a single hit-point total. Sorcery's Corruption rules attach moral consequences to forbidden magic, so groups must engage with the setting's Light and Shadow framework. | Core rules restrict player characters to knights, with no mechanics for playing magicians, priests, or commoners, which narrows the cast to the warrior aristocracy. The Winter Phase's multi-step annual procedure adds meaningful between-session bookkeeping to every campaign year. High-damage attacks such as a couched lance or great sword can end a fight in a single exchange, making disadvantaged or improvised fights disproportionately dangerous. |