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Where the spirits of nature have reclaimed their rightful land and humans are confined to small communities
In fast-paced fights and debates against rulers, merchants and the spirits of nature themselves
Find players for sessions online or in person on the Pagan Pacts Discord Channel.
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Hear the creators thoughts and examples of play on the Pagan Pacts Podcast.
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Most common people spend their days making sure everyone in their community has enough food. Swords and mail armor are a sign of great wealth and most people owe, at least nominally, service to a feudal lord or lady.
Trade between villages and towns is common, but only over shorter distances. Some sea routes are too dangerous to be traveled reliably even by the most experiences seafarers.
All living things have a soul that is capable of effecting the world around it. And everything that is nature is, in a sense, living. Ravens may choose to share their wisdom and the woods or the hills may deceive you if they feel threatened by your presence.
Since we established all of nature as potentially supernatural, this becomes a central conflict with both sides having their own goals. People seek to expand their settlements to feed their families and make a home for themselves. By doing so, they will inevitably come into conflict with the ancient spirits of nature.
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The basic mechanics are learned very quickly. There are only 4 Attributes that fully define a character's stats. For a check, you simply roll a D20. No other dice needed. A result lower or equal to the target number is good.
The system of Boosts as a short-lived meta currency makes combat incredibly dynamic, both in the mechanics and in the fiction. You can get them by being lucky, or you can spend a turn to prepare an action, gaining Boosts that will make your next attack or argument hit much harder.
Assets and items influence when your character gains Boosts. You will know when your characters abilites come into play, giving them a unique feel and fighting style.
A small scratch in battle does not need recording. But a grave wound, even once it's healed, will leave a mark on you. Once you've taken a wound, the marker it fills up is permanently gone. This underlines the feeling of a dangerous world, where your desicions matter.
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"Even though I'm not the biggest d20 fan, this seems extremely well resolved and fun."
- someone on Reddit
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