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Information
Primary Name
Dragon Storm
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Description Edit | History

" "Dragon Storm is a role-playing game which is also a collectible card game, published by Black Dragon Press. All required statistics and rules are printed on the cards. There are two types of cards: Gamemaster cards for adventure generation and Player cards for character generation. An expansion set, titled Kanchaka Valley, is available in booster form, and additional deluxe cards were created and sold on an individual basis."

Also on BGG: Dragon Storm

Source: Wikipedia, "Dragon_Storm"

From publisher blurb:

Envision the Storm.

It tears the land apart, rending it with malignant Powers.

Imagine the Storm filling the sky, bearing down on you.

The peasants screaming as they pour into the underground Labyrinth's looking for safety.

You can make out hundreds of evil madspawn swarming in the storms maelstrom.

Then a voice speaks within your mind.

All Right Heroes, Time to Shape Shift.

We are going in.

Dragons, Unicorns, Gargoyles, Werewolves and more appear all around you.

These are your Allies.

Hell is coming your way, and it needs a good thrashing.

Looking for something different in your Role-Playing?
Consider the Unique Dragon Storm RPG.

In 1996 Susan released the First Edition of Dragon Storm. In 2011 she revised and updated the game to 2.0. This unique card based role-playing game is based on Susan's fantasy world of Grandilar.

The characters in Dragon Storm are the mortal descendants of the Ancient Dragons. You may well wonder what happened to the civilization of the Ancient Dragon Clans. It is gone. Some 200 years ago their was a rebellion by the Necromancers, backed by a mysterious off world race called the Pylos. They wiped out almost all of the Ancients in a surprise attack called the Deathday Massacre. The Necros drained the magic from the Ancient Dragons, and almost overnight they became the rulers of Grandilar. The Necros realized they could steal power from each other and fell to fighting among themselves. For the last 200 years the Necromancers have fought each other amidst the wild warped magic storms Deathday created, and they hunted mortal shifters to drain their magics. Civilization is gone, almost lost to memory.

A few mortal shifters and Ancient Dragons foresaw the downfall of the Ancient Dragons. The first known was a Werewolf Shaman by the name of Valaria. When her warnings went nowhere she created a secret organization called the Valarians. Their job would be to organize the remnants of the fall of civilization and give them a chance to fight back. After Deathday the Valarians performed the Ritual of Rising that strengthened the Dragon's Blood in many mortals. These mortals, at about the age of 16, become shape shifters.

The Valarians are an organization of Mortal Shape Shifters (Characters) and mortals who are fighting to take back the world to make it a place everyone, except the Necros, can live in. The Valarians are slowly succeeding, but much more needs to be done. The Valarians have now performed a second Ritual called the Great Change. This new Ritual combined, with the remaining traces of the first Ritual, make shifters more powerful, and thus came Dragon Storm 2.0.

The mortal shape shifters are not just Dragons. The shape shifting blood of the Ancient Dragons can create mortal Dragons, Werewolves, Unicorns, Gargoyles, Pegasii, Werecats, Wererats, Griffons, and Phoenixes. In the fullness of time each of the shifter races will be available for characters.

Gamemaster will be created their adventures and cast from the cards available to the GM and may use all of the Player cards as well. When the characters need a Mentor to get training, that is the GM's character. When the characters fight the evil Necro, that is a GM character. Players will need to be kind to their GM to get what they want for their characters.

Dragon Storm is designed to replicate a chaotic world, a world where the rules of nature are broken daily. To be able to do that the GM is given a special rule called "3.4". It means the GM should bend every card and rule to create a Chaotic world. The characters should never be certain of how anything works.

On the Player side of the equation they have the ability to stretch the powers, spells and abilities represented by the cards. They are encouraged to try to find new and creative ways of using their abilities. If the GM likes it, they will approve it. The one thing all DS players try to avoid is arguing with a GM. The GM is always right, so why waste your time?

More Information Edit | History

From website:

Why did we really do 2.0? Here is the unvarnished truth.

When we did Dragon Storm/Kanchaka, way back in 1996, the game played quick and easy. Characters maxed out at nine things. That is what I call the "Classic" Era. As the distributors “thinned out” in 96-98 they decided to look elsewhere for new game ideas and we lost distribution. We shrank to a cottage industry and began to struggle.

In 99' we began the "Deluxe" Era. We struggled to keep DS alive. It sucked up cash faster than it made it. We had to focus on other fields to make the extra money. We produced the Deluxe cards. Many great ideas were added to the game, but the "Classic" rules binding the ideas were not flexible enough and the games slowed to a crawl as characters got to do 15 "things", or more a round, and got another batch from Familiars. Mistakes were made, I think it was Mocha's fault. Despite the much appreciated support and efforts of our hardcore fans, we continued to shed players faster than we gained them.

When we watched a game being played at a Con and a player started his turn, we saw an amazing thing. Two players got up saying "we are going to go get food, we will have time while he does all his stuff." We knew right then we had two choices. Abandon the game or make new rules.

We like this world of Sue's, and we are stubborn. The result is DS 2.0. It is a blend of Classic DS and the lessons we learned over the years.

We realize that combining the Classic cards with the 2.0 rules can be awkward at times, but we decided that people had invested in the game and we determined to preserve as much of that investment as we could. DS players are flexible, and our GM's are good. We knew they could deal with some card anomalies using 3.4, so we kept the old cards, and pushed onward.

By late this fall we will have all of the Core cards for 2.0 done. At that point we can start doing all of the neat extra cards, races, books, and esoteric schools of magic as we go through the next 15 years.

As far as sales, 2.0 immediately doubled our sales, brought old players back, and is standing on its own. Certainly there are some upset players, but we had no other choice, and we are happy with 2.0. It is not perfect, but what is? We have 3.4 and you guys to deal with the new anomalies.

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RPG Rank: 748
Num Ratings: 5
Average Rating: 4.00
Standard Deviation: 1.90
Num Views: 5133
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Avg. Game Weight: 0.0
Fans: 1
Personal Comments: 2
Users Owning: 8
Users Wanting: 0
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