Wether someone masters an art, or not is irrelevant to others.
If someone sells stuff, it is in the interest of the seller that it must become relevant to others.
I picked up a book in an antique book store a while ago, I forgot the title. Something about Buddhism. While speed-reading through some chapters that caught my attention the idea of the buddha principle to obtain divinity came to my mind (I doubt, that I read it. I guess it was just a funny thought.): the number of followers, disciples, and other people who believe in you define your level of divinity, and are testimonial to your enlightenment.
The latter part is irrelevant. The principle is: get people to believe in you, follow you, treasure your every word, spread it, and buy your picture/figurine/symbol, and t-shirt, and put it on display.
Connect with others like you. Lead the discourse. Form opinions. Have your followers build your world for you. Work with them. Train a few to lead many. Enjoy parties.
Note: I don't know what to make of it, yet. The described principle is nothing new. It appeared in my field of vision way before the book store incident (which happened a few months ago.) In fact, it's probably known by any entrepreneur, leader, and (con) artist.
Anyway, I may practice, study, and work hard to become a master guitarist, artist, mad-scientist, pulp-fiction hero. It is of irrelevance to others. And somehow this is a liberating idea.
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?
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?
Samstag, 17. Mai 2014
Waiting for a slow boat from ...
I ordered Alexis D. Smolensk's collection of essays on How to play a character via Lulu.
Now, I'll just have to wait for the ship to cross the ocean, and the train cross the land, and the postman cycle through town.
And then I'm going to read it, and I might write a review.
Now, I'll just have to wait for the ship to cross the ocean, and the train cross the land, and the postman cycle through town.
And then I'm going to read it, and I might write a review.
Samstag, 10. Mai 2014
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
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
Donnerstag, 1. Mai 2014
[RSP-Karneval] Eröffnungsartikel zu Zeit und Rollenspiel
Im RSP-Karneval des Monats Mai 2014 geht es um das Thema Zeit und Rollenspiel. Beteiligen können sich Blogger, deren Gastblogger, sowie andere medialen Content-Schöpfer, die zum Thema etwas beitragen möchten. Nähere Informationen zum RSP-Karneval gibt es im RSP-Forum. Die Beiträge werden im entsprechenden Forum-Thread gesammelt und auf der RSP-Karneval-Facebook-Seite verlinkt.
Zeit und Rollenspiel - Fragen als Anregungen
Man spricht und unterscheidet die Spielzeit am Spieltisch von der Spielweltzeit, die die Charaktere erleben. In manchen Rollenspielsystemen wird die Spielweltzeit in Runden gezählt und gelegentlich zwischen Kampfrunden und normalen Runden unterschieden. Die Dauer von Ereignissen wird dann in Runden angegeben. Diese Spielweltzeit ist nicht deckungsgleich mit der Zeiterfahrung und Dauer von Ereignissen unserer Wirklichkeit.
Was ist Zeit eigentlich? Und außerdem...
- Wie wird Zeit gemessen?
- Welche Bedeutung hat Zeit für die Spielfiguren?
- Wie viel Zeit müssen Spieler und Spielleiter für die Vorbereitung und die Durchführung von Spielen einplanen?
- Wie lange dauert es, Rollenspiel zu erlernen?
- Was sind in den etwa 40 Jahren des Fantasyrollenspiels passiert?
- Wie ist die Zeit ohne Rollenspiel?
- Was kommt in der Zeit nach dem Rollenspiel?
- Womit haben sich die Leute vorher die Zeit vertrödelt?
Am Ende des Monats wird auf hier auf dem Mad-Kyndalanth Blog ein abschließender Übersichtsartikel erscheinen.
Linkliste RSP-Karneval Mai 2014
Und hier wird Dein Artikel verlinkt sein.
Engors Dereblick - Es war einmal vor langer Zeit
Spiele im Kopf - Rollenspiel im Lauf der Jahrhunderte
Pendragon Blog - Eine Frage der Zeit
d6ideas - Kriechtierzeit
Zornhau schreibt... Veralten Rollenspiele?
Sonntag, 30. März 2014
Zehn Lieblingsrollenspielprodukte
Irgendwie kommt es mir so vor, als hätten wir das schonmal gehabt... Macht nichts. Wie Teddy, Tentakel, Goblinbau, Tagschatten, Sanchui und Seifenkiste stelle ich hier meine Liste vor. Ohne Fotos. Die Nummerierung macht keine Aussage über eine Wertung.
- Shadowrun 2 - Das Spiel lehrte mich, tolkienesker EDO-Fantasy keinen Absolutheitsanspruch zuzuschreiben. Unterhaltsamer Trash bis heute.
- Middle-Earth Roleplaying Game (MERP) - Nie gespielt, unzählige Male gelesen. Risus Mittelerde kommt mir gerade in den Sinn. Dafür wären sicherlich ein paar neue Spieler zu gewinnen, die die Jackson-Filme kennen, aber keine Rollenspielerfahrung haben.
- Saga-Zauberei (Band 15 des Saga-Systems) - Meyner Meynunk nach das Beste aller Zauberey-Systeme inclusive merkwürdicker Rechtschreipung!
- Star Wars (WEG) - Einfach und mit Star Wars IV-VI Feel.
- DC Heroes RPG/Blood of Heroes - Nie gespielt. Mir gefällt hier vor allem die Skalierung der Attributswerte und der Spaß bei der Charaktergenerierung.
- Die Helden des Schwarzen Auges - Die ganze Faszination des deutschsprachigen Fantasyrollenspiels in einer Box. Mein erstes Rollenspiel.
- Basic Fantasy - Old-school, opensource und regelleicht. Derzeit das Spielsystem meiner Wahl.
- Advanced Dungeons&Dragons 2nd Edition - Damit und mit Tolkiens Lord of the Rings hab ich Englisch gelernt.
- Heroes of Tomorrow (Central Casting) - Sci-Fi Charaktergenerierung für alle Systeme.
- Risus - W6, schnell und unterhaltsam.
Samstag, 29. März 2014
[magic item] Canoe of the Spirit Journey
Canoe of the Spirit Journey
This artifact is of unknown origin. It is a sturdy old canoe of normal size. There are no visible signs of its supernatural powers. Detect magic spells will yield no positive results.
Although worn by use it cannot be destroyed by normal means, nor by magic unless the caster is of level 12 or higher.
Travellers in the canoe are not affected by any kind of magic (apart from the canoe's powers.) Hit points heal at a rate of 1 hp every hour, and 3 hp for every hour of sleep. The aging process is slowed to a tenth of the usual rate.
The canoe allows travelling to the spirit world. However, no command word, or ritual is known to activate the power. There are rumors of an old man who made a journey to the spirit world in his youth. He entered it during the transition of day to night, and returned at dawn. He learned of many things there, and changed his way of life afterwards.
This artifact is of unknown origin. It is a sturdy old canoe of normal size. There are no visible signs of its supernatural powers. Detect magic spells will yield no positive results.
Although worn by use it cannot be destroyed by normal means, nor by magic unless the caster is of level 12 or higher.
Travellers in the canoe are not affected by any kind of magic (apart from the canoe's powers.) Hit points heal at a rate of 1 hp every hour, and 3 hp for every hour of sleep. The aging process is slowed to a tenth of the usual rate.
The canoe allows travelling to the spirit world. However, no command word, or ritual is known to activate the power. There are rumors of an old man who made a journey to the spirit world in his youth. He entered it during the transition of day to night, and returned at dawn. He learned of many things there, and changed his way of life afterwards.
Freitag, 28. März 2014
8 Furchtbare Dinge, die in der Region geschehen
8 Furchtbare Dinge, die in der Region geschehen (W8):
- Die Spielfiguren und viele Nichtspielercharaktere stecken sich mit einer Krankheit an, die sie stark halluzinieren lässt.
- Ein unnatürlicher Sturm zieht auf und führt zu Überschwemmungen. (Dungeons werden geflutet ...)
- Das Grundwasser ist vergiftet.
- Eine Gruppe Elfen zieht singend, mordend und brandschatzend durch die Region.
- Die Ernte (schlug) schlägt fehl.
- Eine Kriegsmacht fällt ein und entwaffnet jeden.
- Magie wirkt nicht mehr.
- Sieben gottgleiche Wesen siedeln sich an und errichten eine Forschungsstation.
Montag, 24. März 2014
Sonntag, 23. März 2014
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Speedreading: Testing Elixir - Effective, and robust testing for Elixir, and its ecosystem (Andrea Leopardi, and Jeffrey Matthias, series editor: Bruce A. Tate, development editor: Jacquelyn Carter)
Testing Elixir Die späte Schnelleselektüre dauerte fünfundreißig Minuten und zwanzig Sekunden, und ich hatte sie zuvor auf fünfunddreißig Mi...
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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...
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Sendrick's utility belts come in different versions, and are usually customized. Some of the properties are due to the selected materia...
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'One does not simply walk into that place of darkness!' Boromir actually has an old school perspective, while Aragorn and the res...
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Not quite RPG As I mentioned in a previous post, I needed something different to occupy my mind with than reading rules books, such as Dunge...
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Tips von Ihrem Lieblingskünstler Ein kleines schwarzes Notizbuch: 1 Euro. Bleistift und Kugelschreiber: als Werbegeschenk kostenlos. Ihre Id...
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The travelling wand-whittlers of Arcath Lea not only make the finest wands and prepare them for various enchantments; they are known to wor...

