By Road and River: an Introduction (at Last)
Apologies my dear weary travelers, after 3 devlogs, I've only just realized that I haven't told you about what all of these are working towards, and I think it's best that I give you an overview of what the finished game is going to be.
What is By Road and River?
By Road and River, or BRAR, is my medieval pastoral tabletop roleplaying game. I started working on BRAR three years ago when I was still in high school, initially inspired by the illustrations of knights fighting dragons in medieval art. However, over time, the game has strayed away from the heavy combat and plentiful duels of its original form and into a game about the lives and trials of the common folk that are so often looked over in our roleplaying, informed by my research as a medievalist and cultural historian in university.
I have always loved classic (western) fantasy, I grew up on stories of kings and dragons and violence, but so many of these stories in the Western European and Neo-European tradition that influence the RPG space focus so strongly on teams of hyper-competent individualists who rise above the peasantry to defeat a great evil. These are not the only stories to tell, and the common folk of these fantasy worlds are itching to be told.
In By Road and River you play the farmers, fishers, weavers, and pilgrims who in most tables would be considered NPCs. There are no divinely ordained heroes in BRAR, just normal people doing their best. It is my goal as the designer to make sure that this fantasy of the mundane seeps into every second of the game experience, making a game that is just as fun, engrossing, and thrilling as games about magic-wielding demigods or giant mech suits.
The Three Core Design Themes of By Road and River
One Among Many
Central to the core of BRAR is the idea that the player characters are not special. They may be strange or unusual, they may possess wonderful and magical gifts, they may be very talented, but they are not special. The richest and most powerful wizard dies to the slash of a knife just as easily as a starving child. Nothing and no one in BRAR is better than anyone else; there is nothing separating a character that a player controls from the rest of their community or world, even in the mechanics. Players of By Road and River have the option to, if they wish, jump between characters from scene to scene to give the stories they are telling more depth.
A Living World
The world of a campaign of By Road and River, brought to life by the collaboration of the players, the Chronicler (BRAR's GM), and the rules, should feel alive and dynamic. Maps will be created for the characters to traverse, your actions in the community will have a measurable, mechanical effect on how you are treated, and you will see the world you exist in grow and change over the years.
In my eight years of playing, reading, and watching TTRPGs, I have fell deeply in love with the art form. I love the pure freedom that RPGs give, more than any other type of media, and I want the people who pick up By Road and River to be able to express their freedom and creativity at the table without the rules getting in the way. The things I write should never hinder the progress of a gaming group, but be a path for them to more easily get to their desired destination.
The rules in By Road and River will facilitate this, being tools for the Chronicler and players to keep track of the small but important things that could very well be forgotten in the high-demand environment of the gaming table, making sure that the world keeps as high a level of depth as possible while making it easy on everyone at the table to keep track.
Magic in the Ordinary
Many RPGs have a pacing problem, this is clear to see. When your character is fighting for their life in a grand battle filled with swinging swords, blasting spells, and volleying arrows, the absolute last emotion the players should be feeling is boredom. And yet, we in the RPG space have seen time and time again these scenes drag and stumble as the rules bog the players down with dozens of "options" that in the end effect nothing. This is why much of the systems of By Road and River are built to give the players a constant supply of meaningful choices that make a scene of whether or not you can complete your chores for the day often more exhilarating and tense than life and death battles in other systems.
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Touchstones:
By Road and River has been inspired by countless works of fiction that have enraptured me over the years, here are just a few. If you're a fan of any of these, I'm certain you'll find something to love in By Road and River.
Actual Plays: - Worlds Beyond Number: The Wizard, The Witch, and the Wild One
Literature: - The Kingkiller Chronicle by Patrick Rothfuss - Brothers Grimm's Fairy Tales - The Hobbit by JRR Tolkein
Movies: - Wolfwalkers - The Princess Bride - Spirited Away - Hamnet
Television: - A Knight of the Seven Kingdoms
Video Games:* - Pentiment - Stardew Valley - A Short Hike - Outer Wilds
Music: - The Oh Hellos - Spitzer Space Telescope - Hozier
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This blog is my space to give updates on this game, discuss RPGs with you all, and foster the small but growing community around By Road and River. Thank you so much for reading this far, and if any of what I have written so for sparks your interest and inspiration, please give me a follow, I'd love to have you come along on this journey!
Good Travels,
Nathan
*The new Fate (2026) seems very likely to be a game that will appear on this list once it comes out.














