Mittwoch, 10. Juli 2013
Dungeon Crawls and the Pursuit of Happiness
Character background stories were held high when we left the roads of pre-built adventures and dungeons behind, and hurried on to paths of our own. No more simple fighters, but fighters who had seen horrors in their childhood, whose parents had been murdered, who now seek some kind of revenge, or justice, and on their way to that end become mercenaries bartering their swordskill to almost any employer for a chance to kill. The average Disney character background meets pulp movies.
There was no happiness in the lives of those characters. There was some fun on the side of the players, though, who enjoyed the stories. I can't recall too many characters who pursuit happiness. Generally, happiness was being scoffed at.
Why would anyone crawl dungeons?
Some characters get hired to crawl a dungeon, and they profit from the company, the experience, the gold, and the recommendations - just like shadowrunners.
Other characters want to explore, because they seek knowledge within ancient libraries, artifacts of ancient civilizations that can be used to change contemporary societies, weapons to fight evil, treasure and gold to help build a business, and lead a prosperous life.
Sometimes crawling a dungeon can be a social event, like a road trip with friends. (And not all dungeons are dangerous.)
The motivation generally is not "I hate myself, and thus have to head into the dungeon to be devoured by black pudding."
Now, an expedition like a dungeon crawl requires preparation and planning. And so it happens that one of the player characters in our little Basic Fantasy campaign is a professional treasure hunter. A dwarf. One who knows mines, architecture, ancient languages; a fighter. His companion, a human, one who knows maps, cities, routes of trade; a thief.
There are no horrors mentioned in their background. They recently fought undead skeletons, though, but this will not stop them from exploring the wonders of ancient buildings, setting up trade, digging up long lost treasure, making friends, meeting competitors, or confronting enemies.
Theirs is not a story of revenge (so far ...) They are motivated by the perspective to exploring the lands and ruins surrounding Morgansfort, and they trust their skill to find, or pursue their happiness.
What will they create with the gold they find, and make? What of the experience they gain by spending the gold? We'll see.
There was no happiness in the lives of those characters. There was some fun on the side of the players, though, who enjoyed the stories. I can't recall too many characters who pursuit happiness. Generally, happiness was being scoffed at.
Why would anyone crawl dungeons?
Some characters get hired to crawl a dungeon, and they profit from the company, the experience, the gold, and the recommendations - just like shadowrunners.
Other characters want to explore, because they seek knowledge within ancient libraries, artifacts of ancient civilizations that can be used to change contemporary societies, weapons to fight evil, treasure and gold to help build a business, and lead a prosperous life.
Sometimes crawling a dungeon can be a social event, like a road trip with friends. (And not all dungeons are dangerous.)
The motivation generally is not "I hate myself, and thus have to head into the dungeon to be devoured by black pudding."
Now, an expedition like a dungeon crawl requires preparation and planning. And so it happens that one of the player characters in our little Basic Fantasy campaign is a professional treasure hunter. A dwarf. One who knows mines, architecture, ancient languages; a fighter. His companion, a human, one who knows maps, cities, routes of trade; a thief.
There are no horrors mentioned in their background. They recently fought undead skeletons, though, but this will not stop them from exploring the wonders of ancient buildings, setting up trade, digging up long lost treasure, making friends, meeting competitors, or confronting enemies.
Theirs is not a story of revenge (so far ...) They are motivated by the perspective to exploring the lands and ruins surrounding Morgansfort, and they trust their skill to find, or pursue their happiness.
What will they create with the gold they find, and make? What of the experience they gain by spending the gold? We'll see.
OSR and the Spell of Success
You can roll the dice to test if your character succeeds at any given task. You can define criteria that have to be met in order to run a successful game. And you can write, produce, and publish game material - in which case, success is quantifiable by the amount of distributed copies in circulation, the discourse it generates, and profit.
From my early days of roleplaying on I collected notes of ideas, fragments of stories, characters, adventure plots, and rules. I had read of people who went into the game business, but discarded the idea for myself. It is funny - a little - to think of all the creativity, and will put into a game, but never to think of selling any of it. Why is that so? Because, in a way it feels like betrayal. You do not sell things you love - if your idea of selling implies giving something away, giving it up to the hands of strangers. But, I wonder now, if you write a story, and you have it published, and the book sold, it is not given away - it is given unto the world. It manifests. It becomes.
And as long as the magic spells of the contracts are written correctly and in your interest, the profits will allow you to start out on other projects.
That is actually a good thing.
Much of the OSR material is available for free, with an option to pay for it, or donate to the authors. I bought print versions of the free games I liked. The digital copies of the games circulated, were discussed on blogs, then either printed at home, or ordered as print versions from the stores - and thus manifested on the book shelves of gamers.
I like the free stuff of the OSR, and the possibilities it opens up to spend some quality time gaming with friends, and family.
Essentially though, I only use my game system of choice, then write my own material (Morgansfort being the exception) - which, of course, is based on what I know and read before.
The Spell of Success
I should come up with something people use in their everyday lives. Something they grab, hold on to, and travel with, but I fear so many of the great ideas have already been taken - wrist-watches, coffee to go, snacks, portable music players, smartphones and their apps, daily bits of news and gossip via different kinds of media.
Why, somebody recently put out glasses that enable you to see a representation of the digital otherworld.
These are enjoyable things - well, I'll think of something to add to it.
Regardless of the profits, one of the successes of gamers, and publishers part of the OSR is this: the games are being played. A weird manifestation of ideas - and a powerful spell that makes people all over the world sit at tables, roll dice and fight imaginary dragons.
From my early days of roleplaying on I collected notes of ideas, fragments of stories, characters, adventure plots, and rules. I had read of people who went into the game business, but discarded the idea for myself. It is funny - a little - to think of all the creativity, and will put into a game, but never to think of selling any of it. Why is that so? Because, in a way it feels like betrayal. You do not sell things you love - if your idea of selling implies giving something away, giving it up to the hands of strangers. But, I wonder now, if you write a story, and you have it published, and the book sold, it is not given away - it is given unto the world. It manifests. It becomes.
And as long as the magic spells of the contracts are written correctly and in your interest, the profits will allow you to start out on other projects.
That is actually a good thing.
Much of the OSR material is available for free, with an option to pay for it, or donate to the authors. I bought print versions of the free games I liked. The digital copies of the games circulated, were discussed on blogs, then either printed at home, or ordered as print versions from the stores - and thus manifested on the book shelves of gamers.
I like the free stuff of the OSR, and the possibilities it opens up to spend some quality time gaming with friends, and family.
Essentially though, I only use my game system of choice, then write my own material (Morgansfort being the exception) - which, of course, is based on what I know and read before.
The Spell of Success
I should come up with something people use in their everyday lives. Something they grab, hold on to, and travel with, but I fear so many of the great ideas have already been taken - wrist-watches, coffee to go, snacks, portable music players, smartphones and their apps, daily bits of news and gossip via different kinds of media.
Why, somebody recently put out glasses that enable you to see a representation of the digital otherworld.
These are enjoyable things - well, I'll think of something to add to it.
Regardless of the profits, one of the successes of gamers, and publishers part of the OSR is this: the games are being played. A weird manifestation of ideas - and a powerful spell that makes people all over the world sit at tables, roll dice and fight imaginary dragons.
Dienstag, 9. Juli 2013
[magic item] Ring of Rulership
There have been rumors regardings its source, and the craftsmen who made it. Among those who travel the northern paths of the Westlin Mountains an ambitions man is mentioned, who after being consumed by self-hatred and loathing against the world sought the help of forces from beyond and received the ring as part of a pact. Those traveller keep their silence when asked what he offered in return.
Ring of Rulership
It has been described as a fine golden ring with set-in diamonds, then as a ring wrought of green metal in the shape of vines. There may have been rings of similar properties and powers. This one seems to be made of silver with marks of magic cast upon it.
The ring grants the wearer a modifier of up to 6 on reaction rolls, that can be applied in either way (added, or subtracted). This mirrors the power to manipulate people and their reactions.
The ring does work on creatures of magic, demons, and dragons, and even on the undead.
Other powers granted are a +3 bonus on all saving throws, +2 on attacks, and the maximum number of retainers is doubled, their morale being boosted by +4.
Ring of Rulership
It has been described as a fine golden ring with set-in diamonds, then as a ring wrought of green metal in the shape of vines. There may have been rings of similar properties and powers. This one seems to be made of silver with marks of magic cast upon it.
The ring grants the wearer a modifier of up to 6 on reaction rolls, that can be applied in either way (added, or subtracted). This mirrors the power to manipulate people and their reactions.
The ring does work on creatures of magic, demons, and dragons, and even on the undead.
Other powers granted are a +3 bonus on all saving throws, +2 on attacks, and the maximum number of retainers is doubled, their morale being boosted by +4.
Montag, 8. Juli 2013
Immersion and roleplaying games
When it comes to roleplaying games, and such, there is a lot of talk about immersion, how to achieve it, and what game system to use. While that discussion may catch my attention once in a while, I do not believe in immersion as a goal, nor as a means to play and enjoy the game.
That being said, there were times when I did.
The simple beauty of old school gaming, at least how I understand it, lies within the flow of the game unhindered by miniatures, or complicated rules. It is to share time with friends at and around a game table, prepare some food, talk, and play a game.
For those who seek immersion, learn to daydream, and spend some time in the shadow of a tree. And read books. And do not lose your self.
That being said, there were times when I did.
The simple beauty of old school gaming, at least how I understand it, lies within the flow of the game unhindered by miniatures, or complicated rules. It is to share time with friends at and around a game table, prepare some food, talk, and play a game.
For those who seek immersion, learn to daydream, and spend some time in the shadow of a tree. And read books. And do not lose your self.
Was ist (Pen&Paper) Rollenspiel? - In einem Satz ...
In einem Satz
Bei einem Rollenspiel setzen die Spieler eine Maske auf und dürfen innerhalb der Spielwelt gemäß dieser Maske handeln.
Im Gegensatz zu Theater und Filmschauspiel gibt es bei einem Rollenspiel kein Drehbuch (Skript). Die Spieler haben daher die Möglichkeit durch gemeinsame Interaktion das Drehbuch live zu schreiben. Hier offenbart sich auch der Unterschied vom (meist) komponierten Drehbuch von Film und Theater zum improvisierten (aber nicht dokumentierten) Drehbuch des Rollenspiels.
Ähnlich wie bei der musikalischen Improvisation, Theaterspiel, diversen Sportarten und überhaupt den meisten Aktivitäten, ist es am besten, man nimmt in einer gegebenen Runde am Rollenspiel teil.
Im Grunde ist Rollenspiel am Tisch wie ein geregeltes Sandkastenspiel mit Figuren aus Stöckchen und Plastik, wobei auf die Figürchen oft verzichtet wird.
Der Artikel wurde angeregt durch einen Diskussionsfaden im Rollenspielforum Tanelorn.
Bei einem Rollenspiel setzen die Spieler eine Maske auf und dürfen innerhalb der Spielwelt gemäß dieser Maske handeln.
Setze eine Maske auf und spiele eine Rolle innerhalb
der Spielwelt.
Wer die Maske von Peter Pan aufsetzt, darf sich in der Spielwelt
wie Peter Pan verhalten, kann fliegen, kämpfen und krähen.
Wer die Maske von Peter Pan aufsetzt, darf sich in der Spielwelt
wie Peter Pan verhalten, kann fliegen, kämpfen und krähen.
- Die Maske ist der sogenannte Spielercharakter (player character) bzw. die Spielfigur. Diese Maske enthält eine Charakterisierung der Figur, benennt ihre Fertigkeiten und Eigenschaften und eine Sammlung von spielrelevanten Daten. Die Informationen werden auf dem Charakterdatenblatt (character sheet) festgehalten.
- Die Spielwelt wird in den meisten Varianten des Rollenspiels ausschließlich von der Spielleitung beschrieben, während die Spieler die Handlungen ihrer Spielfigur bestimmen.
- Die Maske der Spieler gilt lediglich für die Spielwelt.
- Der Spieltisch, an dem das Spiel stattfindet ist nicht Teil der Spielwelt.
- Spieler dürfen in Dialogsituation bei sprachlicher Interaktion die Maske aufsetzen und 'in der Rolle' sprechen. Physische Interaktion der Spielwelt wird immer nur beschrieben.
- Die Spielleitung kennt die Spielregeln und legt sie aus, d.h. deutet sie bei Unklarheiten. Die Spieler sollen Zugriff auf die Spielregeln haben, um sie selbst zu lesen.
Im Gegensatz zu Theater und Filmschauspiel gibt es bei einem Rollenspiel kein Drehbuch (Skript). Die Spieler haben daher die Möglichkeit durch gemeinsame Interaktion das Drehbuch live zu schreiben. Hier offenbart sich auch der Unterschied vom (meist) komponierten Drehbuch von Film und Theater zum improvisierten (aber nicht dokumentierten) Drehbuch des Rollenspiels.
Ähnlich wie bei der musikalischen Improvisation, Theaterspiel, diversen Sportarten und überhaupt den meisten Aktivitäten, ist es am besten, man nimmt in einer gegebenen Runde am Rollenspiel teil.
Im Grunde ist Rollenspiel am Tisch wie ein geregeltes Sandkastenspiel mit Figuren aus Stöckchen und Plastik, wobei auf die Figürchen oft verzichtet wird.
Der Artikel wurde angeregt durch einen Diskussionsfaden im Rollenspielforum Tanelorn.
Sonntag, 30. Juni 2013
Old School Rollenspiel ist wie Frisbee-Spielen und Kirschenpflücken im Sommer
Vorhin eine halbe Stunde auf der Wiese in der Sonne und bei leichtem Wind. Frisbee werfen, fangen, werfen, hinterherrennen, doch nicht gefangen, aufheben, weiterwerfen.
Es hat keine drei Minuten gedauert und schon waren wir im Flow des Spiels, der Bewegung.
Danach über die Mülltonnen auf das Wellblechdach des Fahrradständers geklettert und reife Sauerkirschen vom Baum in den Mund gepflückt. Was schmeckt besser als selbst gepflückte Früchte vom Baum. Und wer ist cooler und mehr im Leben als wir, während andere mit ihren Autos durch die Gegend fahren und sich die Kirschen im Supermarkt kaufen.
Eben Pizzateig selbst gemacht. Später wird gegessen. Fehlt noch eine Basic Fantasy Runde heute. Und ich übersetze ein paar Zaubersprüche.
Es hat keine drei Minuten gedauert und schon waren wir im Flow des Spiels, der Bewegung.
Danach über die Mülltonnen auf das Wellblechdach des Fahrradständers geklettert und reife Sauerkirschen vom Baum in den Mund gepflückt. Was schmeckt besser als selbst gepflückte Früchte vom Baum. Und wer ist cooler und mehr im Leben als wir, während andere mit ihren Autos durch die Gegend fahren und sich die Kirschen im Supermarkt kaufen.
Eben Pizzateig selbst gemacht. Später wird gegessen. Fehlt noch eine Basic Fantasy Runde heute. Und ich übersetze ein paar Zaubersprüche.
Dienstag, 25. Juni 2013
How to create a Megadungeon in 2x3 steps?
Step 1
But then again you can create a megadungeon that way. Think of it this way: If you'd take your average campaign, skip most of the wilderness parts, and cut the go to town shopping-sequences you'd end up with a collection of dungeons that are somehow connected.
It's old school-ish. It's simple. It can be fun.
- Collect all dungeon maps available (Browse through your stack of unused adventures.)
- Mark doors where they connect.
- Let dungeon-life begin.
- Use any simple random generator to create a background story.
- Let players roll up characters quickly.
- Toss them in.
But then again you can create a megadungeon that way. Think of it this way: If you'd take your average campaign, skip most of the wilderness parts, and cut the go to town shopping-sequences you'd end up with a collection of dungeons that are somehow connected.
It's old school-ish. It's simple. It can be fun.
Samstag, 25. Mai 2013
Wacom Intuos5 'Real Paper Hack'
Wacom Intuos5 Pen + Paper
'Tablet Paper Hack'
EinfachEinfache Lösung für Grafiktablettnutzer, die die Oberflache ihres Geräts vor Kratzern schützen möchten und die Textur von Papier und die taktile Rückmeldung beim Schreiben und Zeichnen auf Papier schätzen und bei der Arbeit mit ihrem Grafiktablett erfahren möchten.
Verschiedene Arten Papier können verwendet werden. Grobes Aquarellpapier wirkt anders als einfaches A4-Kopierpapier.
Montag, 20. Mai 2013
[magic item] Manuals of Lasra
After Lasra had received a magic quill by an elven witch he did not write poetry, only. A collection of manuals is attributed to his authorship, as well. These manuals had been written by device of the quill and enhanced with several obscure enchantments that allow students of the manuals to make rapid learning-process by following the given instructions, affirmations, and exercises. Powerful mind-altering magic is said to be at work here, casting the reader into a realm of altered dreams, and daydreams where he is confronted with different tasks to solve in order to practice his skills, and gain higher understanding of the cosmos and its laws, and the perception of the self within and the connection to others.
The manuals are written on fine enchanted papyrus, and leather-bound as books. There exist several copies of most of the manuals. Each one is highly sought-after. Some of the guilds want them out of circulation. The Library of Harmony is rumored to have many volumes of Lasra's manuals stored in its vault.
A Selection of the Manuals of Lasra
Students of the manuals often took notes, tested problem-solving strategies beforehand, and pondered the mistakes of previous attempts at the tasks. These notes are quite precious for those who seek quick and easy progress with the manuals. But the eager student be warned. It is reported that cheating students were afflicted by some kind of curse, and rarely made profit of their skills. Or maybe it was only because of shame that they never put their aquired skills to much use.
In the Game
Most of the skills aquired by using the manuals are secondary skills. So, the manuals after extensive use and study, will grant the player characters new secondary skills, or allow mastery of those they had previously learned.
In some cases an Attack or Damage Bonus might be applicable, e.g. after studying the Fine Art of the Quarterstaff. Special maneuvers for use with the Hit Points as Currency Rule can be used, as well.
The dream realms created by the enchantment of the manuals can be explored as a mini-adventure.
The manuals are written on fine enchanted papyrus, and leather-bound as books. There exist several copies of most of the manuals. Each one is highly sought-after. Some of the guilds want them out of circulation. The Library of Harmony is rumored to have many volumes of Lasra's manuals stored in its vault.
A Selection of the Manuals of Lasra
- Geometry, Cartography, and the Great Cities, and their Temples
- The Fine Art of Fencing
- The Fine Art of the Quarterstaff
- The Good Recipes for Feast, Lunch, and Campfire
- The Bestiary of Woods, and Hills
- Sailing Sea, and Swimming River
- Elven Runes, and Dwarven Riddles
- Writing Anecdotes, Witty Songs, and Love Poems
- The Art of Music
- Of Gods, and Godlings, and the Hierarchy of the World
- Seven Engineers: Building Ship, Bridge, Fort, and Town
Students of the manuals often took notes, tested problem-solving strategies beforehand, and pondered the mistakes of previous attempts at the tasks. These notes are quite precious for those who seek quick and easy progress with the manuals. But the eager student be warned. It is reported that cheating students were afflicted by some kind of curse, and rarely made profit of their skills. Or maybe it was only because of shame that they never put their aquired skills to much use.
In the Game
Most of the skills aquired by using the manuals are secondary skills. So, the manuals after extensive use and study, will grant the player characters new secondary skills, or allow mastery of those they had previously learned.
In some cases an Attack or Damage Bonus might be applicable, e.g. after studying the Fine Art of the Quarterstaff. Special maneuvers for use with the Hit Points as Currency Rule can be used, as well.
The dream realms created by the enchantment of the manuals can be explored as a mini-adventure.
Donnerstag, 16. Mai 2013
Darum Bass (Ted Russell Kamp)
Tecumseh Valley
- steht bei mir auf der rehearsal list.
Ted Russell KampAuf das Video bin ich vor einiger Zeit aufmerksam gemacht worden. Und seitdem ließ mich diese Geschichte mit dem Bass nicht los. Vorher hatte ich gelegentlich den Gedanken, dass einen Bass zu haben nicht verkehrt sei, um bei Aufnahmen etwas mehr ... Bass in der Musik zu haben.
Aber seit dieser medialen Begegnung mit Ted Russell Kamp wollte ich Bass spielen und dazu singen.
Irrigerweise schielte ich seit dem auf einen Fender Precision Bass oder eine günstige Kopie.
Als ich dann den Bass eines Freundes reparierte und der Bass dann auch zum Verkauf stand, wollte ich mich erst nicht so recht damit anfreunden. Kein P-Bass, sondern moderne Form, durchgehender Hals und zwei Humbucker. Er stand erst eine Weile herum, wurde repariert, stand weiter herum. Und schließlich kaufte ich ihn und veränderte die Elektronik.
Ich mag den Bass. So sehr, dass ich sogar etwas für ihn nähte. Und dabei nähe ich nicht gerne - nur für besondere Geschenke.
So, if you'll ever read this, Mr. Kamp, I owe you for sparking that interest in me, to play bass guitar and sing along with it.
Ich könnte ihm allerdings auch mal 'ne Postkarte schicken.
Abonnieren
Posts (Atom)
自治 (じち)jichi - just code - A complete AI coding agent in C, conforming to the C89 (ANSI C / C90) standard
Today marks the public release of jichi . A project that grew out of an experiment, and a few questions: Where is all this software people a...
-
Just some thoughts I had while reading Basic Fantasy RPG and the updated ORSIC 2.3 . There is a table for each of the ability scores, and I...
-
Sendrick's utility belts come in different versions, and are usually customized. Some of the properties are due to the selected materia...
-
'One does not simply walk into that place of darkness!' Boromir actually has an old school perspective, while Aragorn and the res...
-
"On the day I jumped over all my fears, I skipped the fun parts." (ald) Graphitstift auf Tapetenrückseite - 01.07.2010 Einladung z...
-
The travelling wand-whittlers of Arcath Lea not only make the finest wands and prepare them for various enchantments; they are known to wor...
-
Tips von Ihrem Lieblingskünstler Ein kleines schwarzes Notizbuch: 1 Euro. Bleistift und Kugelschreiber: als Werbegeschenk kostenlos. Ihre Id...

