How? It was on super sale from Free League, so I picked it up.
What? There's some history here -- this is an updated version of Drakar och Demoner (Dragons and Demons), Sweden's first homegrown RPG, from 1982. There's deeper layers of history here, where one of the Swedes who ran the company that imported English-language games ended up renting a room (maybe) from Steve Perrin, a big name in RPG development and especially in Chaosium.)
But basically: In Sweden, Dragons and Demons was the first fantasy that a lot of people played, and there were a lot of editions over the years.
And now, Free League (Fria Ligan), excellent developers of everything from Simon Stalenhag-themed games (Tales from the Loop, etc.) to IP (Alien, Blade Runner, erc.), have brought out a new edition. This is the starter box, which has enough rules to get you started (the mechanics are very similar to Chaosium's Basic RP, with some D&D flavoring); it also has a truly mammoth campaign -- not just a starter adventure, but a whole series of adventures in the Misty Vale. Also there's a battle mat and cardboard standees, and a bunch of other stuff. You get a lot in this hefty box.
Yeah, so? But will you use it?
Dragonbane bills itself as the "Mirth and Mayhem" game, and that vibe comes through. For instance, the Free RPG day adventure they had this year was treasure-seeking in this booby-trapped tower that only rises for an hour every year -- so there's a lot of opportunity for hijinks and violence in that one-shot. And in the campaign too: there's a lot of times when you could ally yourself with different people or monsters as you root out this demonic cult. It would be all too easy to imagine a D&D game in 1982 just setting up a giant spider as a thing to kill, and to be fair, you can do that too, but you can also partner with the spider.
Also, another sign of mirth (or of Chaosium's influence over the years): there are duck people as a playable PC type.
I'm rambling because I'm tired, so let me focus a bit: the art here has a style and whimsy that's really sui generis, while still maintaining a lot of danger; the system seems light enough to pick up but flexible enough for some thrilling action; and a lot of the campaign... kinda bored me. Sure, I can play a duck person, but am I ultimately just trying to put together a puzzle to get a magical weapon to defeat some evil? Is that going to be the ur-campaign for a fantasy game from the 80s?
So: a solid fantasy game -- but does it really stand out among all the other fantasy games?
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ETA: I've now gotten (again, some super sale or maybe secondary market) the core rulebook and the Bestiary for Dragonbane.
I'm sure if I read the core book closer to the Starter set, I would be able to tell you all the things that the core book has that the starter set doesn't -- but I didn't read them close together, so I can't tell you what's different. I'm sure there's new stuff, but it mostly seems like the starter set had all the rules. That's an exceptional thing for a starter set -- not a great thing for a core book.
But the bestiary is maybe where I start to see what a game of this could be, which is: folkloric or fairytale-like or classic. That is, there are centaurs, dragons, giants, ant-people, trolls, demons. There's nothing extra gnarly or jokey or, frankly, all that innovative. This is European Monsters: Greatest Hits.
Put another way, one of the most iconic monsters of D&D is the mimic, a monster that takes the form of a treasure chest. The message there is clear: this is a world where anything might attack you (and so the iconic equipment of D&D is the ten-foot pole). Dragonbane, on the other hand, feels like a game where you might trick a troll into the sunlight as easily as fight it -- a world where you kind of already know that demons are bad news.