Posts mit dem Label Basic Fantasy RPG werden angezeigt. Alle Posts anzeigen
Posts mit dem Label Basic Fantasy RPG werden angezeigt. Alle Posts anzeigen

Mittwoch, 22. April 2026

Basic Fantasy Rollenspiel - eine kleine Aktualisierung für die deutsche Übersetzung der 3. Edition

Open source fantasy roleplaying with basicfantasy.org

Für die deutsche Übersetzung der 3. Edition (OGL) von Chris Gonnermans Basic Fantasy Roleplaying Game gibt es eine kleine Aktualisierung mit Korrekturen am alphabetischen Index, dem Inhaltsverzeichnis sowie in wenigen Tabelleneinträgen.
Alle Editionen von Basic Fantasy sind miteinander spieltischkompatibel und grundsätzlich verwendbar mit Modulen, Abenteuern und Erweiterungen ähnlicher Rollenspielsysteme.

Die aktualisierte Version wird im Downloadbereich auf basicfantasy.org verfügbar werden. Eine Version in tabletfreundlichem Layout ist im Showcasebereich verfügbar.

Bei Basic Fantasy handelt es sich um ein Open Source Projekt, bei dem die Spielmaterialien nicht nur als PDF, sondern auch in deren ODT-Quellformat zur Verfügung gestellt werden und die für eigene Zwecke angepasst und dann gedruckt werden können. Hinweise zu den Lizenzen OGL (Spielmaterialien für Basic Fantasy Editionen 1 bis 3) bzw. CC by-SA für Basic Fantasy 4th Edition sind in den Dokumenten entsprechend enthalten. 

Weitere Übersetzungen von Abenteuermodulen und weiteren Spielmaterialien sind in verschiedenen Sprachen auf der Downloadseite und deutschsprachig auch in diesem Forumthread zu finden. 

Sonntag, 19. November 2017

Basic Fantasy RPG - handlich und auf Deutsch (Update)

basicfantasy.org

Die deutsche Übersetzung von Chris Gonnermans Basic Fantasy Role-Playing Game kann als tabletfreundliche Version im Showcasebereich auf basicfantasy.org heruntergeladen werden.
Chris Gonnerman übernimmt das Layouting der bebilderten normalen (Print-)Version, die dann auf der Hauptdownloadseite zur Verfügung gestellt werden wird.

Hier der Link zum Showcasebereich.

Samstag, 22. Oktober 2016

[magic item] Staff of the Spring Woman

A woman was known to carry a sacred staff on her journeys between villages where she tended the sick. She became to be known as Spring Woman, because she was thought to bring renewal, birth and healing. After her death her body and her few belongings were burnt and stored in an urn. Some of those old enough to remember will tell that those ashes then were stolen, or distributed among the villages where they are kept in sacred places to honor her life among the people.

This wooden quarterstaff is a +1 magic weapon. Upon command word it turns into fine crystal dust, and changes into its original and complete shape and form upon another command. When the weapon gets damaged or destroyed it can be repaired by turning it into crystal dust and reassembling it. The command word must be uttered within 15' radius of the staff or particles of its dust in order to have an effect.
1d3 healing spells are randomly stored upon reassembling the staff. They work as if cast by a 7th level cleric. When a spell is randomly determined a magic symbol appears edged into the staff, so the wielder knows which spells are available. The spells are activated by touching the symbol with the intent to heal a specific creature or character.
It was not known what deity granted the magic of the staff. Rumors of the villagers suggest that the Spring Woman herself was a petty goddess.

roll d12 for random spell
1. cure blindness
2. cure disease
3. cure light wounds
4. remove fear
5. purify food & water
6. cure serious wounds
7. remove curse
8. neutralize poison
9. regenerate
10. restoration
11. heal
12. raise dead

Mittwoch, 20. Januar 2016

Basic Fantasy - ten years of open-source old-school role-playing


Ten years ago Chris Gonnerman announced the first release of his open-source fantasy roleplaying game on Dragonsfoot (link). It is free, it is open-source. If you like it, play it. If you want to change it, do so. There is a fine community on the Basic Fantasy forums where you can share your vision of the game, play by post, talk rulings and download rules, character sheets, adventure modules and a variety of supplements.

You can talk with Chris Gonnerman on the forums and listen to him on his YouTube channel.

Montag, 23. Februar 2015

[Illustration] Water - Journey through the Dungeon

Digital painting in progress with Krita
Through the Dungeon (ald)
Journey

Exploration is a key aspect of life. And those who found themselves on a journey sooner or later were exploring their surroundings and thereby enlarged their concept of the world, their options and opportunities. Journey is progress, and the destination is rarely visible from the outset. There may be a vision of a destination or state which will be reached, can be reached when all the obstacles - within and without - are overcome, when strength is acquired, when tools are created and gained, when skills are honed, when craft is mastered, when companions work together. All these achievements are part of the journey.

To look back and retrace the steps, to remember the obstacles overcome, that is to see a path of achievements. Then it is time to tell the story, and tell it to teach, and inspire visions of destinations and states to be reached. And after a rest: time to journey onwards.

First sketch with Krita

Sonntag, 15. Februar 2015

Pit Zombie Update

Pit Zombie (ald)
Krita and Wacom Intuos

I changed one of the characters and added a third one to make the adventuring party complete. I worked on the detail of the trap, because I wanted to hint at the mechanics and how it was covered. The pit zombie received a zombie-face-lift and lost a hand. I may change some details, but my guess is that this is near the final version to be included in The Tomb of the Mummy Priest adventure for Basic Fantasy.

The first version was this here.

Samstag, 14. Februar 2015

Wise Old Gnome of Ziegenheim

Drink, sleep, fight, talk, fondle beard.
Old master gnome (ald)
Krita and Wacom Intuos

Another blue gnome character study for my Basic Fantasy setting. I think these guys work with Risus, too.

Freitag, 13. Februar 2015

Blue Gnome of Ziegenheim

Blue gnome study (ald)
Krita and Wacom Intuos
Labyrinth

I watched Jim Henson's Labyrinth last night, again (for the 17th time or so). There is a Making of on the DVD, and I watched that, too (for the first time), because I like to get a glimpse at how things work and learn from it.
So, I got inspired by Brian Froud's goblin designs which then led me to scribbling the blue gnome study with Krita.

Since I'm working on a Basic Fantasy sandbox setting (in German) with the working title Ziegenheim, I thought it might be fitting to start describing some of the creatures that live around Ziegenheim. There will be blue gnomes, and they may look like the one pictured.

Freitag, 30. Januar 2015

[Illustration] A Character in the Wilderness

A character in the wilderness (ald)
I think I will reduce the detail on the cabin...
Krita and Wacom Intuos

So, I scribbled this wolf's head and out grew a man in the wilderness beside the cabin he arrived at an hour or so ago. What kind of character is he? A ranger? An outlawed fighter? A wilderness cleric, or druid? Could be a magic-user, or a thief! Here are a few stats for Basic Fantasy and Risus.

Basic Fantasy

I rolled these characters 3d6 in order. For some funny reason the Charisma scores are still the lowest, except for Wilson. For rules on the secondary skills read the Tiny Skill Companion. You can think of reasons why the scores fit to the character portrayed in the drawing. Use your imagination, and make notes. It's quite fun!

West F3, Str 15, Int 9, Wis 11, Dex 15, Con 11, Cha 9, HP 15
Secondary skills: hunter (e), carpenter (e)
Equipment: backpack, blankets, waterskins, knife, axe, spear, short bow

Svile C2, Str 8, Int 10, Wis 13, Dex 9, Con 13, Cha 7, HP 8
Secondary skills: bushcrafter (e), fisherman (e)
Equipment: backpack, blanket, fishing equipment, knife, quarterstaff

Therem M3, Str 12, Int 12, Wis 10, Dex 10, Con 9, Cha 11, HP 7
Secondary skills: Wilderness Lore (m)
Equipment: backpack, selection of herbs, mushrooms, knife, quarterstaff of roots

Wilson T4 Str 7, Int 12, Wis 6, Dex 12, Con 8, Cha 14 HP 11
Secondary skills: Storytelling and Acting (e), Navigation (ad), Hunting (b)
Equipment: backpack, a collection of 'magic' twigs, stones and acorns, knives, short bow, flutes

Risus

Hank Howard Cale
Travelling Musician of the Ancient Order of Music Masters of Orth (4)
I know everything about forests!-Show-off (3)
Laconic Bowman of Eerie Patience (3)

Clark Old Shiverhand Baxter
Shaky-Handed Master of the Bow (4)
Adventurous Huntsman (3)
Libertine Ritual Dancer (2)
Convicted but Escaped Royal Accountant (1)

Mittwoch, 28. Januar 2015

[Illustration] Crocodiles in the Tomb of the Mummy Priest

Another snapshot of my work on the illustrations for the Basic Fantasy adventure Tomb of the Mummy Priest. The depicted character party consists of the three adventurers and one cat. The crocodiles are supposed to be mummified. I will find out how mummified crocodiles look like, and work on their appearance.

Crocodiles!
Krita and Wacom Intuos (ald)

[Illustration] Pit Zombie for Tomb of the Mummy Priest

This is an illustration for the Tomb of the Mummy Priest adventure which will be published as part of the Basic Fantasy Adventure Anthology 2. I want to work on the light and shading. Also, the zombie could look a bit more zombie-ish, I guess.

Pit Zombie with Krita and Wacom Intuos (ald)

Samstag, 2. August 2014

#2 Rules! Explain yourselves!

Following up on the original post here, just a few notes on the design decisions I made when writing and playtesting The Tiny Skill Companion for the Basic Fantasy roleplaying game.

Basic Fantasy offers a simple optional rule for ability rolls that uses the ability modifier on a d20 roll with a target number set by the character's level of experience. It can be used for any skill, and ability checks that may come up during play.

Example: Klyth wants to climb a tree to collect apples. She's a level 3 cleric so her target number for any such rolls is 16. The GM decides she may apply her Dexterity modifier (+1) to the task. The player rolls 1d20+1, and needs a result of 16, or better to succeed. Now, since the tree seems easy to climb, the GM decides that the ability roll is necessary only to reach some of the apples high up. Klyth plays it safe, and collects some apples from the lower branches, then moves on to gather some kindling.

The GM may apply additional modifiers based on the situation, and character background. And this leads to the description of secondary skills.

Secondary Skills

Secondary skills are not related to the character class. They represent a character's profession, interests, and education. They may support class abilities, but they are not exclusive to character classes.

Writing the supplement I focused on two aspects:
  1. Secondary skills integrate seamlessly into the core rules.
  2. Secondary skills make use of the existing ability rolls.
I chose to use broad secondary skills, that are defined by players, and game masters. There is no standard list of secondary skills.

Skill Levels and Modifiers

There are only five levels for secondary skills: beginner (b), advanced (ad), expert (e), master (m), and grand master (g).

When I wrote the Tiny Skill Companion, I thought about the skill level modifiers, and decided to use a segment of the Fibonacci sequence 3, 5, 8, 13, 21: Beginners (b, +3), advanced (ad, +5), expert (e, +8), master (m, +13), and grand master (g, +21.)

Side note: Among other stuff, I practice improvising melodic phrases on the electric guitar based on Fibonacci sequences. First playing one note, then two, then three, then five, then eight, and so on. I feel that these sequences challenge focusing on melodic phrases better than playing phrases of two, then four, then six, then eight notes.

Anyway, I used them for the skill modifiers, and for other supplements I wrote, as well. For example: the pain thresholds of the &Pain companion expansion are 5/8/13.

Example: If Klyth had the secondary skill climbing (ad, +5), or any other that included climbing the player would add the modifier to the roll: 1d20+5 with a target of 16. The GM may allow to include the Dexterity modifier, too.

Secondary skills add a little more depth to characters, and help the players to make choices within the game based upon these skills. That's why we use them as house rules for Basic Fantasy.

Freitag, 11. Juli 2014

Rules! Explain yourselves!

The text of the Basic Fantasy rules supplements I published a few weeks ago contains the rules, and few examples, without any so-called fluff text. They can be used with any background setting playable with a rules system like Basic Fantasy. I use them for a Morgansfort derivate setting with our group (who are rpg beginners about turning into advanced players.)
Since they are still in a playtest version I read the rules supplements thoroughly every few weeks. I add examples, and revise some of the rules where I can optimize them.

When I started writing about my design decisions, and some possible interpretations of the rules I put both right next to the rules. But then I read the complete text, and decided to release only the rules: concise, and with a few examples.
I'll write about design decisions, and rules interpretations on this blog, instead.

When I read, or design rules I understand the rules as constituting the game world. If the rules stated that wizards cannot wear armor, nor wield any other weapon but staves, and short knives then they cannot. The why is irrelevant at this point. Now, if a player wants to play a wizard wearing armour, and wielding a long blade in a game, then a different set of rules must be used. And a different set of rules leads to a different game world. Even, if the armour wearing, long blade-wielding wizard were an exception to all the other robe-clad, staff-dragging wizards of the game world.
What the rules do not state does not exist. However, there is more to the game world than just the rules:
  1. The rules system constitutes the game world.
  2. At times the words of the players (especially the game master's words) override the rules, and so create new aspects of the game world that had not been possible before.
  3. The players interpret how the game world is described, and bring its characters, monsters, and landscapes to life in their imagination.
All so, both the rules, and the words of the players constitute the game world. And both are interpreted by the players in their imagination. I have the suspicion that there are actually different layers of the game world: one that is constituted by rules, one that is interwoven with it and formed by the players' words, and then there is the imagination of the players, which may be quite different from what rules, and words state.
The imagined game world will have impact on decisions, and the words of the players, too.

My take on hit points

From my Basic Fantasy supplements &Pain, and the Tiny Hit Point Companion:

'There are two types of standard hit points: A creature's hit points generated by its hit dice, and hit points of damage scored against a creature (e.g. by rolling 1d6 after a successful attack in combat.) Hit point loss has no consequence until the current hit point total drops to 0, in which case the creature is dead.'

Following the core rules of Basic Fantasy the only difference between a live, and a dead creature is that the latter one has zero hit points. There may be creatures with 1 hp, and others with 24 hp; neither is more alive than the other regardless of the creature's hit point total. A creature with 1hp left of its 12 hp total is as much alive as any other.
Hit point loss has no consequence. No modifiers, no simulation of wounds, or pain.
This is the first layer of the game world constituted by the rules. Then there are the words of the players, and their imagination - which my include wounds, and pain.

Consider this example: Klyth, a cleric gets ambushed, is hit by an arrow, and loses 2 hit points of her 6 hp total. Let's say the GM described a weird feeling Klyth had in her right shoulder, and when the player had the character quickly glance at it, Klyth saw the arrow.
However, since there are no rules for hit location, and arrows stuck in body parts, this aspect of the game world is created by the words of the players, and is quite readily accepted and incorporated into their imagined game world.
The player imagining the arrow in Klyth's shoulder, and recording the hit point loss now reacts: Klyth is surprised, and cannot see her attacker, so the player decides she'd run for cover, draw a weapon and observe the area.
The arrow is still stuck in leather armor, and shoulder. The pain may be described, but there is no consequence within the core rules. And unless the game master makes a ruling, and sets a penalty on attack rolls, Klyth can move about just as happy, and carefree as if she had no arrow stuck in her shoulder; because: hit point loss has no consequence.

The player may imagine her to be somewhat in pain, and decide she cannot move her right arm, and so must fight with her left; this again are the player's words creating the game world.

Another player could decide that Klyth will use her right arm for fighting, dash into the direction she thinks her attacker might hide, and challenge him to a fight.

For the &Pain supplement I decided to include a concept of pain: Hit point loss has no consequence, but PAIN does! Every creature has a pain status. A pain status (ps) of zero means, that the creature has no pain. A pain status of 4 means that the creature suffers, for example, a penalty of 4 on attack rolls.

If a creature suffers damage the player (or GM for NPCs, and monsters) decides wether the damage is deducted from the creature's hit points (drawing it nearer to death), or wether the damage is transferred to the pain status (pain can lead to death, as well.)
So, the player may decide, that the arrow caused damage to Klyth's hit points without consequence, and explain that it pierced through the armor, but didn't cause harm. Or she could transfer the damage to pain with a resulting pain status of 2, and no hit point loss.
Of course, it is preferable to take damage to the hit points, first. But if Klyth is hit again by an arrow and suffers 4 hit points of damage, she will have to take the pain (or at least transfer 1 point of damage to pain) in order to stay alive: after the first hit her hp total dropped to 4. Of the 4 points of damage she received by the second arrow, she deducts 3 from her hit points, and transfers 1 to pain with a resulting pain status of 1. She needs at least 1 hp to stay alive. Now she is a -1 for most actions.

What's in it

The 4-page &Pain supplement includes rules for a creature's pain status, the effective pain status, temporary pain, saving throws vs. pain, three different pain thresholds (incapacitation, unconsciousness, death) for all creatures, alternative pain thresholds based on a creature's hit dice, the effects of pain on attack rolls, ability rolls, skill rolls, initiative, movement, healing, regeneration, morale, and more.

This concept changes the game system, and thereby the game world it constitutes. It changes the players imagination, their decisions, and their words. I do like what it does.

On a side note:
The author of the Beyond the Pale Gate wrote in his article Moderation and Randomization: The bottom line is, RPGs are, at their core, playing make-believe. The rules for rolls and randomizations keep us from devolving into the arguments we had as children. "I shot you!" "uh-UH, I shot you first! I already called it!"

Now, there is more to this than just a call for rules, or rulings, but I'll leave this for another post.

Sonntag, 1. Juni 2014

[character] Fern

This is a Basic Fantasy character created within a few minutes (3d6 in order) and using my Basic Fantasy supplements.

Fern (cleric 1; 19, human, m) Now an inhabitant of some village in our Morgansfort campaign.

Ability Scores
ST 11 INT 5 (-2) WIS 12 DEX 10 CON 10 CHA 14 (+1)
Ability Roll Target 17
HD 1d6 HP 2 Pain Thresholds 5/8/13

Secondary Skills/Languages
Animal Handling (e) 1d20+8 Target 17
Carpentry (ad) 1d20+5 Target 17
Common (spoken)

Equipment
Fine woolen clothing, sandals, cloak, sling bag, knife, quarterstaff, box of tools, loop net for fishing, wine skin, 28 gp, 4 sp, 12 cp.

Fern lives, and works at a small temple in a lake-side village, training, and caring for animals. He speaks fast, applies some common sense, and generally has no clue what the priests talk about. Anything that has to do with physical work he picks up easily, and anything to do with numbers, and complex speech bores him. He knows how to phrase his words to make a good impression, though, and is well-liked by the villagers. He is somewhat in love with a young widow who he helps out with the livestock.

Samstag, 31. Mai 2014

[magic item] Throne of Judgement

Among the ancient elven lords there had been one who was renowned for fair judgement, and wise counsel. He was called Krimka the Balance by humans, and Eylonder by his own people. Many sorcerers worked for him, and his messengers travelled far away lands to gather knowledge, and lore about the ways, and the laws of the various people inhabiting the known world. The throne of judgement was a powerful artifact. Eylonder used to set special dates once a month for giving counsel, granting audience, and other affairs. During times of war Eylonder never left the throne room.

This is the kind of magic item rulers will send loyal heroes on quests to retrieve; after the fall of Eylonder, and the demise of his realm the throne was lost. Rumors have it reclaimed by elven warriors, dwaren lords, and human wizards. It has never been found again by the living, though.

According to the writings of one of the sorcerers in Eylonder's service the throne could be enchanted with new spells rather easily. She also wrote about an eerie presence of a larger entity surrounding the throne. Her writings are kept in the Library of Harmony.

Throne of Judgement

The throne stands 7' tall, and weighs about 350 pounds. It grants those who sit on the throne several magical powers.
All spell-like powers work as if cast by a 12th level caster.

The following spells work continuously while the character sits on the throne:
  • Detect Magic
  • Detect Evil
  • Detect Invisible
  • Read Languages
  • Speak All Languages
  • Protection from Evil (10' radius)
  • Protection from Normal Missiles.
  • Ventroliquism
  • Light
Cast the following spells once every hour:
  • Bless
  • Read Magic 
Cast the following spells once per day:
  • Hold Person
  • Hold Monster
  • Charm Person
  • Charm Monster
  • Dispel Magic
  • Remove Fear
  • Anti-Magic Shell
  • Geas
  • True Seeing
  • Heal
  • Confusion
Cast the following spells once per month:
  • Commune
  • Speak with the Dead 
  • Raise Dead
  • Reincarnate
  • Regenerate
  • Disintegrate

Freitag, 23. Mai 2014

A hidden tomb - illustration

Entrance to the hidden tomb (22.05.2014 ald)
A sketch for some artwork that might be used for the Basic Fantasy Module

Sonntag, 18. Mai 2014

And what about individual weapon damage?

I enjoy thinking about certain aspects of the game system, and trying to find solutions that work better with our (the group's) game. A simple system for secondary skills not based on abilities, nor class works better with our game than other ones, for example. But then I've come to realize, yet again, that my players may find different aspects of the game system to be more in need of optimization.So, despite the fact, that I introduced easy-to-use mechanics for pain, and combat maneuvers which I think significantly support options, and choices of the players regarding their characters' actions, one thing they (female, and male players alike) kept asking for since the first session was: When will we start using individual weapon damage?
Is it that individual weapon damage is an aspect of game reality easily identified as meaningful, whereas reconnaissance, parley, de-escalation strategies, ambush, combat tactics, etc. are not, because they are not part of the game system, but of playing the character?

Sonntag, 4. Mai 2014

Basic Fantasy Supplements - Hit Points as Currency, &Pain, Tiny Magic Companion

These three of my Basic Fantasy supplements go together nicely.

Hit Points as Currency
(now titled Tiny Hit Point Companion)
Based on a house-rule for subdual damage, and a revision, and expansion of that rule.
The idea is quite simple. A character successfully attacks, rolls damage, and decides what to do with it: cut off the opponent's beard, disarm him, cause the chandelier to drop on him, display weapon mastery, and force a morale check, or dance the funky chicken to distract him, so that others get an attack bonus.
Oh, and that's just damage rolls, you can spend your characters hit points to do stuff, too. Buy modifiers, and cast spells, if it's a magic-user, or cleric (read the Tiny Magic Companion for complete rules.)

&Pain

No critical hits, just pain. The companion expansion that allows (or gently forces) creatures & characters to transfer damage to pain. Actually makes characters think twice about attacking again, after their noses have been nudged. Damage has an effect on creatures, too: Attack penalties, slower movement rates, and they can pass out because of the pain.

Release 2 with minor adjustments, and alternative pain thresholds for creatures and characters depending on their number of hit dice.

Tiny Magic Companion

The standard magic system is safe. It was meant that way, and longer, more expensive spell research, and preparation times were welcomed by spell casters. Before that there was hit point magic (pain magic, ecstasy magic.) Pain magic, that required spell casters to release their life energy, and transform it into magical energy for spells. Some even used the life energy of other beings... This kind of magic had been outlawed by agents of the safe magic school, and its practicioners hunted down for ages.
Ecstasy magic was generally more pleasurable for all involved, but had been outlawed by the safe magic schools, nonetheless.

Links
Hit Points as Currency
&Pain
Tiny Magic Companion

Sonntag, 22. Dezember 2013

Die Risus Alternative (Fantasy)

Risus und Basic Fantasy

Eigentlich war ein Basic Fantasy Spielabend angedacht, doch da zwei Charakterdatenblätter der Spielfiguren zu Hause vergessen worden waren, bot ich eine Alternative an: Risus. Um keine allzugroße Verwirrung zu stiften, sahen wir von Science-Fiction und Wild West ab und wählten das Fantasy Genre. Das vorbereitete Basic Fantasy Abenteuer konnte daher leicht verwendet werden, denn die Anpassung der Spielwerte erfolgt im Handumdrehen.
Während Hotdogs vorbereitet wurden, erdachten und notierten die Spieler ihre klischeebeladenen Spielfiguren und verteilten ihre Würfelwerte. Ein Schaukampf zwischen Hexe und altem Zauberer führte in die Spielregeln ein, und dann ging es, nachdem die Hotdogs verspeist waren, auf zur Diebeshöhle.

Diebespack und Nekromanten

Bronko, der Bär-Mensch-Gestaltwandler, Hugo, der alte Zauberer und Edna von Hexhausen, die Blondinenhexe mit Buckel, hatten den Auftrag erhalten, eine kleine Diebesbande zu vertreiben bzw. gefangenzunehmen. Außerdem hätte Gerüchten zufolge ein verschrobener Zauberer im Labyrinth des Höhlensystems sein geheimes Versteck gehabt, weshalb Hexe und Zauberer besonders an dem Auftrag interessiert waren, um dessen alte Bibliothek und Zauberwerkstatt zu 'begutachten'.

Die Höhle wurde von einem Bären bewacht, der herausgelockt und anschließend mit zauberschlafmittelgetränktem Fisch ins Traumland verschickt wurde.
Hier zeigten sich schon wesentlich Unterschiede zum Spiel mit Basic Fantasy: die Zauberkundigen mussten keine Sprüche memorisieren und waren nicht auf eine Auswahl Zaubersprüche aus ihrem Spruchbuch beschränkt. Das gefiel den Spielern.

Das Höhlensystem wurde von Bronko und Edna über die unterirdischen Wasserwege erkundet, während Hugo, altersgemäß, zu Fuß in die Diebeshöhle vordrang. Sie begegneten sich schließlich wieder und trafen endlich auf den ersten Dieb, der sich gerade von einer kleinen Brücken hinab in einen kleinen Bach erleichterte und dabei vom alten Zauberer versteinert wurde. Manneken Pis wurde stehen gelassen und erst wieder aus der Versteinerung befreit, nachdem die Drei einen alten Schatz vom Grunde eines Sees geborgen hatten und die gefundenen magischen Gegenstände (verfluchte Armbänder und wundersame Halsketten) an sich und dem Dieb ausprobierten.

Der Dieb konnte letztlich fliehen und führte sie, nach kurzer Verfolgungsjagd (die Pfadfinderjugend des alten Zauberers zahlte sich hier aus) durch Tunnel und See zu drei weiteren Dieben und deren Gefangenen. Die Diebe, obwohl gut bewaffnet, mussten sich der Macht der Magie beugen, als ihre Waffen wiederholt in ihren Händen zum Glühen gebracht wurden und der Gestaltwandler in Bärenform einen nach dem anderen kampfunfähig (bewusstlos oder vor Angst gelähmt) machte.
Vier Diebe wurden angekettet, drei weitere waren angeblich noch unterwegs.

Bei der folgenden Erkundung des Höhlensystems stießen die Drei auf einen alten Wächter (tausend Zombietentakel), der in einem See hauste und die Spielfiguren fast besiegte, obwohl sie einige der Tentakel durch Magie schrumpften, Zauberattacken ausführten und der Bär manche der Tentakel zerriss und zerbiss. Glücklicherweise erinnerte sie sich daran, dass auch unangemessene Klischees für den Kampf nutzbar gemacht werden können und so opferte die Leserattenhexe ihre Lieblingsliteratur, um die Tentakel abzulenken und der Gestaltwandlergaukler tanzte und wandt sich so geschickt in den Tentakeln, dass sie sich verhedderten und verknoteten und so keine Gefahr mehr darstellten.
Erschöpft zogen die Drei weiter.

Schließlich gelankten sie in einen, seit langer Zeit unbenutzten, Teil des Höhlensystem und entdeckten die geheimen Räume des alten Nekromanten Warmon. Bronko weckte Warmon zu dessen Verdruss aus seinem untoten Schlaf und so begann der Kampf gegen den Endgegner: weiße Magie gegen schwarze Magie, Bärentatzen gegen Knochenhände! Der Kampf wurde schließlich von der bücherwerfenden Leserattenhexe entschieden. Der Fluch des Nekromanten war damit gebrochen, seine Seele konnte in Frieden aufsteigen und die Drei plünderten Warmons Wohnzimmer und Bibliothek.

Am Eingang der Höhle fanden sie einen der drei geflohenen Diebe - vom Bären zerrissen. Der Bär selbst jagte die zwei noch überlebenden Diebe. Und die Drei machten sich auf den Heimweg.

Gefahr gebannt, Abenteuer überstanden.

Unkommentiertes Fazit einer Spielerin: 'Durch die Klischeefiguren kann man sich viel besser in die Figur hineindenken und ihre Möglichkeiten im Spiel erkennen und nutzen.'

Außerdem macht Risus Spaß.

Mich reizt es ja, das Abenteuer erneut zu spielen und dabei die ursprünglichen Spielfiguren (Frith, Melanje und Goro) mit dem Basic Fantasy System zu verwenden. Die Spielfiguren und die Bedingungen des Spielsystems würden zu anderen Entscheidungen führen und das resultierende Abenteuer würde sich ganz anders gestalten.

Montag, 9. Dezember 2013

[magic item] Skuddels Wintermütze

Skuddel ist ein grummeliger Zwergenpriester, der meist allein durch die Lande zieht und einer alten Queste folgt, die ihm, so sagt er, die Göttin Aldruste in seiner Kindheit auferlegt habe.
Skuddel erhielt die Mütze als Geschenk von einer Magierin, die er vor schauerlichen Untoten schützte. Fortan ward er nie mehr ohne seiner Mütze gesehen. Er trug sie sogar im Sommer - bis er sie irgendwann verlor. Er redet nicht gerne darüber, murmelt nur leise etwas von "Fliegen müsste ich könne - oder wenigstens klettern..."

Die gräulich braune Mütze ist mit Mustern und magischen Symbolen bestickt und sitzt ausgesprochen angenehm, ohne zu verrutschen oder zu kratzen.

Skuddels Wintermütze

Die Mütze ist mit einem permanenten Widerstand gegen Kälte-Zauber belegt, der dem Träger zugute kommt.
Außerdem wird berichtet, dass die Mütze bei Nacht leuchte, wenn ein entsprechendes Zauberwort gesprochen wird.

Weitere Effekte sind nicht bekannt.
 
Dieser Artikel ist Teil des RSP-Karnevals im Dezember 2013, initiiert von Callisto. Der Eröffnungsartikel ist hier und weitere Artikel sowie Diskussion dazu sind im RSP-Forum zu finden.

Basic Fantasy Rollenspiel - eine kleine Aktualisierung für die deutsche Übersetzung der 3. Edition

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