The fantasy genre takes its inspiration from western, and mostly European folklore. While some claim inspiration from other sources, the established fantasy baseline is hard to shake. Blood & Bronze is a wonderful change, and sets the game firmly in the ancient Mesopotamian mythology.
Blood & Bronze does not contain more words than it absolutely has to. At 66 pages it has just enough to make the setting and rules come across.
The rules themselves are simple. A character has six abilities. They have a score between 4 and 12, and a derived rating between 1 and 4. The character's abilities are used either in saving throws, trying to roll under the score with a d20; or as in a skill roll, rolling a number of d6s equal to the rating, 5s and 6s counting as successes. It doesn't take much to learn, and easy to use.
The new old
There is a neat merging of new and old, similar to other Swedish games I've read. On the surface it seems fairly traditional, nearly OSR. But all characters also have skills, some of which have applications similar to story games like the moves in Apocalypse World. Use force lets you attack, unless your target submits to you; Advice may let you help others on their skill roll, if they follow your advice. It strikes a nice balance between the action-oriented system and story-oriented system.
Adding more flavor to the game are the six character classes a player can pick from: Mercenary, Rogue, Mystic, Desert Farer, Courtesan and Seer. They too are a combination between the traditional classes and archetypes found in modern games. The classes gives a character's health and equipment, but also talents. Each class gives a number of unique skills that let their character influence the game in ways fitting to their class.
The wrong side of the river
The chapters detailing the setting are part descriptive and part show-don't-tell. You get the basic outline of the setting: the ancient Mesopotamian civilization, a few generations after the Great Flood. Most of the setting beyond that is contained in a few pages of random scenario generation. One scenario is a dungeon crawl in a bandit fortress, the other has random encounters for wilderness travel. Applicable and informative.
The game covers a lot of ground, and not a single word is wasted. That is also the game's biggest flaw: I wish there was more. It has these large black and white drawings of Mesopotamian life that really helps make the setting spring to life. While you can easily find resources about it online or at the library, the game gives such an intriguing glimpse into a completely different gaming world, one feels cheated when there isn't more. The mythology the game is based on is in particularly lackluster. I suppose that's what future supplements are for.
First posted on RPGGeek
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