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Dragon Age: Player's Guide
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L e a d D e s ig n an d D e v e l o p m e n t b y C h r i s P r a m a s
Dragon Age RPG is copyright © 2009
Green Ronin Publishing, LLC. All rights reserved.
Reference to other copyrighted material
in no way constitutes a challenge to the
respective copyright holders of that material.
Dragon Age , the Dragon Age logo, BioWare,
and the BioWare logo are either registered trademarks or
trademarks of EA International (Studio and Publishing)
Ltd. in the United States, Canada, and other countries.
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D a r k F a n t a s y R o l e p l a y in g
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Introduction
Welcome to Dragon Age, a roleplaying
game of dark fantasy adventure. In
Dragon Age you and your friends take
on the personas of warriors, mages, and rogues in the
land of Thedas and try to make your names by over-
coming sinister foes and deadly challenges. You may
face down one of the vile darkspawn in ancient dwar-
ven ruins, engage in a duel of wits with an Orlesian
noble, or uncover the secrets of the Fade. You may win
renown or you may die alone in the trackless wilder-
ness. Whatever your fate, your story is your own to
tell. In Dragon Age you make the choices and try to
survive the consequences.
What Is a Role-
This is Dragon Age!
ers. Each player makes a character and roleplays him or
her in the ensuing adventures.
If you don’t grasp how this works, don’t worry. Keep
reading and by the time you inish the introduction,
you should understand the basics of tabletop roleplay-
ing and the Dragon Age RPG .
The game is set in the land of Thedas and the nation of
Ferelden. You’ll learn more about the setting in c h A P -
t e r 1: w e l c o m e t o f e r e l d e n .
playing Game?
Dragon Age is what’s known as a tabletop roleplaying
game, so named because you usually play while sitting
around a table with your friends. The action is similar
to computer roleplaying games. You will play a charac-
ter who goes on exciting and dangerous adventures in
a fantasy world. The difference is that you do it all with
your imagination instead of a computer. One person
must be the Game Master (GM). The GM presents the
story and acts a referee. Those remaining are the play-
What’s In the Box?
The Dragon Age RPG comes in a series of boxed sets.
This is Set 1 and it contains a Player’s Guide (the book
you hold in your hands), a Game Master’s Guide, a post-
er map of the nation of Ferelden, and three 6-sided dice
(often referred to as 3d6). This is all you need to get
started with the game.
Getting Started
The irst thing you need is a group of friends to play with,
and one of you must take on the role of Game Master, or
GM. While you can play with as small a group as one
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GM and one player, the game works best with one GM
and three to ive players. It is possible to play with more
players, but that can slow down the pace of the game.
The GM has a key position, so try to make sure that he
or she really wants the job. Running a game is fun, but
it’s a different experience than playing. Book 2 of this set,
the Game Master’s Guide, explains the GM’s role in detail.
The GM (and only the GM) should read that book.
Once you’ve settled on a GM, everyone else needs to
make characters, known as PCs or Player Characters. In
Dragon Age your character has the potential to become a
great hero of Thedas, but begins as just another hungry
adventurer scrabbling for glory. You do not get to start
play as a knight or a grey warden. Those are positions
that must be earned, and that’s what playing the game
is all about.
Your character is your primary responsibility as a play-
er in an RPG. This is your alter ego in the game world.
Over the course of many game sessions, your character
will grow and change, but every hero needs a starting
point. That is exactly what c h A P t e r 2: c h A r A c t e r c r e -
A t i o n provides, giving you not only game stats—the
abilities and corresponding numbers that tell you what
your character is good at—but also a character con-
cept, starting goals, and ties to other Player Characters.
Once play begins the portrayal and development of
your character is all up to you. Playing your character,
achieving goals, and navigating the perils of a fantasy
world—this is the fun of playing an RPG.
Dragon Age: Origins
Dragon Age: Origins is a computer game by Bio-
Ware, the gaming juggernaut behind such titles as
Baldur’s Gate, Knights of the Old Republic, and Mass
Effect . With Dragon Age: Origins BioWare returns
to its roots, offering a dark heroic fantasy game
that combines original storytelling techniques
with classic roleplaying. The game introduces the
land of Thedas and tells the type of immersive and
epic story that gamers have come to expect from
BioWare. But there are more heroes and so many
more stories in Ferelden and Thedas, and creating
them is what the game you hold in your hands is all
about. If you haven’t played Dragon Age: Origins,
never fear. No previous knowledge is required to
play and enjoy the Dragon Age RPG .
For an additional taste of Dragon Age and the land of
Thedas, also check out Dragon Age: Journeys , a web
browser-based adventure game from BioWare. You
can ind it at w w w . d r A G o n A G e J o u r n e y s . c o m .
proach if you don’t want to spend a lot of time working
on your character before starting play. The second ap-
proach is to come up with a lot of details and roleplaying
ideas before the irst session. If you can come to the table
with a good idea of who your character is before the irst
die is rolled, that can help get the game going.
However you approach your character, playing the
game will help you reine your ideas. After you have
played your character for a while, you should have a
strong sense of personality and an intuitive sense of
what your character would do in a particular situation.
Of course, not all situations present easy choices. It is
from dificult choices that tension and drama emerge.
P l a y i n g y o u r C h a r a C t e r
“What do you do?”
When playing an RPG, that’s the question you must ask
yourself all the time. The Game Master will describe a
situation, framing a scene for one or more of the Player
Characters. It is then up to you to decide what your
character does and why. You tell the GM what you
want to do, as do the other players, and then you all
work out what happens. Sometimes, you use dice to re-
solve actions. Other times, you simply interact with the
other players and the characters portrayed by the GM,
which are known as Non-Player Characters, or NPCs.
a d v e n t u r e & C a m P a i g n
An adventure is a discrete story and scenario in an
RPG. You can think of it as a single novel or an episode
of a TV show. There may be several plot threads, but in
the end it tells one story. The difference between a role-
playing adventure and a book or show is that you have
authorship. It is the decisions of you and your fellow
players that will drive the story to its conclusion.
A campaign is a series of interlinked adventures. If an ad-
venture is a novel or TV show, a campaign is a series or a
season. Some adventures may have self-contained plots,
while others will tie together to tell a larger story. During
a campaign the characters of the adventuring group earn
experience points and gain levels. Over time they will
gain more powers and abilities, face greater challenges,
and perhaps gain renown for their deeds. A full Dragon
Age campaign will take characters from levels 1 through
20, and provide hundreds of hours of entertainment.
“Who arE you?”
This is the question to keep in mind when making deci-
sions. When you create your character, you will decide
on some traits and goals as a starting point. You can then
lesh out your PC; there are two basic approaches to this.
The irst is to paint your character in a few broad strokes
and then jump right in to playing. The intention here is to
come up with details about your character during play,
often by using the springboard of the current adventure
to create touchstones to your character’s past. This is a
common storytelling technique and a perfectly valid ap-
Introduction
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e x a m P l e o f P l a y
What follows is an example of play with three charac-
ters. This should give you an idea of what a game of
Dragon Age is like. You’ll note various points where the
example refers to dice rolling and its results. You don’t
need to worry about the particulars of that right now.
Just follow along with the action and see how the GM
uses the rolls to test the skill of the characters.
In this example Peter is the Game Master (GM). Kate
is playing a city elf rogue, Troy is playing a Fereldan
freeman mage, and Jess is playing an Avvarian hills-
man warrior.
P e t e r (Gm): You’ve been traveling for several hours
under the hot midday sun. The road passes through
a small forest and for a few minutes at least you
ind some respite in the shade the trees provide. As
you emerge on the other side of the forest, you see a
caravan up ahead. It is not moving, but neither has it
set up camp.
k A t e (r o G u e ): Do I see any guards around the
caravan?
P e t e r (Gm): Make a P e r c e P t i o n (s e e i n G ) test and tell
me your result.
k A t e (r o G u e ): [Rolls dice] I got a 13.
P e t e r (Gm): Good roll. Your eyes quickly adjust to the
sunlight and you scan the caravan. You see many carts
and wagons but no people. The only things moving
are the draft animals and they seem restless.
J e s s (w A r r i o r ): This doesn’t look good. I want to take
a closer look.
P e t e r (Gm): Just you, or are you all going?
t r o y (m A G e ): Let’s all go. If this is a trap, better to be
together than separated.
k A t e (r o G u e ): Why don’t you two go straight up the
road and I’ll swing around the right side and approach
from there. I’ll try to move quietly, crouched down
with my bow out.
J e s s (w A r r i o r ): My sword and shield are out and I’m
heading straight up the road.
t r o y (m A G e ): I stay behind the warrior and keep an
eye on the woods as we advance. We don’t need any
surprises from that direction.
P e t e r (Gm): You approach the caravan and no threats
emerge. When you get close, you start seeing the
bodies. You can see at least six corpses spread out
around the carts. They look like dwarves.
J e s s (w A r r i o r ): That seems strange.
t r o y (m A G e ): Not really. The surface dwarves are great
merchants. They buy and sell from almost everyone.
k A t e (r o G u e ): How did they die? Do I see any arrows
sticking from the corpses?
P e t e r (Gm): You can try to igure that out with a
P e r c e P t i o n (s e e i n G ) test or a c u n n i n G (h e A l i n G ) test.
k A t e (r o G u e ): I’m better at Perception so I’ll stick with
that. [Rolls dice] Ha, I got a 15 this time.
P e t e r (Gm): You approach one of the corpses and look
it over. The wounds were not made by weapons. The
way the clothing and armor are torn, you’d guess
claws. Big claws.
t r o y (m A G e ): Do the corpses smell?
P e t e r (Gm): Now that you are closer, yes, they do. The
hot sun is making it worse by the minute, too.
t r o y (m A G e ): So they’ve been dead for a while, which
probably means the attack ended some time ago.
I don’t see any creatures with claws in the area, so
I’m going to move into the caravan and search for
survivors.
J e s s (w A r r i o r ): I’m going to climb on the one of the carts
and use the vantage point to keep an eye on things.
P e t e r (Gm): Roll a P e r c e P t i o n (s e A r c h i n G ) test, Troy.
t r o y (m A G e ): [Rolls dice] I got a 9. Not a great roll.
P e t e r (Gm): No, not great. You ind more bodies but
no survivors.
J e s s (w A r r i o r ): Maybe some of the dwarves ran away.
If I watched my friends get torn open like that, I might
hoof it.
k A t e (r o G u e ): You might be right. I’ll look for tracks.
That’s a P e r c e P t i o n (t r A c k i n G ) roll, right?
P e t e r (Gm): That’s correct.
k A t e (r o G u e ): I rolled an 11.
P e t e r (Gm): The tracks are confusing around the
caravan. You can see many sets of prints, some dwarf
and some from larger bipeds.
t r o y (m A G e ): Bipeds with large claws. I don’t like the
sound of that.
P e t e r (Gm): You do ind one set of dwarf prints leaving
the scene though. Whoever it was seems to have been
wounded, as there are drops of blood every few feet.
The trail leads off the road and back towards the
forest.
t r o y (m A G e ): Let’s follow it.
k A t e (r o G u e ): Agreed. I will lead the way.
P e t e r (Gm): You follow the trail back into the woods.
Maybe 30 feet from the edge you ind a dwarf under
a fallen log. He looks unconscious and wounded, but
alive.
t r o y (m A G e ): No time to mess around. I approach the
dwarf and cast my heal spell. I’m using 2 mana points.
P e t e r (Gm): Make your casting roll. As I recall, Heal
has a target number of 10.
t r o y (m A G e ): It does indeed. [Rolls dice] And I got a 12.
[Rolls dice again] He gets back 7 Health from the spell.
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Introduction
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