Note: This is one of several articles that looks at other games (Cavemaster by Jeff Dee and Talzhemir Mrr) comparing what they do with Born from Ice. The intent is not to critique or find fault, but rather to try to present the scope of prehistoric tabletop RPG options that are available, and show the unique things that Born from Ice brings to the table.
Introduction
As the creator of Born from Ice, I enjoy exploring how other games in the genre approach playing in a prehistoric setting. Today, let’s look at Cavemaster, a stone-age RPG (self proclaimed as “stonepunk”) that brings some truly creative ideas to the table. My aim isn’t to critique but to celebrate the diversity of prehistoric gaming while showcasing what sets Born from Ice apart.
Mechanical Innovation: Stones vs. Dice
The most striking aspect of Cavemaster is its use of the Habilis system, which replaces typical RPG dice with stones. Challenges are resolved through a unique mechanic involving secretly dividing stones between hands and revealing them to determine success. It’s a tactile, thematic system that feels incredibly appropriate for the stone age setting. This innovation makes the game intuitive, fast-paced, and accessible, particularly for children or new players.
In contrast, Born from Ice utilizes a 5e-compatible framework, leaning into the classic d20 mechanics refined over several generations of D&D. This choice allows players already familiar with Dungeons and Dragons to easily transition into the game while introducing new mechanics or adjusting some of the old terms, like Stamina Points and Conditions tailored to the harsh realities of prehistoric survival. While Cavemaster embraces simplicity, Born from Ice focuses on depth, customization, and familiarity.
Characters: Fantasy vs. Realism
One key difference between Born from Ice and Cavemaster lies in their approach to world-building. Cavemaster, while including a fairly strong baseline of science, still leans into the fantastical. While most of the mechanics in the game are grounded in reality, character creation introduces the major anachronism; “breeds” (the Cavemaster term for species) that include human Yorwa, elf-like Tanui, dwarf-like Rogok, and monkey-like Maheechee. These unique “breeds” are interesting, but are oddly out of place in a book that does so much else in an accurate way.
While the concept of distinct species can add variety to gameplay, the term “breeds” is problematic. Historically, this term has been used in a dehumanizing way to describe ethnic groups, reinforcing harmful stereotypes and hierarchies. Using it in a game—even in a fictional context—carries connotations that can alienate players or evoke discomfort, particularly for those aware of its historical baggage. A more neutral and thoughtful term, such as “species” or “kin,” would serve the same purpose without these negative implications. If a new, updated version were to be released, I would encourage adjusting this game term.
Setting: Real Creatures and Regions vs. Dinosaurs and Lost Lands
Another spot Cavemaster adds fantasy is in the unique setting, a landmass made up of four climate regions. While each of these regions is accurate, the mashing of them together is obviously intended for play purposes, not accuracy. Furthermore, there is a Lost Valley in the center where these four areas meet. This is a place where anything can happen and any creatures can exist, including roaming dinosaurs, time travelers, and other anachronisms.
While these anachronistic monsters are included as an appendix in the main game (and I should note, there are plenty of accurate creatures listed within the book) there is an expansion to the core game called Dinosaurs of the Lost Valley that is focused entirely on this Lost World setting. It introduces even more dinosaurs, as well as two new saurian “breeds” for characters.
Born from Ice, on the other hand, is rooted in realism. By focusing on the late Ice Age and basing its world on actual anthropological and archaeological research, the setting aims to immerse players in an authentic prehistoric experience. There are no elves, dwarves, or dinosaurs here—just early humans striving to survive in a harsh and awe-inspiring world.
Magic: Spirit Magic vs. No Magic
Magic is another area where Cavemaster and Born from Ice diverge. Cavemaster includes an optional “Spirit Magic” system, allowing for mystical elements to be woven into the story. This flexibility caters to groups that want a touch of fantasy in their prehistoric adventures.
In contrast, Born from Ice takes a firm no-magic stance in its core rules. By removing magic entirely, the setting maintains a consistent, grounded tone. However, future supplements may explore optional mystical elements for groups seeking an alternate take on the setting. And because Born from Ice is 5e-compatible, integrating external fantasy elements is as simple as borrowing creatures or concepts from other 5e sources.
Player Roles: Jobs vs. Classes
In Cavemaster, every character has a “job,” such as hunter, gatherer, or healer, which loosely defines their role within the tribe. This simplicity is great for younger players or those seeking a rules-light experience.
Born from Ice takes a more structured approach with its six new Classes: Mighty Champion, Quickfoot, Unbreakable Survivor, Strategist, Intuitive Sage, and Silver Tongue. Each Class has unique abilities tied to a core Ability Score, providing clear progression and versatility for players. Additionally, the introduction of Totem Paths offers further customization, allowing players to develop their characters in ways that fit the evolving story.
Accessibility: Simplicity vs. Depth
Cavemaster does an excellent job of creating an evocative system that is simple and accessible. With no complicated math, reading, or writing required, it’s an excellent choice for young children or first-time players. The Habilis system’s tactile nature also adds a level of engagement that’s easy to grasp.
Born from Ice, while designed for a more experienced audience, strives to remain intuitive by building on the familiar 5e ruleset. Its added complexity is intentional, offering players a richer experience with opportunities for strategic gameplay, character development, and narrative depth. While not as quick to pick up as Cavemaster, it rewards players with an immersive and dynamic prehistoric experience.
Thematic Focus: Adventure vs. Survival
Cavemaster leans toward adventurous, lighter play (even though it is certainly capable of tackling darker themes or subject matter). Its non-historical world allows for creative, anachronistic scenarios, making it perfect for one-shots or short campaigns. It also encourages the Cavemaster (GM) to pass down rules verbally, reinforcing the theme of oral tradition.
Born from Ice, by contrast, emphasizes survival, exploration, and the evolution of human culture. Its themes of humanity vs. nature, tribal dynamics, and the birth of culture are built into every aspect of the game, from crafting mechanics to social interaction. While Cavemaster celebrates the wonder of the stone age, Born from Ice immerses players in its challenges and triumphs.
Adventures: Short Scenarios vs. Epic Campaigns
Another notable difference between Cavemaster and Born from Ice is the scale and depth of their adventures. Cavemaster provides a short adventure in the core rulebook, along with a few additional scenarios available separately. These adventures are concise and designed to get players into the action quickly, aligning with the game’s light, fast-paced approach. They’re perfect for one-shots or short campaigns, particularly for new or younger players.
Born from Ice, however, offers a level 1-20 adventure path. This sprawling campaign is designed to provide an immersive, narrative-driven experience that takes players on an epic journey through the Ice Age. The campaign includes fully fleshed-out characters, branching storylines, detailed maps, and modular guidance for adapting the material to suit different levels. This extensive content provides Game Masters with a robust toolkit for creating a deeply engaging and long-lasting campaign.
Conclusion: Two Unique Visions of Prehistory
Cavemaster and Born from Ice approach prehistoric role-playing from very different angles. Cavemaster shines as a rules-light, accessible game with thematic mechanics like its stone-based resolution system and a flexible, imaginative setting that encourages creativity. It’s an excellent choice for quick adventures or as a gateway RPG for new players.
However, Cavemaster’s inclusion of “breeds” as a game term is a misstep. Its unique mechanics and varied “breeds” offer creative freedom, but the term “breeds” feels outdated and might be uncomfortable to some players, particularly given its connotations when describing sentient beings. This choice stands in contrast to its otherwise thoughtful and thematic design.
Born from Ice offers a deep, grounded experience, immersing players in more authentic challenges of prehistoric survival. Its commitment to realism, inclusive approach, and robust mechanics provide a unique opportunity to explore the awe-inspiring and often harsh world of our ancestors.
Both games bring valuable perspectives to the prehistoric RPG genre. Whether you’re looking for stonepunk fantasy or a more realistic prehistoric experience, these games show the breadth of creativity possible in exploring our distant past.
Join the Adventure
Stay updated on the journey of bringing Born from Ice to life. Follow the latest developments in our Kickstarter updates, and remember you can pre-order the books now!
Multimedia creator. Storyteller. Writer. RPG Game Master and enthusiast.