In The Beginning

DrakenTijd has been a project of mine since mid 1990, although back then it was little more than a hobby. During that time it has changed and grown a lot. From what began as a simple little fun project, a much larger and grander project evolved.

I first started playing role-play games when I was 11, and straight away I was hooked. For a time I was playing through my lunch hours at school everyday. But each game system I played seemed to throw in more and more questions about how that system didn’t reflect real world life. I’m unable to fathom how killing thousands of goblins with a stick, can suddenly make you better at quantum astrophysics. Yet each of these systems seemed to allow for your character, at levelling up, to improve themselves in areas they had never used before. To me, that made no sense.

So it was that I set out to make my own system, one that only allowed for the increase in abilities that were being used. This is why DrakenTijd is skills based in nature, each player character only progressing in the skills that they use in their day-to-day lives. To become a better swordfighter they need to actually use their sword, just as anyone in the real world would.

The other main feature of DrakenTijd is that it is designed to make it usable for any setting. It is designed to be a system that you can use for your fantasy based games, as well as your sci-fi based games, and for any other setting you can possibly think up.