Samstag, Mai 31, 2014

[magic item] Throne of Judgement

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

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

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

Throne of Judgement

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

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

[RSP-Karneval] Zeit, sich zu entscheiden

Dieser Artikel gehört zum RSP-Karneval des Monats Mai im Jahre 2014. Der Eröffnungsartikel ist hier auf Mad-Kyndalanth zu finden. Weitere teilnehmende Blogs sind im entsprechenden Forumsfaden verlinkt sowie auf der RSP-Karneval Facebookseite.

Alles hat seine Zeit

Es gibt eine Zeit zum Planen und zum Ausführen des Plans, eine Zeit Ausrüstung zu kaufen, eine Zeit die Wildnis zu erforschen, eine Zeit durchs Dungeon zu schleichen und eine Zeit zur Erholung.

Spieler brauchen vor allem Zeit zur Entscheidung. Damit meine ich nicht nur, dass man ihnen Zeit gewähren soll, sondern, dass sie sich oft schwer tun, eine Entscheidung zu treffen. Sie zögern, wägen ab, diskutieren.

Rollenspiel ist kein Theater. Rollenspiel ist eine Möglichkeit, Entscheidungen zu üben. Spieler können entscheiden, dass ihre Charaktere...
  • einfach mal auf der Kreuzung sitzen bleiben und abwarten. Der Spielleiter kann dann seine geliebte Zufallsbegegnungstabelle für Weggabelungen und Kreuzungen herauskramen. Bei stark frequentierten Kreuzungen könnten die Spieler entscheiden, ein Gasthaus zu eröffnen. Nach einem halben Jahr könnten sie wichtige Kontakte geknüpft haben, um Gefolgsleute und Experten anzuheuern, haben gewiss einige Gerüchte aufgschnappt und selbst welche in die Welt gesetzt.
  • die langweilige Wirtshaussequenz überspringen und mit dem Substrat der wichtigsten Informationen ausgestattet weiterziehen, um die Koboldprinzessin aus den Fängen mordlüsterner Waldelfen zu befreien.
  • diesmal alle mit Fernkampfwaffen antreten und aus dem Hinterhalt angreifen bevor sie in den Nahkampf gehen.
  • gut ausgebildete Dungeon-Spürhunde mit in die alten Gemäuer nehmen.
  • sich verschiedener Stratageme bedienen, um ihre Gegner zu bezwingen.
  • manche Türen einfach mal zulassen.
  • den merkwürdigen Gestalten, die mitternachts über den Marktplatz huschen, nicht folgen, obgleich sie das Gefühl haben, dass es wichtig für die Story sein könnte...
  • den Drachen nicht als Gegner, sondern als Gelegenheit sehen.
  • einfach mal Liebe machen.
  • die große Queste an andere Abenteurer weitervermitteln und denen weismachen, wie erlebnisreich es ist, sich in ein Dungeon voller Untoter zu stürzen.
  • Zauberspruchforschung betreiben, trainieren und Familien gründen und sie (die Spieler) in der Zwischenzeit mit Charakteren der 0. Stufe durchs Land ziehen, um als Mietlinge irgendwelchen Helden die magischen Waffen hinterherzutragen.
  • ihre Gegner immer zu einem Gespräch herausfordern und einem Wettstreit, um zu entscheiden wer die Besseren sind. Z.B.: Wettlaufen, Bogenschießen, Ringen, Armdrücken, Witze erzählen, Weitspucken.
  • in verschiedenen Situationen Lieder singen. Wanderlieder, Kampflieder, Waschlieder, Trinklieder, Holzsuchlieder, Faulenzlieder, Kein-Bock-auf-Konflikt-Lieder.
  • endlich mal ihren Selbsterhaltungstrieb und ihren gesunden Verstand entdecken und nutzen lernen.
  • auf die Idee kommen, dass sie nur Spielfiguren in einem verwirrenden Spiel seltsamer Entitäten sind und nun einen Weg suchen auszubrechen.
  • abseits der Wege gehen.
  • nur auf den Wegen bleiben.
  • Empfehlungsschreiben fälschen.
  • eine eigene Siedlung gründen.
  • als Unterhaltungskünstlergruppe getarnt durch die Lande ziehen und dabei verdeckt für einen ollen Zaubererkreis spionieren.
  • Feldforschung zur Rolle und Funktion von Dungeons und Ruinen innerhalb der Kultur umliegender Siedlungen und Städte betreiben.
Es gibt noch so viel mehr zu entscheiden. Als Spieler muss man die Möglichkeiten der Spielwelt kennenlernen und gegebenenfalls mitgestalten, um für die eigenen Spielfiguren sinnvolle Entscheidungen treffen zu können.

Für das Erkunden der Möglichkeiten muss Zeit gewährt werden; kommt dann die Zeit der Entscheidung, darf nicht gezögert werden. Denn es ist ein Spiel. Und das Spiel geht nur weiter, wenn die Spieler Entscheidungen für ihre Figuren treffen.

Weitere Artikel zu Zeit und Rollenspiel

Engors Dereblick - Es war einmal vor langer Zeit
Spiele im Kopf - Rollenspiel im Lauf der Jahrhunderte
Pendragon Blog- Eine Frage der Zeit

Freitag, Mai 30, 2014

Basic Fantasy SRD (System Reference Document)

The Basic Fantasy community is a place where players, and game masters can find a lot of material for use in their games.

Recently, someone added a Basic Fantasy SRD which can be read online (or downloaded and read offline.)

Here's the link to the BFSRD.
And there's a discussion thread on the forum, too.

I'm pondering the idea of doing an epub conversion one day.

Dienstag, Mai 27, 2014

WOTCF?! Free Basic D&D

So, the wizards have been accused of not making full use of social media to reach out to certain target groups. And now, after numerous blog posts that feature wrath, disinterest, and silly eagerness to getting the next big thing onto the gaming table, and while everyone is talking, or not talking, but still thinking about D&D, the wizards finally announced that the old school legacy part of D&D is going to be available in PDF format for free.

Here's the link to the article.

And now say again this wasn't planned. It's probably got more to do with evangelizing than with being nice. But who knows?

Anyway, you old school friends may choose between any of the original rules sets, the retro-clones, and now the official clone of the retro-clones, or something similar to that.

Of course, you should be able to easily enhance your new basic rpg with any of the other existing old school house rules. What about some pain? ;-)

Mittwoch, Mai 21, 2014

D&D is new

So, word is spread that D&D has new covers, one for a boxed starter set, one for each of the great three tomes, and some for the modules.

They whisper that the starter set is made for DMs. This sounds reasonable since DMs are usually the evangelists among roleplaying gamers. They can pick up a boxed set, and prepare games for their friends, then move up a step, and buy the other books, and the rest of the goodies. Some players eventually will buy their own books, too, if they become devoted. (My guess is, that there will some kind of smartphone app with which players can create, and manage their characters.)

Most of the people I know who bought rules books run game sessions as DMs. And the people blogging about rpgs usually are DMs, too.

Now, I read in the blog posts, comments sections, and forum threads, that people are going to buy the starter set to see what it's like; some even pre-ordered all the books.
Why? To be a good roleplaying gamer? To be part of the crowd? To be in the know of what's inside? To satisfy the strange desire to collect things that stir the imagination?

I've collected a lot of rpg stuff. It's gone now. I don't want it back. I don't need it.

If I were to spend the amount of money necessary to purchase all the new D&D publications, I'd buy a good pair of shoes, a few notebooks, and a guitar instead. Because, eventually all the new rpg stuff is going to be expensive. And concering rpgs I've got what I need. I am a game master. I study the game.

The Fool, and his Alternative

Download, and print yourself a free rpg, make your own cardboard boxed set, and put in your favourite sets of dice, character sheets, a print-out of all the tables you need, pencils, an eraser, and a sharpener. Makes a perfect gift, too.

Dienstag, Mai 20, 2014

Basic Fantasy Supplement &Pain R3 (update)

&Pain r3

Some updates after dry playtests for the &Pain companion expansion.
  • alternative morale checks (d20)
  • rules for regeneration
  • optional saving throw modifiers for the thresholds of pain
  • creatures at the threshold to death can no longer transfer damage to pain
  • optional tough blows
  • some editing of the text 
 Download link for &Pain (ODT, and PDF)

Sonntag, Mai 18, 2014

Irrelevance

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.

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?

Samstag, Mai 17, 2014

Basic Fantasy - Tiny Non-Level Character Companion


 Another tiny companion for Chris Gonnerman's Basic Fantasy RPG.

This companion introduces non-level characters in addition to expanded rules for 0-level characters. Non-level characters are usually created, and played by the GM, while 0-level characters may be created, and played by players.

0-level characters may gain experience levels, and get initiated into a character class by either a mentor, self-initiation, or by a deity (usually clerics.)

Tiny Non-Level Character Companion (link to Basic Fantasy showcase area)

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.

Donnerstag, Mai 08, 2014

Basic Fantasy - Tiny Skill Companion

The Tiny Skill Companion introduces a very simple system for secondary skills, and two alternatives for skill checks. One is based on d6 rolls (similar to detect noise, find secret doors), the other one utilizes the Basic Fantasy ability roll.

Since there are now a Tiny Magic Companion, and a Tiny Skill Companion, I decided to rename Hit Points as Currency to Tiny Hit Point Companion.

Link to all my Basic Fantasy supplements
Tiny Companions

Dienstag, Mai 06, 2014

Basic Fantasy - Tiny Magic Companion R2 (update)

The Tiny Magic Companion for Basic Fantasy has been updated.

This has been added:
  • an example for preparation time (under stress, in a dungeon)
  • rules for bonding with deities/demons (and thus explaining how clerics receive their powers)
  • initiation (no rules); Characters must be initiated to use hit point magic, just as they would in order to understand, and master the standard magic system. Knowing, and using both ways of magic is possible.

Sonntag, Mai 04, 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
All supplements are distributed under the terms of the OGL 1.0a
Both OpenDocument (odt), and PDF files are available.
Hit Points as Currency
&Pain
Tiny Magic Companion

Donnerstag, Mai 01, 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?
Diese, ähnliche und ganz andere Fragen zum Thema werden von den Teilnehmern des RSP-Karnevals beantwortet werden.

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?