Beowulf is about heroic fantasy in the dark ages, using D&D 5e as a base. It has 3 goals it's trying to accomplish: low magic historical fantasy in the dark ages, support for solo play, and giving the feel of an epic fantasy. I feel like it succeeds in all 3 goals.
This is definitely lower magic; close to AiTM if you have that. Virtually no spells, just a few mystical abilities. Magical items exist but they're mainly weapons, armor, and protective talismans. There is one class, the Hero, which is close to Fighter. There are subclasses to take the class in different directions: strong, fast, stubborn, clever, charismatic, good leader. There are also seven backgrounds appropriate to the time/place as well. Equipment fits the dark ages, with no plate mail, more axes, and increased importance of shields. Money is pounds of silver and shillings.
There are a few changes to make solo play viable. You start with 10 + con score hit points. There are also ways to renew inspiration to roll with advantage more often. The biggest change is followers, your posse which give you abilities and save your bacon. Your max number of followers is your proficiency bonus + your charisma score. Followers, don't have regular stats; they're assumed to have 10 in all abilities and no hp to track. They have aspects which you can use as needed, like skills and combat abilities. Some abilities are at-will, some are once day. Some abilities give the follower a ~50% chance of dying.
The biggest issue with solo play the risk of everything falling apart when the character dies or goes unconscious. In group play, your comrades will probably save you. In Beowulf, followers play that role. Some can jump in front of an attack and absorb all the damage. Others will scoop you up and carry you to safety when all seems lost. These abilities can get the followers killed. This makes you feel loss beyond just your character as you grow weaker through the loss of followers.
To give the feel of an epic tale, Beowulf has a suggested story structure. You hear the call to adventure then gather your followers. Then roll for a portent, which affects the various inspirations pools which you can draw from if you can make it relevant to the portent. You pile into your longship and sail towards adventure, with stuff happening along the way (analagous to journey rules in AiTM). Your arrival is noted by a scout and you make your way to the meadhall, where most of the story unfolds. The rules make suggestions on what key NPCs desire and hate so you can work to get info or help from them, and maybe even turn them into a follower. Success in the adventure is strongly affected by how well you navigate the social scene in the meadhall.
Combat is a bit different because you are activating followers as well as taking your own actions. The big monster at the end of the story starts as undefeatable, taking only 1 pt of damage per hit. Like a classic monster movie, much of the adventure is learning about the monster to find their weakness. This makes the game about more than dpr; you are expected to engage with the story. The book has a nice list of period monsters with lists of what might be the secret to making then defeatable.
religion plays a minor role. There are two religions: the old ways and the church. Neither is presented as superior but some NPCs may like or dislike based on your religion.
The above is illustrated through the included 32 page adventure.
|