Saturday 9 September 2017

Unofficial Elderscrolls Roleplaying Game

Unofficial Elderscrolls Roleplaying Game

The view from inside an Ashlander camp
It is probably inevitable that any popular and enjoyable fantasy world will sooner or later gather interest from more traditional gamers. So, too, it is with TES. The Unofficial Elderscrolls Roleplaying Game, or UESRPG for short, is a collaborative fan effort to create a traditional pen and paper system to allow tabletop gamers to frolic about the landscapes of Tamriel and weave their own, original stories. As this is an unofficial system, and no official system exists, this game is entirely free. 
Just imagine, this could be you
I have previously run a short campaign with this system, and my group found that the system (not quite a finished product) was fun, albeit not the simplest to use. Combat tends to heavily favour the party with the most actions to spend in any given round of fighting, and there are a few kinks to work out. I would recommend this to anyone with a group that both wishes to explore the TES setting, and has a fairly relaxed selection of players, as some ad hoc rule tweaking and system changes are fairly inevitable, and neither will mix well with rules lawyers or "that guy". 
If you really wanted, you could even play as a party of lesser Daedra...
A link to my hosted version of the current core rulebook can be found here, or the blog of the creative team with links to additional stuff can be found here

Got questions about the campaign I ran? Ideas for stuff you would like to see explored in a pnp version of TES? Small, beautifully crafted snuffboxes you'd like to brag about? Let the world know in the comments below!

1 comment:

  1. Yeah, I found that some of the lay-out in the books was a touch unintuitive, and you sometimes needed to be chasing a rules mechanism through several different chapters to work out how it should interact. In that sense, it can be a bit like working out some of the more obscure rules in 3.5 ed or Pathfinder. Worth noting is that, true to TES form, NPCs work an awful lot like PCs. Indeed, the game lends itself to creating NPCs (including combat NPCs) using essentially PC templates. As a result, it can be very easy to accidentally stack an encounter wildly against the party (especially once magic comes into play). Conversely, as with TES, some spells are just wildly overpowered by nature. Frenzy remains a source of havoc. So rules lawyers can be an issue if the rest of your party just wants to go with the flow (but, hey, that applies to any tabletop :). Owing to the balance issues, I would actually strongly recommend this for both story-telling and power-gaming groups. Story focused groups can just kind of make things work without caring too much about balance (since the world is incredibly rich). Power gamers have a long list of exploitable mechanics to abuse, if that's what they're after.

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