Tracking - The Missing Skill?
I'm not a big fan of thick rulebooks, and I don't like endless lists of skills and abilities. I like it when the RPG creators go for a more minimalistic style. But sometimes, they can go too far.
When I write scenarios and adventures, I often include something about tracking. But this skill doesn’t exist in the Dragonbane RPG. Sure, the GM can use Hunting & Fishing, Bushcraft, or even Spot Hidden instead. But in my humble opinion, none of these skills really works satisfactorily in the way a dedicated Tracking skill would.
When I'm GMing the game and a tracking moment comes up, there's always an irritating pause in the flow as a small rules discussion takes place. The players look over their sheets to see which skill gives them the best chance of success. There's nothing wrong with that in general, but it still feels a bit like cheating. It's the uncertainty that's annoying. I know the GM always has the final say, but different situations call for different resolutions. Nothing kills the mood more than when a player starts arguing for their way of thinking. Sure, banes on a loosely related skill can be applied, but it would be so much easier if the rules were more precise from the start.
In older Swedish versions of Dragonbane, Tracking was always a separate skill. It was one of the main reasons anyone wanted to play a hunter. I really hope we'll see the return of Tracking in a future edition. Free League is known for listening to its fans, and hopefully someone there will read this and take note. Of course, I could be wrong in my opinion—but to me, it feels like an important piece is missing from the game. What do you think?
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I think you should add Tracking (INT) as a secondary skill in whatever material you do that is relevant.
I haven’t found the absence of a dedicated Tracking skill to be an issue in my games. However, I do find Myths & Legends to be overly broad—it often covers everything from culture and politics to history and heraldry, making it feel like a catch-all. While having fewer skills keeps the game fast and accessible, it also leads to rapid character progression. Over time, characters start to feel more alike (so keep the Heroic Abilities diverse, people!). Some refinement could really help balance simplicity with diversity in character growth. Would love to see how future editions address this!