The planet is [=EdenAgain=]. The continent is Talania. In the north, dragons and dark creatures rule over the human [=OnceBorn=], promising them wealth and power but keeping them in bondage. In the south, the [=TwiceBorn=], willing servants of the [=OverLord=] of Many Names, who sacrificed his life to gain their freedom, live in harmony -- but some of them, moved by compassion for their suffering fellows, strike out into the Dragon Lands to battle the dark creatures and share the goodness of the [=OverLord=].

DoesThisRemindYouOfAnything

"''Might as well say it now. Dragonraid was an RPG put together by a Christian publisher in the early 80s', intended to provide an holy alternative to horrible Satanic games like [[TabletopGame/DungeonsAndDragons Toon]], [[TabletopGame/DungeonsAndDragons Traveller]], and, worst of all, the abominable creation known as TabletopGame/BunniesAndBurrows.''"
->-- '''[[http://www.rpg.net/news+reviews/reviews/rev_3828.html Pieter van Hiel]]'''

''[=DragonRaid=]'' came out in 1984, in the thick of both mainstream and conservative-Christian opposition to ''TabletopGame/DungeonsAndDragons''; it was TheMoralSubstitute at a time when the need for a substitute was deeply felt. And, indeed, almost every aspect of ''[=DragonRaid=]'' seems to be a direct response to some misconception about D&D.

* Against the idea that D&D encourages wanton killing, ''[=DragonRaid=]'' turns its monsters into [[WhatMeasureIsANonHuman allegorical representations of sin]] and punishes the killing of humans with massive stat-drains.
* Against the idea that role-playing is "simulation training" that inevitably influences real-life behavior, ''[=DragonRaid=]'' encourages role-playing virtuous behavior in situations that have clear parallels to real life.
* Against the idea that players regularly become despondent when their characters die, ''[=DragonRaid=]'' explicitly frames character death as noble martyrdom.
* Against the idea that the peer-DM controls every aspect of the player's life, ''[=DragonRaid=]'' expects games to be run by people with legitimate out-of-game authority (parents, youth pastors, Sunday school teachers).
* Against the idea that D&D players inevitably become ruthless and power-hungry, ''[=DragonRaid=]'' makes character advancement gradual, piecemeal, and contingent on the character's good behavior.
* Against the idea that players must recite spells for their characters to use magic, ''[=DragonRaid=]'' obliges players to recite Scripture for their characters to obtain miracles.

What is most curious about all this is that, despite being built almost entirely of opposition and reaction, ''[=DragonRaid=]'' still stands on its own as a perfectly solid, workable game. The setting, {{Anvilicious}} allegory though it be, is painted with loving detail, and the mechanics are simple and sound.

[[folder:Some Mechanical Details]]
Nine starting attributes (patterned directly on the [[http://www.biblegateway.com/passage/?search=Galatians+5%3A22-23&version=NIV Fruits of the Spirit]]) are [[HonestRollsCharacter randomly rolled]]. Character customization consists of choosing three weapons and three elective skills, ratings for which are determined based on initial stats. (No skills or weapons can be gained after character creation: the three are all you get.) Each character has the same "spiritual armor" (based on [[http://www.biblegateway.com/passage/?search=Ephesians%206:14-17&version=NIV Ephesians 6]]).

Character advancement occurs through the accumulation of "maturity units," which are earned for completing adventures, for in-character acts of kindness, and (most prevalently) for [[AsTheGoodBookSays reciting WordRunes]] from memory. There is no level system per se; instead, each of the nine main stats increases independently of the others, and the skills which derive from it are recalculated on the spot.

Gameplay is extremely simple, and all player rolls can be done with a single d10. Skill checks are rolled as percentiles against difficulty. Attack and defense rolls have only one modifier each: Weapon Ability and Shield of Faith, respectively. Every weapon does either 1-5 or 1-10 damage.
[[/folder]]

For the curious, "archival" [=PDFs=] of the core books are available [[http://bartelsmr.bravepages.com/htm/draid.htm here]], and some proposed second-edition rules can be found [[http://www.dragonraid.net/web/dr2nded/ at the official site]].

!!Provides examples of:
* AlwaysChaoticEvil: Technically averted, but upheld in practice. Enemy creatures are evil members of otherwise good races, sequestered on [=EdenAgain=] to contain their corruption. Their good brethren remain on other planets, far from the action. See also PlanetOfHats.
** Played straight with the dragons, since they're the setting's equivalent of devils.
* ElvesVsDwarves: Mentioned in the second edition. See also FantasticRacism.
* ExperiencePoints: "Maturity units," which are earned for specific stats, and are tied to that stat. (For example, gaining 20 mu in Kindness automatically increases your Kindness by one point; you can't switch it over to buy up your Patience instead.)
* FantasticRacism: The introduction of new playable races in the second edition comes with the suggestion to use them to "teach . . . players about the evils of racism." Included is a list of specific prejudices characters might exhibit, along with bona fide cultural differences that lend themselves to stereotyping.
* InsistentTerminology: Dragon Raid is not an RPG, Heavens, no. It's an Adventure Learning System, or ALS.
* TheMissionary: Every player character is expected to "witness" to the [=OnceBorn=].
** In the first scenario, however, characters are penalized if they do not abandon a human NPC on the grounds that [[BrokenAesop his disbelief makes him unsuitable to associate with True Christians]]. The fact that the NPC expresses interest in conversion makes this all the more questionable, [[spoiler:but then, he does run off and bring back enemies if you keep him around]].
* TheMoralSubstitute
* PlanetOfHats: Semi-justified. Most planets have a dominant race which exemplifies a particular virtue; those who defy that virtue are exiled to [=EdenAgain=], where they can't upset the homogeneous cultures of their home planets.
* PrestigeClass: In a sense, ''every'' class is a prestige class. All of the "special character roles" have fairly high stat requirements, which most characters can't meet starting out, but are expected to qualify for later.
* {{Railroading}}: Actively encouraged in the Adventure Master manual.
* VaporWare: The "second edition" (actually a non-obsoleting supplemental rule book) was announced [[http://freegroups.net/groups/dragonraid/0::3004read.html more than ten years ago]], and is still supposed to be imminent, but hasn't gotten past some as-yet-unofficial rules posted on the website.
* WeWillUseWikiWordsInTheFuture: [=StarLot=]. [=WordRune=]. [=LightRaider=]. [=TwiceBorn=]. [=EdenAgain=]. Typing this page was a [=RealPain=].
* WretchedHive: The Dragon Lands.
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