Coming Soon: SAGE

THE GAMING WORLD needs another fantasy role-playing game the way TikTok needs more dance videos, but nevertheless, I’m crafting SAGE, which very much emulates old-school Dungeons & Dragons. As in, the 1977 D&D Basic Set (my introduction to the game), and 1st Edition Advanced D&D, which I played for decades.

Given that 5e D&D is tremendously popular, and that there are many Old School Renaissance games (such as OSRIC) out there, including innovative newcomers like Shadowdark, why bother with another one?

Because SAGE is different. How so? It’s built on two principles:

  1. A fantasy RPG should be simple to play
  2. A fantasy RPG should be awesome fun

Simple to Play

Many fantasy games are really complicated. They might have dozens of funky races (excuse me–species), all with special rules. And dozens more classes and subclasses, with more special rules. And scores of skills and proficiencies and powers. And hundreds upon hundreds of spells, monsters, and magic items. All bound in expensive and thick rulebooks with lots of lore and extraneous artwork. Did I mention the supplements out the wazoo?

Either that, or the rules are just clunky. There was a time when I would have fought to the death against anyone who besmirched the name of 1e AD&D (written by the Great Saint Gygax of Lake Geneva), but even I have come to admit that a lot of the mechanics just don’t work well, or are a PITA to run as written, or are confusing and contradictory, or poorly tried to emulate real-world physics, or…well, you know if you ever played it. And some contemporary games keep compounding AD&D’s errors.

SAGE, on the other hand, is streamlined: seven character races, four main character classes, eight optional subclasses, uncluttered armor types, essential weapons, and only the most useful spells. The rules for SAGE are easy to read and use. Initiative, surprise, spellcasting, and combat work smoothly and intuitively.

Everything’s well-written and thought-through, with plenty of examples, and clear notations on what is and is not allowed. And yet, game masters will still have plenty of opportunities to put their own spin on the game–wait until you see the part about Boons for Priests!

Awesome Fun

Some games are easy to play, but…my gosh, they’re dull. Character options are scant, there’s little room for creativity, monsters and spells are generic, and running the game itself is a snoozefest. Does anyone really want to go back to when your character’s turn consisted solely of “roll to hit/roll damage?” Shouldn’t there be more to a game than that?

Fortunately, SAGE is more than just that. Each character race and class is distinctive and cool. Each is just as good as the others–no more playing second fiddle to the powergamer who maxxed out their build. Everyone can contribute, everyone can get their turn in the spotlight.

Abilities make sense, have limits, and add depth–they’re not just superpowers bolted on to your character. Fighters are far from boring; thieves are not all alike. Spells are grouped by what they do, not by who uses them: your wizard can cast healing, and your cleric can finally kick some butt in magical combat. Monsters–even goblins–are scary and dangerous. And yeah, your character can die pretty easily if you’re not careful, so there are real stakes involved.

SAGE’s tone is classic swords-and-sorcery. Where adventure could be right around the corner. Where magic is unpredictable and dangerous. Where monsters are Evil (with a capital “E”). Where treasure beyond your dreams is out there for the taking. And where the player characters are definitely heroes.

Who is SAGE For?

If you like games with a superfluity of options that you and gaming group will probably never use, that allow you to craft any sort of mind-bending, off-the-wall character (“I’m playing a half-immortal/half-feline ninja/wizard/bard/space marine who can fly and polymorph and spontaneously create semi-automatic weaponry at will”) who’s never in any real danger, then go for it. Keep playing what you’re playing.

But that’s not for me.

If you like games with wonky rules that require in-depth fiddling and tinkering, lots of tables with random results, lots of realism and grittiness, lots of bean counting to keep track of every arrow shot, and which material components are needed and used, and every portion of rations eaten, well, then, enjoy what you enjoy. Stick with it.

But that’s not my thing.

I used to be into games like that: complex, rules-heavy, very detailed ones that took a very long time to play. But not anymore, because I have a lot going on in my real life. I have too many things to do, too many concerns to handle, and not enough time.

When I do get the chance to play, I want it to be simple, and I want it to be awesome. I want to have fun with my friends playing an exciting adventure where everybody’s character gets to do cool things. Where we kick down doors, fight horrible monsters, and win some amazing stuff (no more boring “+1 swords!”).

That’s why I call this endeavor…

SAGE: The Fantasy RPG For Busy People ™

And if this resonates with you, then I think you’ll enjoy what I’m putting together.

A Few More Things…

Just so you know: everything the players need will be in one slim, softcover volume. A separate book (about the same size) for the game master will cover monsters, treasure, and magical items. That’s it. Nothing else needed. All reasonably priced, with minimal frills. And, of course, there will be digital versions you can pull up on your phone.

For the cover art, I’ve reached out to Alyssa Scalia, who did the illustrations for my YA fantasy novel The Scorpion & The Wolf, and my kids’ books Pimmi Makes A Friend, and How The Kangal Got Her Mask. Alyssa has a very fun, energetic style, and though she’s never done any RPG art before, I’m sure she’ll come up with something great.

If you’d like a look at what SAGE will be like, check out my “KD&D” series, where I talked about revisions I made to my 1e AD&D campaign. I won’t be continuing those posts, but you’ll see what I did for character races and classes.

SAGE is a labor of love on my part, not a big cash grab. It’s the game I’ve been wanting to build for about the past 30 years, and I finally have the time and bandwidth to do it. And I aim to have it happen soon: my goal is to get the players book to you in early March 2026.

I’ll have more about SAGE before then. If you’re interested, or if you have any thoughts or questions about it, drop me a line.


Kenton Kilgore writes books for kids, young adults, and adults who are still young. Follow Kenton on Facebook for frequent posts on sci-fi, fantasy, and other speculative fiction. You can also catch him on Instagram.