Dienstag, 28. Oktober 2014

Learning from Experience or "Failure. Now try again."

Learning from experience can be read as trying to solve a problem in a different way than before.
Let's just add: [...], and making notes.

GMs need to encourage their players to try solving a problem in different ways, and making notes for future reference. That way the player characters will evolve, as well, and have more options for interacting with the game world.
  • Keep a gaming diary - for keeping notes on character actions in different situations, information gathered during conversation, and research, and keeping track of events, locations, and planning. E.g.: Strategy of persuasion didn't work on the wood elves. Need more flowery language, and glittering gifts next time. And tell Argnukh to not wear chainmail of the Dark Ones in the forest!
  • Draw maps - make an effort, and draw maps of the dungeons your characters explore. Many old school dungeons are designed on graph-paper, and although the general layout of buildings, towns, and wizard towers is often ridiculous, and doesn't make much sense, these maps are usually fairly simple to describe: the wardrobe slides to the side, and reveals a tunnel that runs three squares to the north, with a wooden door at its end. So, go with that. And it's really more fun for the whole group to know where they are in that labyrinth. Note: Some GMs prepare maps, and hand them out to the players. While that seems quite nice, it usually adds to the preparation time for the GM. Player empowerment can be read as giving them the tools to participate. So, here's one. Use it.
And now, let's add: [...], and keeping those notes.

Please bear in mind, that those notes are what will be left of your gaming experience apart from your memories, and shared anecdotes. If you're planning on playing a campaign, no matter how long it will run you will want to return to your notes and recall the events of previous sessions. Do this before you start the game.
Be prepared! Your GM prepares the game for you, and you need to prepare your character, recall previous events, revisit your motivations, plans, and TODO lists. Remember, that the game system is fairly simple. Your GM will help you out, if you forget a rule, but it's your job to prepare the rest. Because keeping track of the experience, the travels, and the deeds of your character is essential to be able to make use of that experience.

Mittwoch, 22. Oktober 2014

Something different

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 Dungeons&Dragons in its fifth edition. I read some books on philosophy, music, and spent time with music engraving using LilyPond and Frescobaldi.
Frescobaldi comes with many helpful tools, and an assistant for different applications (e.g. engraving vocal leadsheets, or a guitar, and bass tablature) but I want to understand the lilypond document structure, and so I practiced writing the code by hand. Somewhere along the way I was reminded of LyX, and LaTeX, so I read up on both, installed it, and quickly realized that this was exactly what I needed.
I've noticed my preference for writing plain text over using word-processors before, namely when using distraction-free editors such as PyRoom, or just gedit. And I loved writing in qed on my Atari Clone/Milan, too.
Now, with LaTeX I get to write plain text with markup, and receive a well-set text at the press of a button, or keyboard command. (It's relatively easy, and LyX is supportive.) LilyPond can be used within LaTeX documents, too. So, now I have the tools to write and publish for music tuition, and do it all in one document.
During the process of getting to know LaTeX I picked up work on a novel again, and finally visited an important chapter, which had been hidden from my inner eye before.
I didn't stop there, instead I went on, and installed emacs and org-mode and since then use it to organize TODO lists, projects, diary, and calendar entries. I get weary learning the keyboard commands, and I am rewarded by working faster, and with more joy. Keyboard commands are great. I can surf the web more gracefully now, using keyboard commands with Firefox.

Then, last night I had the impulse to install Arch Linux on my desktop computer. I failed the first time, messing up my GRUB file for the other operating systems, but I was not discouraged, and read the Beginner's Guide again, browsed the web, read up on GRUB configuration, and then succeeded in installing Arch Linux with the Gnome 3, and MATE desktop environments. MATE is more my cup of tea; there's just less distraction for me. After getting accustomed to Arch, and MATE, I installed Tex Live, LyX, Texmaker, LilyPond, Frescobaldi, emacs /w org-mode, and Python 3 along with the Eric IDE. No media stuff. So, when I start the desktop and choose Arch Linux I can sit and work on my LaTeX documents, engrave music, and learn to program with Python.
Getting the Arch Linux installation right was an initiatory step.

Regarding word-processors...
Since LibreOffice, and the odt format is used for Basic Fantasy publications, I will continue to use it for Basic Fantasy supplements, and the German translation.

Operating Systems in use (updated)
  • Ubuntu Studio 14.04.1 (xfce, MATE, awesome wm) for audio (ardour3), and graphics (krita, inkscape, gimp), the occasional dvd (vlc), and some rare games (mahjongg - I beat the one minute threshold for solving the hard game left-handedly with my graphic tablet), as well as GNUCash, and other useful software.
  • Arch Linux (Mate, awesome WM) set up as a rather distraction-free environment, especially now that I use awesome.
  • Ubuntu 14.04.1 (MATE, Unity) on my netbook.
Apart from getting to know Linux better, I spend my free time playing music, and theatre. There's more.

Random RPG thought of the month
"Rolemaster's Orientation roll is probably the most underrated roll of all."

Currently reading
Donna Tartt 'Die geheime Geschichte'; Mason Currey 'Daily Rituals', Cody Jackson 'Learning to Program Using Python'

P.S.: One of those eco light bulbs just died on me... Is that a sign? Return to candles!

Sonntag, 19. Oktober 2014

Wunsch ist Wunsch 2014 - Zugeteilt!



Wunscherfüllungsservice der deutschen Rollenspielblogosphäre

Auch dieses Jahr werden Wünsche erfüllt! Das Prinzip ist einfach: wer einen Wunsch hat, gibt ihn zur Erfüllung durch andere frei und erfüllt im Gegenzug auch einen zugeteilten Wunsch.

Organisiert wird dieses Jahr von Greifenklaue, De Malspöler und Würfelheld. Die Zuteilung erfolgte durch Würfelei im Greifenklaue Podcast.

Auf Mad-Kyndalanth wird der Wunsch von Niniane erfüllt. Ihr wurde im vergangenen Jahr der Wunsch von Mad-Kyndalanth zugeteilt und sie stellte hilfreiche Überlebenspakete (Teil 1 und Teil 2) für diverse Settings zusammen! Niniane schreibt auf Stories&Characters und wünscht sich dieses Jahr fantastische Gestalten und Artefakte, die sich in einem Großstadtmöbelhaus befinden.

Das Brainstorming hat begonnen ...

Mittwoch, 8. Oktober 2014

Calvary - Probably my favourite movie of the year 2014

I was pleasantly surprised to watch Calvary in an original sneak preview at the movies.
This is not a review. Just go, and watch this movie.

Montag, 6. Oktober 2014

Definition War

Brought to my attention by Obskures, and Stargazer...

John Wick in this article says: “roleplaying game: a game in which the players are rewarded for making choices that are consistent with the character’s motivations or further the plot of the story.”

So, what is the reward?

Edition Definition War

'roleplaying game' is defined differently by various groups of people in different times. Distinctions between roleplaying games, as defined by these people, and other games (e.g. card games) these people might or might not play, may change.

Just because Gary Gygax said something about Dungeons&Dragons doesn't mean anything to a German gamer playing Das Schwarze Auge.

If you're serious about defining roleplaying game, then find out who used the term in which context, and when, and where. Do research.

So, we know now what John Wick, the RPGPundit, and others thoughtwrote about it, and Legion of the internet who commented on the articles.
Does any of this matter to my game?

Does my opinion matter to yours?

Meaningful Choices

In order to play the role of a character, the player must have the opportunity to make meaningful choices within the game. Quite a few game situations present the character with a double-bind: fight1, or fight2. It doesn't matter whether they fight with fists, thumbs, tea cups, or lightsabers. They need different options. The players then will get rewarded by enjoying their decisions, and the consequences of their characters' actions.

So, to make the game more roleplaying-ish create situations where all the characters (monsters, too) act not according to the standard protocol: fight1, or fight2.
Roleplaying games are like thought experiments: What would happen, if ...? How could a character act, if ...? How likely is the character to act one way, or another?
Find plausible solutions for a given situation within the limits of the character's role, and means.

And yes, you can turn chess into a roleplaying game. Because, just as with D&D, who cares who designed it for what! It's my game, when I play it.

Samstag, 4. Oktober 2014

Chris Gonnerman's RPG Primer & Old School Playbook

http://basicfantasy.org/forums/viewtopic.php?f=19&t=1400
For Beginners who want to unlock the secrets
of role-playing games.
 
During the last weeks Chris Gonnerman wrote a short book titled 'The Role-Playing Game Primer and Old School Playbook' meant to introduce beginning players to role-playing games, and the concepts of old school play.

Discussion took, and takes place in a thread on the Basic Fantasy forum here. (The download link to the pdf file is included in the first post of the thread.)

Samstag, 30. August 2014

A Thought on Not Buying 5e

From what I gather off of blogs most folks seem to be happy about the advent of 5e. The free Basic D&D probably helped, too. But I didn't buy it. And I have the intuition that I'm not going to, either.

Of all the rpg products that I bought over the last years I only use a few: namely dice, Basic Fantasy, and Risus. Whenever I pick anything else out of the box (I store rpg stuff in a box), and read it I get bored very quickly. Sure, I like Shadowrun 20th Anniversary edition, and the Savage Worlds Explorer's Edition seemed a good thing, too. But I won't play them, or run them. Same with Rolemaster, MERP, and some other stuff.

So, I read Basic D&D, and read what others wrote about 5e gaming experience, their thoughts on character creation, strengths of the system, and so on.

I get overwhelmed by boredom. I'll have to read something else.


Time to move on.

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.

Donnerstag, 10. Juli 2014

[RSP-Karneval] Sprechen Üben - Lebendige Nichtspielercharaktere

Nur kurz: In den Theaterstücken, die ich bisher las, gab es so gut wie keine Beschreibung der Figuren. Keine Hintergrundgeschichten, keine tabellarischen Lebensläufe. (Ich schreibe nicht vom Theaterbesuch oder Filmschauspielen. Der Vergleich Theater und Rollenspiel findet hier nicht statt.)

Die Figuren werden durch ihre Worte und die Beschreibung ihrer Taten sowie den Worten der anderen charakterisiert.

Eine Charakterisierung kann man zwar schreiben, wenn man das Stück gesehen, gelesen oder vorbereitet hat. Sie ist aber nicht nötig, um die Figur während des Lesens eines Stücks zu verstehen.

Lebendig werden die Figuren in der Vorstellung des Lesers. Es ist daher der Vorstellungskraft der Spieler geschuldet, dass die Figuren lebendig werden. Allerdings werden die Worte der NSC vom Spielleiter gesprochen und ihre Taten von ihm beschrieben.

Für die sog. Darstellung von Nichtspielercharakteren macht es daher Sinn, das Sprechen zu üben, ausgewählte Phrasen auswendig zu lernen oder griffbereit auf Karteikärtchen zu halten sowie ein Repertoire an Handlungsoptionen zu erarbeiten.

Sprechen

Das Sprechen charakterisiert eine Figur hinsichtlich des Redetempos, der Pausen, der Phrasierung, der Betonung, der Artikulation, der Intonation, Melodie, der Modulation der Stimme. Letzteres wird häufig als einziges Mittel zur Charakterisierung von Figuren verwendet, mit dem Resultat, dass der Spielleiter zwei Mickymausstimmen und seine gewöhnliche Sprechsstimme verwendet.
Man höre verschiedenen Sprechern (im Alltag) zu und übe sie zu imitieren. Die eigene Sprechstimme kann beibehalten werden. Es reicht schon Tempo, Phrasierung und Pausen zu variieren, um Effekte zu erzielen. (Eine solche Sprechbildung hilft übrigens auch im Alltag und in diversen Berufen in der Interaktion und Kommunikation. Nicht nur beim Pizzabestellen oder Heiratsantragmachen.)

Phrasen

Die Wahl der Phrasen kann entscheidend dazu beitragen, verschiedene Figuren von einander abzugrenzen oder in gewisse Nähe zu rücken. "Das ist ja wie trocken Holz im Regen!" könnte als Redewendung den Bewohnern einer Region zugeordnet werden, die dadurch von anderen erkennbar werden (Bildung von Stereotypen.)

Kurzes Ratespiel: Wo komm ich her?
  1. Das ist ja klasse, wa?
  2. Das ist ja klasse, ne?
  3. Das ist ja klasse, woll?
  4. Das ist ja wie trocken Holz im Regen!

Außerdem kann man den Figuren Einzeiler geben, die einen hohen Wiedererkennungswert haben. Ein Stapel von Karteikärtchen mit verschiedenen Sprüchen und Phrasen ist schnell geschrieben und ist hilfreich am Spieltisch.

Handlungen

Die Handlungsoptionen müssen unbedingt über das typische Der Bettler schaut Euch herausfordernd an... Der Adlige schaut Euch verachtend an... Die Zauberin schaut Euch lüstern an... hinausgehen. Die bösen Orks, die alles und jeden angreifen, die Straßengang, die jeden anpöbelt, die Kleriker, die immer sanftmütig sind, das sind (abgesehen von der Zauberin) langweilige Versatzstücke.

Man beschreibt die Wege der Figuren, die Art wie sie sich bewegen, was sie mit Dingen tun, die ihre Aufmerksamkeit auf sich ziehen, wie sie mit anderen Figuren umgehen. Und reduziert die Beschreibung auf das Wesentliche.

Und: Man beschreibt ihr Desinteresse an den Spielercharakteren.

Die Nichtspielercharaktere haben in der Regel kein besonderes Interesse an Interaktion mit den Spielercharakteren. Wieso auch? Es gibt unzählige andere Figuren, die weniger gefährlich aussehen, als diese ungewaschenen Raufburschen mit Zauberschwertern und Feuerballspruchrollen.

Dieser Artikel ist Teil des RSP-Karneval im Monat Juli 2014 mit dem Thema Lebendige NSC. Initiiert wurde der Karneval von Engors Dereblick.

Windstille - Die Ruhe vor dem Sturm (D&D 5)

Der ebenfalls von mir geschätzte Blognachbar craulabesh kommentierte meinen kurzen Artikel zu D&D 5. Es folgen ein paar Vorüberlegungen zu meinem Artikel, um etwaige Missverständnisse aufzuklären.

Als ich Basic D&D nach der Veröffentlichung schnell-las war mein erster Gedanke: Das war's. Old school-Retroklone können im Regal bleiben, denn das echte, originale D&D ist auferstanden.

Interlude
A typical OSR roleplaying gamer as created with Risus (Now in its 2nd Edition!)
Hit Point Philosopher (4)
Follower of the Gygaxian Faith (3)
Quixotic Amateur Line-Art Connoisseur (2)
Hex-Map Cartographer (1)  

Nun ist es keine Frage, dass sich 'echt' und 'original' nur auf die Produktmarke beziehen und nicht auf dieses sogenannte erste Fantasy-Rollenspiel mit dem Titel Dungeons&Dragons. Mir war nach der Lektüre von Basic D&D kurz suggeriert gewesen, dass das echte (weil offizielle) D&D zurück sei und ich keinen (*herkömmlichen*) Retroklon mehr bräuchte. Ich nehme an, dass dieser Effekt auch vom Hersteller gewünscht ist. Und etlichen Kommentaren von OSR-Spielern zufolge wich die bekannte Zurückhaltung gegenüber WotC einer spontanen Kaufbereitschaft, die sich in der Vorbestellung aller D&D5-Produkte äußerte. Und das zunächst nur, weil Basic D&D kostenlos als Appetithappen zur Verfügung gestellt wurde.

Sicherlich gibt es weiterhin Vorbehalte gegenüber D&D5. Unterschiede zu früheren Versionen werden herausgearbeitet und die, durch die verschiedenen Regeln geschaffenen, unterschiedlichen Spielwirklichkeiten miteinander verglichen. Im übrigen nicht anders als bei Shadowrun 5 und Das Schwarze Auge 5 auch. Wesentlich ist jedoch eines: durch die kostenlos zur Verfügung gestellten Basic D&D-Regeln kommt kein OSR-Spieler mehr an D&D5 vorbei. Und nach kurzer Lektüre mag zwar noch manch einer sagen, dass die fünfte Version anders sei, aber eben auch spielbar. Also, warum nicht mal spielen?

Ich meine, dass der Wind nur als die sprichwörtliche Ruhe vor dem Sturm innehielt und längst unzählige OSR-Blogs als Multiplikatoren über D&D 5 berichten und Teil des aufziehenden Sturms sind. Der schlimmste Alptraum der OSR kann nur ein offizielles D&D sein, dass die häretischen Retroklone (stillschweigend) für überholt erklärt und eine unbedingte Alternative anbietet: ein kostenloses Einsteigerspiel, das den Spontankauf weiterer Produkte initiiert.

Wizards of the Coast führen eine erfolgreiche D&D 5-Kampagne, die lange vorbereitet wurde. Ich nehme an, es dürfte Vergnügen bereiten, zu analysieren, welche Strategeme angewandt wurden und werden, um so erfolgreich zu sein.

Für mich stellt sich die Frage, inwieweit ich meine Basic Fantasy Erweiterungsregeln für Basic D&D anpassen kann. Das finde ich interessant, weil gerade wieder die Hit Point-Frage debattiert wird. Außerdem würde ich gerne die deutsche Übersetzung von Basic Fantasy fertiggestellt haben, bevor D&D 5 auf Deutsch erscheint...

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...