This is no way intended to sound negative, but I thought I would begin explaining my design rationale by explaining what the Thrice-Forged RPG is not.
First, it is not based on the works of J.R.R. Tolkien.
I adore Tolkien’s work, and reread his books regularly. But, since my inspirations are historical and folklore based, I have not adopted his work to this game. It could easily be done, I’ll give you that. But, it’s not. Consequently, there are no hobbit/halflings, orcs, mithral, nor his interpretation of rangers, elves, dwarves, nor anything else like that. His world is sacrosanct, but I’m too much an individualist to borrow his intellectual property. It wouldn’t be right to do so, anyway.
The Thrice-Forged RPG is not Dungeon and Dragons, nor have I used any of their IP in this game.
I should further explain. Everyone in this hobby owes and immense debt of gratitude to Gary Gygax and Dave Arneson, and every RPG lives in D&D’s shadow. I get that. I was a hard-core D&D guy throughout the 80’s and 90’s. It even helped me decide to pursue medieval studies in college.
I played from around 1977, through Basic D&D, then AD&D on through 3rd edition. I even had a chance to gab with Gary Gygax at one point. But, having said that, I am not trying to retread or re-create OD&D. Thrice-Forged is not a retro clone or part of the OSR movement. It is its own thing.
I’ve also played Warhammer Fantasy Role Play and early editions of Chivalry and Sorcery. Great games. I loved them.
It was important for me to base Thrice-Forged RPG on history and folklore as much as possible. But, this is not a simulationist game. I’m not trying to specifically model the game to make players imitate the past. Things are different, and attitudes have changed. The Thrice-Forged RPG is meant to be fun, not an academic exercise or teaching aid.
If anything, I believe I have leaned into the idea of modeling it on rousing adventure fiction, material that reflects history, but is more palatable and better suited for modern audiences. If I had to draw an equivalent, I would say this game is more like Katherine Kurt’s Deryini novels, George R.R. Martin’s A Song of Ice and Fire, the Fafherd and Gray Mouser series by Fritz Lieber, and assorted works by Judith Tarr. In other words, this game is my interpretation of life (and fantasy) in a world that resembles Western Europe in the 14th century.
I wonder if it would help if I offered a suggested reading list? Hmmm.
