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  • Writer's pictureAlisdair Smith

A newcomers first impressions of the Rules

Updated: Sep 22, 2022

I thought I'd start with a short post on my first impressions of the game.

Let’s not bandy words, it looked dense. This might be off-putting to many readers, particularly those coming from popular rules-lite games.

However, the rules are not complex, they are in many ways similar to other d20 systems, particularly things like Modiphius' 2d20 system (I won't go into huge detail in this post on how the actual game works other than to say it’s a roll under system where you're rolling one or more d20 and needing to roll less than or equal to a target number - typically one or more of the characters attributes). The reason the book is large and feels so dense is because Ulisses have taken the time to really explain rules and include examples. I found this to be incredibly helpful as the writers really took the time to avoid ambiguity in their writing.


Another huge benefit of The Dark Eye as a ruleset is that it is built with pretty simple (and often familiar) rules base, but the writers provide numerous optional rules that allow DMs and Players to refine their own games to suit their tastes. These rules sometimes make the game more complex, adding depth or detail to areas, or they make the game simpler, removing complexity. Each of optional rule precisely informs the reader which it will do. The books also come with a handy checklist at the back with every optional rule’s page number and a checkbox - great for session zero when working out what the game will be like! Not many games do this, and very few do it in such a neat way.


Similar to optional rules are Focus rules, these again are intended to allow more depth for the game as a group might like, for example breaking hunting up into a series of checks with consequences that allows a player that created a hunter to really feel like their character is good at what they do, or adding rules for hit locations as can be found in games such as RuneQuest or Fallout. These focus rules are excellent as they can even be applied on a per player or per scenario basis. Want to avoid hit locations in the norm, but then the players fight a dragon and want to target its wings? You can do that!

The Dark Eye is a grittier system than something like Dungeons & Dragons, characters run the very real risk of death in almost any encounter, however they have far more tools and options at their disposal from the get-go and will often feel far more competent than your average low-level D&D character. The power fantasy just never really happens, characters will always be vulnerable, and that can create far more tense and enjoyable adventures.


Characters are far more granular in The Dark Eye, with players having to spend a lot more time on creation than they would in a lot (but certainly not all!) RPGs, that said, it is far easier to tailor a character to the specific concept you have in mind in The Dark Eye than you could in other games. Progression is similar, there are no levels, only Adventure Points (this games version of Experience) to be spent on growing the character organically.

Ultimately, it's a wonderful system, with a great deal of flexibility and depth. It's certainly got a bit more "meat" on its bones than a lot of modern light-weight RPGs but that is no bad thing, it manages to do that without making an overly complex ruleset and I would certainly entreat everyone that enjoys fantasy, particularly low-fantasy like "The Witcher" or "Game of Thrones" to give it a look!



Artwork © [2015] Ulisses Spiele. DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA, RIESLAND and THE DARK EYE are registered trademarks of Ulisses Spiele GmbH, Waldems. The graphics are used under the guidelines permitted by Ulisses Spiele. Any use beyond these guidelines may only be made with the prior written consent of Ulisses Medien und Spiel Distribution GmbH


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