"Ich saß im Garten und betrachtete Schmetterlinge, Bienen und Hummeln, Ameisen und Käferchen und dann fiel mir auf, dass ich sie beobachtete wie sie flogen und krabbelten und suchten und fanden, um sich ihren Lebensunterhalt zu verdienen.
Wie kann es da noch verwundern, dass manch ein Mensch sich hinsetzt und Genuss daran findet, anderen Menschen bei eben diesen Tätigkeiten zuzusehen. Es ist doch ein schönes buntes Treiben."
Sonntag, 4. August 2013
Dienstag, 23. Juli 2013
Do something different today - The Shadowrun Technomancer
Chris Gonnerman wrote an article called The Single Creator Syndrome in which he pinpoints one serious issue of gamemastering and playing roleplaying games. I picked the thought up and applied it to my single character type syndrome with the Shadowrun game. I played one gang member who gained some kind of underground fame, and switched to physical adepts after that. When I rolled up a character after purchasing the Shadowrun 20th Anniversary Edition I came up with the grand idea of a physical adept troll - named Cookiemonster. Single character type syndrome.
I always disliked street samurais, although I created several and used them as NPCs. I never got around to playing a magician, and the idea of the technomancer that I encountered with SR4 didn't grip my interest, either.
So, then it happened that I read of the Shadowrun character creation software Chummer, which I then downloaded. And last night after reading the Single Creator Syndrome I created a character using Chummer - a technomancer.
I'm not used to the concept of the Technomancer within the Shadowrun Universe, but I know the Matrix (movies), and studied my William Gibson. As mentioned elsewhere Shadowrun character generation can take a while with all the page-flipping if you haven't memorised the book.
The Chummer software gives you a mouse-over index for all entries, so it is quite easy to navigate the creation process with one hand on the mouse, and the other browsing through the Core Rules. What's a Sprite? Ah, right, look up page 88. And what kind of sprites can I choose? Page 242. Nice!
Concept
So, here's my technomancer. I still cling to some concepts like the martial arts, and the squatter lifestyle, but I can try something different from that another day.
He's a rather average runner, has yet to make use of his potential, and thus a lot to learn. His Mandarin is excellent (something I am far from), and he knows Hong Kong quite well, albeit by browsing through maps in the matrix. He grew up in Seattle, awakened in his teens, and dropped out in his early twenties and onto the streets where he joined a community of squatters. With his gift he managed to escape the concrete walls, and wide corridors of abandoned buildings by entering the matrix.
He hides his technomancy, though, and carries a cheap standard commlink for everyday use. Being a loner he shuns contacts, works some night jobs occasionally, helps with translation, and practices his technomancy skills.
Still looking for a purpose in life. Likes VR games.
I like to think of him as a wandering novice technomancer who is being harassed by Watcher spirits for reasons unknown to him. He dislikes magic, and is a little unsure as to what to think of his own gift.
Weather Sans
human (male), 24, 1,73m, 69kg, brown hair, blue eyes, squatter lifestyle.
BODY 3; AGILITY 4; REACTION 4; STRENGTH 3
CHARISMA 4; INTUITION 4; LOGIC 3; WILLPOWER 3
EDGE 3; ESSENCE 6; INITIATIVE 8; RESONANCE 6
MATRIC INIT 9; INIT PASSES (MATRIX) 3
Qualities: Guts, Photographic Memory, Resistance to Pathogens and Toxins, Technomancer; Sensitive System, SINner (Standard), Mild Addiction (Alcohol), Spirit Bane (Watcher).
Skills: Blades 2 (Swords), Unarmed Combat 1 (Martial Arts), Pistols 3 (Semi-Automatics), Dodge 2, First Aid 1, Perception 2, Shadowing 1 (Tail Evasion), Survival 2 (Urban).
Skill Groups: Influence 1, Athletics 1, Electronics 1, Cracking 1, Tasking 2,
Knowledge Skills: English (N); Mandarin 6 (Read/Write), Alcohol 1, Area Knowledge Hong Kong 2, Area Knowledge Seattle 3, Chinese Philosophy 3.
Living Persona: Response 4 (5), System 3, Firewall 3, Signal 3.
Biofeedback Filter 4.
Complex Forms: Reality Filter 2.
Armor: clothing (x3), lined coat.
Weapons: survival knife, katana, Colt Manhunter (quick-draw holster); Remington 990, shock glove.
Gear: 10 shotgun rounds (flechette); 40 regular rounds, 4 spare clips (Colt Manhunter), biomonitor, certified credstick, datachip (x2), flashlight, GPS, holo projector, medkit (2), stim patch (2), survival kit, VR games, Meta Link.
I always disliked street samurais, although I created several and used them as NPCs. I never got around to playing a magician, and the idea of the technomancer that I encountered with SR4 didn't grip my interest, either.
So, then it happened that I read of the Shadowrun character creation software Chummer, which I then downloaded. And last night after reading the Single Creator Syndrome I created a character using Chummer - a technomancer.
I'm not used to the concept of the Technomancer within the Shadowrun Universe, but I know the Matrix (movies), and studied my William Gibson. As mentioned elsewhere Shadowrun character generation can take a while with all the page-flipping if you haven't memorised the book.
The Chummer software gives you a mouse-over index for all entries, so it is quite easy to navigate the creation process with one hand on the mouse, and the other browsing through the Core Rules. What's a Sprite? Ah, right, look up page 88. And what kind of sprites can I choose? Page 242. Nice!
Concept
So, here's my technomancer. I still cling to some concepts like the martial arts, and the squatter lifestyle, but I can try something different from that another day.
He's a rather average runner, has yet to make use of his potential, and thus a lot to learn. His Mandarin is excellent (something I am far from), and he knows Hong Kong quite well, albeit by browsing through maps in the matrix. He grew up in Seattle, awakened in his teens, and dropped out in his early twenties and onto the streets where he joined a community of squatters. With his gift he managed to escape the concrete walls, and wide corridors of abandoned buildings by entering the matrix.
He hides his technomancy, though, and carries a cheap standard commlink for everyday use. Being a loner he shuns contacts, works some night jobs occasionally, helps with translation, and practices his technomancy skills.
Still looking for a purpose in life. Likes VR games.
I like to think of him as a wandering novice technomancer who is being harassed by Watcher spirits for reasons unknown to him. He dislikes magic, and is a little unsure as to what to think of his own gift.
Weather Sans
human (male), 24, 1,73m, 69kg, brown hair, blue eyes, squatter lifestyle.
BODY 3; AGILITY 4; REACTION 4; STRENGTH 3
CHARISMA 4; INTUITION 4; LOGIC 3; WILLPOWER 3
EDGE 3; ESSENCE 6; INITIATIVE 8; RESONANCE 6
MATRIC INIT 9; INIT PASSES (MATRIX) 3
Qualities: Guts, Photographic Memory, Resistance to Pathogens and Toxins, Technomancer; Sensitive System, SINner (Standard), Mild Addiction (Alcohol), Spirit Bane (Watcher).
Skills: Blades 2 (Swords), Unarmed Combat 1 (Martial Arts), Pistols 3 (Semi-Automatics), Dodge 2, First Aid 1, Perception 2, Shadowing 1 (Tail Evasion), Survival 2 (Urban).
Skill Groups: Influence 1, Athletics 1, Electronics 1, Cracking 1, Tasking 2,
Knowledge Skills: English (N); Mandarin 6 (Read/Write), Alcohol 1, Area Knowledge Hong Kong 2, Area Knowledge Seattle 3, Chinese Philosophy 3.
Living Persona: Response 4 (5), System 3, Firewall 3, Signal 3.
Biofeedback Filter 4.
Complex Forms: Reality Filter 2.
Armor: clothing (x3), lined coat.
Weapons: survival knife, katana, Colt Manhunter (quick-draw holster); Remington 990, shock glove.
Gear: 10 shotgun rounds (flechette); 40 regular rounds, 4 spare clips (Colt Manhunter), biomonitor, certified credstick, datachip (x2), flashlight, GPS, holo projector, medkit (2), stim patch (2), survival kit, VR games, Meta Link.
[monster] Attack of the Zombie Crabs
I found the pincer at the beach, stuck it in the sand,
and took a picture with my mobile phone
knowing fully-well how I would use it
to illustrate a cheap zombie blog article.
Attack of the Zombie Crabs
There had been rumors, for a while now, that the population of crabs around the bay was infected by a strange disease.
Crabs that had been caught and prepared for food would keep on moving, and those who dared eat suffered from aching stomaches, and nausea.
The crabs will return to unlife after death, and go on with whatever crabs usually do.
It is not known wether the disease spreads to humans, or demi-humans, but a team of experts has been assembled to investigate the cause, and possible consequences for the surrounding environment should the whole crab population become extinct - or worse, come back to unlife.
Zombie Crabs
# of Appearance: 1d6 to 5d20.
Normal crabs become zombified, after a successful attack by a zombie crab. They might swarm places just as if they were alive, and attack other crabs, and small animals, feed on plants, fruit, and whatever they find.
If threatened they will flee, if cornered, or picked up, they will attack using their pincers. Although they will not do sufficient damage to justify the loss of hit points, the larger ones might cut off fingers, and such, so beware! The undead pincers can cling fast to fingers, hands, or noses, even if the pincer is torn from the crab's body.
Zombie Crab, Giant
Giant zombie crabs defend themselves if cornered, or threatened. Use the reaction table when the PCs encounter a giant zombie crab.
Reaction Table (2d6)
2 - The crab will attack the PCs one after another, fiercely using its pincers to cut its opponents to pieces, then berserkly tear apart trees, furniture, and itself.
3-4 The crab will attack and feed on the PCs.
5-6 The crab will attack.
7 The crab will wait motionless until the PCs interact with it in one way, or another. If so, roll again.
8-9 - It will move a little away from the PCs.
10 - It will move towards the PCs, eye them (if eyes are still intact), then back away again.
11 - It will snap its pincers rhythmically, then move along.
12 - It will perform a little crab dance, circle around the PCs, then scuttle off in a random direction.
Zombiefied Stat Block
You can look up the stats for giant crabs on page 63 of the Basic Fantasy RPG (2nd Edition), or page 65 of the 3rd Edition release R78. Just modifiy the following stats.
Movement: is divided by two for the average giant zombie crab; and some are slower due to missing limbs.
Morale: 12
XP: 180
* Note that the cause of the disease must yet be investigated, and there are still no known cases of humans, or demi-humans being infected.
Donnerstag, 11. Juli 2013
[RSP-Karneval] Ausgepresst - Der Saft der Erkenntnis
Dieser Artikel ist Teil des RSP-Karnevals im Juli 2013 und wurde initiiert von Bombshell. Im RSP-Forum findet der interessierte Leser weitere Beiträge des Karnevals zum Thema "Ausgepresst".
Der Saft der Erkenntnis ist für Rollenspiele alter Schule gedacht und kann leicht für andere Systeme angepasst werden.
Der Saft der Erkenntnis
In den urzeitlichen Wäldern der östlichen Inseln, so sagt man, hüten die dort ansässigen Blaugnome das Geheimnis einer seltenen Frucht, die auf bestimmte Weise zubereitet und zu Saft verarbeitet, dem gesegnete Genießer wunderbare Wirkung verheißt. Die Frucht selbst wird geheim gehalten. Es ist nicht bekannt, um welche Frucht es sich handelt, wo sie vorkommt, wie sie gezogen werden muss. Bekannt sind nur Kristallfläschchen, in denen der Saft der Erkenntnis aufbewahrt und in seltenen Fällen verkauft wird.
Der Saft wird beschrieben als dunkel und dickflüssig, süß auf der Zunge, scharf im Abgang.
Es wird erzählt, dass denjenigen, die davon trinken, die Welt in Licht aufgehe und sie für die Wirkungsdauer des Trankes keine normalen Farben wahrnehmen, sondern lediglich Licht und Dunkelheit.
Etwa eine Stunde nach Einnahme des Trankes wird den Figuren übel und sie werden von starkem Brechreiz geplagt.
Ein Schluck vom Saft der Erkenntnis hat folgende Wirkungen auf das Subjekt:
Folgende permanente Nebenwirkungen können (bei 1-2 auf W6) eintreten. Die Nebenwirkung wir mit 1W12 ermittelt.
Der Saft der Erkenntnis ist für Rollenspiele alter Schule gedacht und kann leicht für andere Systeme angepasst werden.
Der Saft der Erkenntnis
In den urzeitlichen Wäldern der östlichen Inseln, so sagt man, hüten die dort ansässigen Blaugnome das Geheimnis einer seltenen Frucht, die auf bestimmte Weise zubereitet und zu Saft verarbeitet, dem gesegnete Genießer wunderbare Wirkung verheißt. Die Frucht selbst wird geheim gehalten. Es ist nicht bekannt, um welche Frucht es sich handelt, wo sie vorkommt, wie sie gezogen werden muss. Bekannt sind nur Kristallfläschchen, in denen der Saft der Erkenntnis aufbewahrt und in seltenen Fällen verkauft wird.
Der Saft wird beschrieben als dunkel und dickflüssig, süß auf der Zunge, scharf im Abgang.
Es wird erzählt, dass denjenigen, die davon trinken, die Welt in Licht aufgehe und sie für die Wirkungsdauer des Trankes keine normalen Farben wahrnehmen, sondern lediglich Licht und Dunkelheit.
Etwa eine Stunde nach Einnahme des Trankes wird den Figuren übel und sie werden von starkem Brechreiz geplagt.
Ein Schluck vom Saft der Erkenntnis hat folgende Wirkungen auf das Subjekt:
- Gesinnung erkennen (wie Böses/Gutes erkennen) für 1W6+2 Tage.
- Immunität gegen Bezaubern (charm spells) für 1W6+2 Tage.
- Befreiung von Abhängigkeiten (z.B. Spielsucht) bei erfolgreichem Rettungswurf gegen Todesmagie und Gift; +5 Bonus.
- Wechsel der Gesinnung* ohne Verlust von Erfahrungspunkten oder Stufe. Der Wechsel kann freiwillig als ein Ergebnis der Selbsterkenntnis geschehen. Es besteht jedoch eine 5% Chance (1 auf W20), dass ein unbeabsichtigter Wechsel eintritt.
Folgende permanente Nebenwirkungen können (bei 1-2 auf W6) eintreten. Die Nebenwirkung wir mit 1W12 ermittelt.
- Der Figur wachsen sämtliche Haare gold-silbrig schimmernd und leicht durchsichtig nach. (Die Haare sind nicht sofort verwandelt, sondern wachsen so nach. Für immer.)
- Die Figur erhält die magische Fähigkeit (W6) 1-2: sämtliche gehörte sprachliche Aussagen grob thematisch zu verstehen; 3-4: sämtliche gehörte sprachlichen Aussagen inhaltlich zu verstehen; 5-6: sämtliche gehörte sprachliche Aussagen exakt zu verstehen.
- Die Figur erhält einen zusätzlichen 10% Bonus auf gesammelte Erfahrungspunkte.
- Die Figur erhält Weisheit (wisdom) 16. Besitzt sie bereits einen Wert von 16 oder höher, steigt der Wert um einen Punkt.
- Die Figur entwickelt im Laufe der folgenden Wochen paranoide Wahnvorstellungen, die sie ihr Leben lang nicht los wird, obgleich sie Phasen der Klarheit erleben wird (1 auf W6 pro Tag/Nacht.)
- Die Figur verliert jeglichen Appetit und wird bei der Nahrungsaufnahme aggressiv. Unbehandelt wird sie auf natürliche Weise verhungern. Ein Zauber wie Fluch Entfernen (remove curse) kann die Figur retten.
- Die Figur verliert jegliches Interesse an Kämpfen und beginnt mit Studien über Flucht, präventive Maßnahmen zur Konfliktvermeidung, De-Eskalation in Gesprächen u.ä.; +15% Erfahrungspunkte bei vermiedenen Kämpfen (Spielleiterentscheidung).
- Die Figur beginnt sich für Bücher und Bibliotheken und die Sammlung von Wissen und Erkenntnissen über die Welt zu interessieren. Das Interesse wächst mehrere Jahre über die Leidenschaft bis zur Obsession. Die Lerngeschwindigkeit ist durch die intrinsische Motivation der Figur stark erhöht. Mit den folgenden 1W6 Stufenanstiegen erhält die Figur einen +1 Bonus auf (W6) 1-3: Intelligenz oder 4-6: Weisheit. Fertigkeiten (secondary skills) werden entsprechend der neuen Interessen vertieft und neu gelernt.
- Die Figur beginnt manisch eine ihrer Fertigkeiten (secondary skill) zu üben, sucht Lehrmeister auf, stellt sich Proben und Herausforderungen und steigt mit den folgenden 1W4 Stufen um jeweils ein Fertigkeitsniveau auf (z.B. Anfänger, Fortgeschrittener, Experte, Meister, Großmeister.) Dies gilt nicht für Spezialfertigkeiten, die den Charakterklassen zugeordnet sind. Gültige Fertigkeiten sind z.B. Tischlerei, Kochen, Schmieden, Sternenkunde, Schneidern, Reiten usw.
- Die Figur verliert ihren Orientierungssinn sowie die Fähigkeit, sich rational für eine Richtung zu entscheiden. Sie benötigt Leitung auch durch die Wege im Alltag. Ist sie allein auf sich gestellt wird ein Rettungswurf gegen Paralyse fällig (-2). Mißlingt der Wurf, fällt die Figur für 1W6 Runden in eine Starre. Sie kann bewegt werden, ist selbst aber so am Zögern und Hadern, dass sie nicht in der Lage ist, eigenständige Schritte zu gehen. Der Zauber Fluch Entfernen von einem mächtigen Magier gesprochen (Stufe 7+) kann den Fluch brechen. Die Figur ist bei all dem in der Lage im Nachhinein akkurate Karten aller Wege, die sie in Begleitung gegangen ist, anzufertigen.
- Die Figur entwickelt eine unberechenbare Listigkeit und erhält einen +2 Bonus auf sämtliche Angriffe und einen +3 Bonus bei Interaktionen mit anderen Figuren (z.B. Reaktionswürfe). Gleichzeitig entwickelt sie eine irrationale Angst und entsprechende Probleme im Alltag (Spielleiterentscheidung.)
- Die Figur entwickelt eine psychische Abhängigkeit vom Saft der Erkenntnis und will den Genuß des Saftes unbedingt wiederholen.
Basic Fantasy and Alignment
I noticed it before when I read the rules the first time, and when we started our campaign, but just seconds ago I realized it again, and all its beauty.
There are no rules for alignment in the Basic Fantasy RPG.
Spells such as Detect Evil come with the hint that the Game Master defines what Evil is.
This makes a game world different from one played with other 0e systems. Alignment can be used as a general guideline, as a tool, but there are quite a few game mechanics connected to alignment that effect the game world. Think of the alignment languages - which, I think, is an intrigueing concept. In a game world where Law and Chaos, Good and Evil are essential character actions can, and must be based on alignment, and the consequences are real. The system, and thus rules of alignment, define the game world.
What happens to an 0e game world, if alignment no longer is part of the rules?
There are no rules for alignment in the Basic Fantasy RPG.
Spells such as Detect Evil come with the hint that the Game Master defines what Evil is.
This makes a game world different from one played with other 0e systems. Alignment can be used as a general guideline, as a tool, but there are quite a few game mechanics connected to alignment that effect the game world. Think of the alignment languages - which, I think, is an intrigueing concept. In a game world where Law and Chaos, Good and Evil are essential character actions can, and must be based on alignment, and the consequences are real. The system, and thus rules of alignment, define the game world.
What happens to an 0e game world, if alignment no longer is part of the rules?
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.
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