https://gamefound.com/fr/projects/play- ... e-perilous


Cryoban a écrit : Le vrai problème c'est les gens.
Florentbzh a écrit : J'avoue ne pas bien comprendre ce qu'on peut jouer, mais si cela existe c'est qu'il doit bien y avoir une raison.
Mildendo a écrit : Faire du Jdr c'est prendre une voix bizarre et lancer des dés en racontant qu'on tue des gobs.


A wonderful companion to the game, Siege Perilous. In the Arthurian Art & Lore book, each piece of card art in the game is in the book with details of its lore and literary history.
Enhance your experience while playing by learning about the people and things you encounter.
Or read it on its own, enjoying the large format book.
Sure to be a conversation piece in your home.
The logic was straightforward: structural fidelity to source material meant excluding female knights, since the Arthurian corpus rarely depicted women taking up arms. “Realism” demanded limitation. But the sixth edition reverses this position entirely. Its preface now reads:
Here we find female knights and non-Christian knights, a sympathetic treatment of Pagan beliefs, and a greater focus on matters of justice and equality. This is not a setting where freedom and democracy are universal ideals, however. The sensibilities, economies, and prejudices of the medieval world take precedence; it is up to the Players to decide how they wish to engage with these notions (6th Edition Core Rulebook.
The shift has proven contentious. Some players have complained that newcomers “expect modern sensibilities” and that accommodating female knights would be “like playing a black cop in Arizona in 1950”; by washing all this out, some say, we “might as well play DND generica” (Reddit user spudmarsupial, r/PendragonRPG). For players invested in Pendragon’s claim to “accuracy,” the inclusion of female knights feels like a betrayal of the game’s founding principle: that constraint creates authentic immersion.
Yet the sixth edition’s approach reveals something crucial about how neomedievalism operates in Pendragon: literary authenticity has always mattered more than historical accuracy. “Knights in Pendragon may be of any gender,” the rulebook declares, grounding this choice in textual precedent from Yde et Olive, the Welsh Triads’ “three Amazons of the island of Britain,” and Spenser’s Faerie Queene (Core Rulebook 9–10). These sources are themselves literary fictions, not historical records. Pendragon’s “accuracy” remains fidelity to the romances. The goal is to inhabit the narrative logic of texts like Le Morte d’Arthur, which themselves freely invented when the story demanded it. The sense is, if they did that, so can we in our tale, one that admittedly straddles medieval romance and modern play, inviting players into a literary past while acknowledging they bring contemporary sensibilities with them.
Other gender-related issues, the rulebook acknowledges, “may come up as well, depending on how the Gamemaster and Players wish to construct the social and gender roles in their version of Arthur’s Britain” (11). What matters most, it insists, is that “everyone at the table is comfortable and having fun” (Core Rulebook 11). That statement, almost throwaway in tone, encapsulates the paradox at the heart of Pendragon: a game devoted to structure, hierarchy, and literary-historical limitation that nonetheless makes space for some of the sensibilities of modern players as they talk through what version of Camelot they would like to inhabit. The question of success for the sixth edition lies in walking that line between recovering alien moral codes and allowing shared play, historical realism, and contemporary reflection. Within Pendragon’s semi-permeable magic circle, players are invited to feel the weight of difference without collapsing it, to find enjoyment in temporarily dwelling inside the logic of the past. It is this negotiation between realism and play that makes Pendragon a compelling model for re-enchantment through structure.