RPG: Symbaroum Core Rulebook Review
If you’re seeking adventure and glory the dark deep of Davokar is calling. Welcome to the world of Symbaroum!
I don’t normally do our RPG reviews. But since I was sent the book along with the two Epic Encounters boxes I felt like I needed to be the one to tackle this one. And I’m really glad I got the chance to do it!
Check out the review for Gem In The Barrows and The Corrput Coloss for more from Symbaroum!
Here is the link for all the Symbaroum products from Steamforged Games
I can get really into RPGs these days when I can find the time. I like to explore different settings and have gathered a collection of books that I like to draw inspiration from. Personally, I like having these sourcebooks and resources available when I’m coming up with my own campaigns. Pulling from different styles and gathering ideas is a great way to really surprise your players and keep things interesting. It’s also more interesting for me as a GM/DM as I can sort of “remix” these ideas instead of just “follow the script” so to speak.
That’s why I was really excited to dive into the Forest of Dovakar and the world of Symbaroum. While the setting and game was released years ago, I hadn’t had come across it. I mostly blame J.R. because he gets all the good RPG stuff. But seriously, that was probably because it wasn’t printed in an English version until a few years ago. That said, Free League is prepping for a fourth print run for this book! So they must be doing something right. And boy, oh boy, they sure are!
Welcome To Symbaroum
Let me just get some of the technical details out of the way for this book. It’s a 264-page hardback and it’s full color. This is a complete roleplaying game in a book. All you need is a dice set. You’ll probably want some paper and a pen, too. Inside the covers you’ll find a whole new world opened up to you.
The Core Rulebook is divided into four “books” will shorter sections dividing it up further. Book one is over 50 pages of the background, lore, characters, and places you can use in your games. Book two covers everything players need to know. This includes your classes (or rather Archetypes and Occupations), races you can play, traits, abilities, magic, and the basic rules of play.
Book three is for the Game Masters. I won’t go into too much detail here for spoiler-free reasons. But if you’re looking to run a game set in this world you’re going to want to spend a lot of time here. And finally book four is an entire adventure to run/read/borrow from. Again, I won’t spoil any of that but it’s also worth a read for any prospective GMs out there.
What Sort of RPG System Is Symbaroum?
At it’s core, it’s a D20 system. You’ll still use that very familiar polyhedral dice set. The big difference of this system compared to 5e is that you’re looking to roll equal or lower than a value determined by the GM. There are other difference as well but that one will probably be the hardest to wrap your head around.
Symbaroum is also designed to be a collaboration between the players and the GM. The GM isn’t there to be the ultimate opponent for the players either. The GM is there to challenge the players and bring the world alive. The players are there to go on epic adventures. Ideally, when working together, you’ll all be able to tell some awesome stories!
Lots Of World Building
I want to point out that this is just one map in the book. There are more. However, this is basically the “known” area. There’s also TONS of artwork and details about this region. While I can’t go into every single one of them, I can say that it’s a very well developed world. The Developers have done a LOT of legwork for any GMs out there. All you have to do is read it and figure out how you want to use it in your own games.
It feels like a living, breathing world as well. There’s lots of factions and politics happening in the background. How much (or how little) you want to engage with it is really up to the group. If you wanted to run a very diplomatic/drama style game you’ve got the bones in place to do it. Or if you just wanted to deep into the words seeking adventure you can do that, too.
Player Archetypes And Occupations
The way Symbaroum sets up character classes is based on an Archetype/Occupation system. You’ll start with one of three Archetypes: Warrior, Mystic, or Rogue. From there, you’ll be able to slide into one of 5 other Occupations within those Archetypes.
I like this style of “character classes” because it’s approachable and easy to understand. It’s all really well broken down with suggestions on the Archetypes and Occupations. If you are looking to get into the Mystic side of the characters there’s also an entire section for them. Because we all know caster-classes are never simple.
I actually liked this break down of the Mystical Traditions as well. There’s more details about the various “Casters-classes” and how they see/interact with the world.
Final Thoughts
I don’t have the word count to get into all the weeds for this game’s world and why I like it. So here’s a few more images from the gallery that I think will say a lot more:
There’s something cold and dark and gritty about this world. The art style really makes me want to grab coat and maybe watch my back. The world of Symbaroum has a sense of danger and mystery. I want to explore the Forest of Davokar and hunt for the treasure there. I want to uncover the mysteries that have been long sense buried. But most of all, I want to tell stories in this setting. You can get the book online here.
Additionally, if you want to really get a jump start on adventuring in Symbaroum then check out Steamforged Games and their tie-in products. They are perfect for dropping in to any campaign but are also great as an intro to Symbaroum as well.
There’s adventure to be had if you’re bold enough to take the first steps…