Game Review: Pacts and Blades
Author: Lucas Rolim
Publisher: Self-published
Engine: Custom 2d6 roll-over
Pacts and Blades: Moorcockian Fantasy is a simple, straightforward game system created by Lucas Rolim to offer fast, cinematic combat and magic systems.
Pacts & Blades makes no bones about what it is: it overtly states that it leaves skills, initiative, economics, tactical movement, etc. to the GM to handle. It is only interested in handling action. The resolution mechanic is robust enough to use for most dangerous situations, especially with a few hacks, but it offers little guidance.
I tested
Pacts & Blades as a solo play system using an automatically generated dungeon through
Donjon. I found that it moved pretty quickly, and was up to handling a dungeon crawl adventure with minimal conversion work or improvisation.
In play, the GM sets a difficulty rating between 1 (almost a guaranteed success) and 5 (impossible). A resolutuon table sets a range of numbers for failure, qualified success, and total success. There are eleven collumns on the table: one for each difficulty, and a number of intermediate collumns in between. Character training and narrative advantages can shift your roll to easier collumns on the table, giving a higher chance of success. On a roll of Total Success, if the character has specialized advancements for the roll, they roll on an additional "feat" table for special effects and advantages, like higher damage, extra attacks, or an extra use of a spell.
I would suggest that Pacts & Blades works best as a hack to plug into other OSR games. It can easily take over combat and magic while the GM handles movement, travel, encounter design, etc. using a Dungeons and Dragons retroclone. It might be best thought as an alternative rules system, rather than a standalone role-playing game.
If we treat it as a set of alternate game systems, the question becomes does Pacts & Blades offer something new and interesting to play?