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Ingolf Schaefer
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126 followers
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Dass ich jetzt voller Freude ein DSA CrowdFunding ankündige, wundert mich schon: aber hier kann man die alte Havena-Box als neue RetroAusgabe bekommen und man bekommt noch ganz viele PDFs für DSA 5 dazu.

Alternativ kann man natürlich auch nur die DSA 5 Sachen erwerben. Ich finde es toll. Ob es dann wohl demnächst noch ein Retroausgabe der Orkenland-Trilogie geben wird?

https://www.gameontabletop.com/crowdfunding-83.html

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Mal eine Art Minireview/Spielbericht zu "Das Schwarze All".

Für die paar, die es nicht kennen, es handelt sich um ein Savage Worlds Settingbuch, das aus Ideen von Leuten aus der Community hier entstanden ist.

Ich hatte gestern mal die Freude, das Ganze zu leiten. Aber zurück zum Setting:

Es handelt sich um ein 138 Seiten A5 Hardcover. Nach einigen Seiten Vorwort, beginnt der eigentliche Settingteil, in dem der Hintergrund beschrieben wird. Es handelt sich um eine etwas überdrehte SF-Parodie, wie zum Beispiel Krieg der Eispiraten. Für mich sind die beiden interessantesten Dinge sind einmal die Xylophilen, sprich lebende Bäume, die sich rein fleischlich ernähren, und die künstlichen Intelligenzen, genannt E.P.I., die quasi als Geisteswesen körperliche Lebewesen übernehmen können. Ansonsten ist es eine Sammlung von Wortspielen und manch einem Witz, der jetzt nicht immer meine Vorstellung von Humor trifft, sondern direkt auf die Geschlechtsteile abzielt. Natürlich gibt es auch diverse Anspielungen auf ein klassisches deutsches Rollenspiel mit einem schwarzen Auge, aber die sind insgesamt eher liebevoll humorig. Kurz gesagt, dass Setting ist eine Mischung aus humoriger Weltraumparodie, die aber nicht so sinnlos ist, dass es kein stimmiges Gesamtbild gäbe.

Der zweite Teil des Buchs widmet sich der Charaktererschaffung, hier gibt es neue Rassen und Hintergründe. Zum Beispiel gibt es die Backer, eine alte Rasse von Wesen, deren Aussehen man nicht kennt und die Schutzanzügen herumlaufen, die sie an die Vorlonen aus Babylon 5 erinnern lassen. Die Diggarz sind eigentlich recht klassische Fantasy-Zwerge, die in Weltraumminen hausen, Mutanten, Novae (eine Art Amazonen) und Xylophile. Manche Werte und Talente sind geändert bzw. angepasst und es gibt eine ausgeprägte Version von PSI Kräften.

Es folgt ein Abschnitt mit Ausrüstung, die klassische Waffen abdeckt, aber Mikrowellenstrahler oder Lichtwellenschwerter. Dann einige Beispielraumschiffe vom Weltraummofa bis zum Kaiserfrachter. Ab Seite 98 folgen dann die Setting Spezialregeln, wie Überlichtflug, die FreakRoll-Rakete oder die Setzkasten-Methode für die Ausrüstung. Mehrere Seiten mit Beispielcharakteren runden das Werk ab.

Vom Punkt der Spielbarkeit ist das Buch toll: man kann selbst als Savage Worlds Noob mit Hilfe des Buchs schnell seine Ideen in ein Abenteuer gießen und hat genug Hintergrund, um mit Hilfe der Beispielschiffe und Charaktere das Universum, äh das Schwarze All, zum Leben zu erwecken, wobei ich auch die Beispiele aus der GERTA genutzt habe.

Kurzum: das Schwarze All macht Spaß. Ich werde also demnächst eine lose Fortsetzung des „Pizza für Janos Wegner“ Settings unter dem Titel „Mira Culi ist fertig“ anbieten. ;-)
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Ich mag ja bekanntlich Amazing Adventures von Troll Lord Games sehr gerne, aber ich verstehe auch, warum man eventuell keine Lust hat, noch ein komplett neues System zu lernen, nur um Pulp Action zu spielen.

Deswegen freue ich mich umso mehr, dass es eine Neuausgabe geben wird, die 5e kompatibel ist. Eine erste kostenlose Preview-Version findet sich hier: https://www.trolllord.com/downloads/index.html
TLG Free Downloads
TLG Free Downloads
trolllord.com

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Wer hat Lust auf etwas selbstironisches Retro-Rollenspiel?

Zur Einstimmung auf das bevorstehende Crowd-Funding der Havena Box, möchte ich ein Abenteuer aus meiner Kindheit leiten, das ich damals nie gespielt habe: Auf Dracos Spur aus der "Abenteuer in Havena"-Sammlung Band 1 https://de.wiki-aventurica.de/wiki/Seuche_an_Bord

Gespielt werden soll über Roll20 und Google Hangouts nach den DSA 1 Ausbauset Regeln (aka. Buch der Regeln II). Bei Interesse bitte melden, ich versuche dann innerhalb der nächsten 2 Wochen einen Termin zu finden.

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#RPGaMonth - April Part 2

Torg Eternity and Cylent Scream

So, let's talk about Torg Eternity.

The new edition comes in a shiny hardcover and has massive 280
pages compared to the rather short softcover of previous
editions.

I will no go too much into details about the rules, but the main mechanic is a table lookup mechanics on a more or less a strangely scaled bonus system. That mathematical description sounds more complicated then it is. You roll 1D20 that can explode on 10s or 20s and see in the table what the bonus to your action is. A natural 1 is a mishap, and the bonus you get is between -10 for a 1 to 0 for an 11 up to +6 for 19 and so on. The normal
difficulty is 10, so to succeed a normal find check where your skill is 11 you have to roll at least 9 or more for a bonus of -1 or greater.

For each 5 that your total, i.e., skill+bonus is above the difficulty your success level gets better. Two such success levels generate an outstanding result, which is an outcome in the best possible way.

You have rules for magic, psionics, miracles and super powers (which are street-level superheroes,i.e., more Daredevil or Batman, and not cosmic-level like Thor or Superman).

The setting is a wild mix of different genres in invasion setting and I am not going to reproduce what other people have written.

A unique thing for Torg is the use of different card decks within the game. Most of the time in play you have three different decks on the table and poker chips as bennies. These cards offer a great way to let the players act and interact and help to make even routine encounters more interesting.

More important might be what the game feels like when playing. First of all, in many ways it is similar to Savage Worlds, because the creator of Savage Worlds Shane Hensley was a former Torg guy and the lead designer of this new edition.

If you like an RPG with a focus on complex encounters where players may build of card pool to overcome the demonic beast in the end, then Torg Eternity might be exactly your kind of game. The game is not all about combat, but I'd say that action encounters where there is a kind of many step process or a fight involved might happen in every other scene. At least in the
adventures published so far, that is the case.

So, everyone has to go and play a tough fighter, right? No, actually that is not the case. Even characters who can only talk might be valuable because the can distract an enemy and make him or her more vulnerable to attacks.

I ran a couple of sessions so far, and some things are still not clear to me. In some areas, the rules are not always explicit as I like them and you have to decide how things might be meant. Also, the choice of spells seems a bit limited, but this should be attributed to the fact that the Core book will be expanded by the different cosm books.

So, who should have a go a Torg Eternity? Fans of the old game should check it out, but should be aware that some mechanics work differently and that might be better in the sense of game play in the 21st century, but for instance, the horror cosm Orrosh does feel much less horror to me now. Old time fans might disagree with me here, but I liked that the older game was lighter in tone and made fun of itself, which isn't part of the game anymore. It should be more gritty. But how gritty stuff gets is partly the mechanics and partly the GM. So, heroic action is still very possible and wanted for, since you need truly heroic deeds to drive back the invasion force.

For other players: should you give Torg Eternity a try? If you ever wondered how Sherlock Holmes, Tarzan, Indiana Jones and Mona from Neuromancer could defeat a swarm of dinosaurs threatening the people in Manhattan, this is the game to play. Any combination of genres is ok and fitting because that is how reality works in Torg Eternity, but you may as well play in one genre only.
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#RPGaMonth - April

Torg Eternity and Cylent Scream - Part 1


Maybe I'm misinterpreting the RPGaMonth thing, but for me, it turns out that I like to connect older stuff that I own for some time (more than 20 years in this case) with newer stuff and read both.

Cylent Scream is a classical adventure collection from West End Games from 1991. It contains 6 adventures where each module name likely is kind of a pun or allusion to some famous title. So, there is Power Cyp-ply, Cylent Scream, A Rebel Without a Soul, Germ Warfare and two modules with a normal name, i.e., The Image of Nephthys and Bad Business.

The modules each play in a different cosm and are about 10 pages each. All of them contain up to 5 scenes, so each one should be playable in 2-3 sessions.

For the rest, I will only write about The Rebel Without a Soul. It was clearly inspired by the similarly named movie with James Dean and one of the main NPC looks exactly like him. The entry point is that a blues bar singer contacts the heroes to help her free her brother from the bad influence of the female gang leader of a local biker gang.

The plot is very cliche, but that is not necessarily a bad thing. I could plunder the movie for additional input that I used in handouts and was happy with that.

The modules still use the classical Torg rules and that is sometimes a bigger change as expected. The main antagonist is way less dangerous because of the different ways corruption works in the Torg editions. In original Torg, your deeds could cause you to make corruption checks, while in Torg Eternity the rules seem to indicate that corruption checks are only necessary if you play certain cards or use certain powers.

To play it with Torg Eternity, I had to change the location from Brunei to Thailand. interestingly that does not change much, because the adventure has a flaw many older Torg publications have. It does only use the location as a negligible piece of background. All NPCs have American names, come from the US and the only one that is somehow a real local is a merchant, who is in an optional scene. That is a pity and something the newer edition and the Delphi missions fixed.

In short: the ideas are fun and you can play the adventures with some corrections also with the new edition, but I would not pay the 7$ that DrivveThru has a price for the pdf, if I didn't own the book already. Backers for the original Torg Eternity Kickstarter got the pdf of the book for free.

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Es gibt einen neuen deutschen Kickstarter mit Fate Settings. Die Steine in der Mauer sind zwar nichts für mich, aber den Rest finde ich spannend und bin dabei. Außerdem hoffe ich natürlich auf den vierten Band, der als Stretchgoal vorliegt.

https://www.kickstarter.com/projects/58354395/fate-core-drei-deutsche-abenteuerwelten?ref=user_menu

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Biete morgen, 29.04. eine sehr Einsteiger-freundliche Runde Splittermond über Roll20 und Discord an. Gespielt wird der Mondsplitter 2 "Drachenpakt" und es soll um 20:00 Uhr losgehen. Ich habe vorgefertigte Chraktere, falls man will kann man auch eigene auf Heldengrad 2 nutzen. Wir spielen nach den normalen Regeln. Bei Interesse bitte melden:

Zitat aus dem Klappentext

"An der Ostküste Selenias, wo die idyllische Arwinger Mark sich erstreckt, nehmen in letzter Zeit die Überfälle verrufener Räuberbanden merklich zu. Doch sind die Diebesgesellen weder auf Gold noch kostbares Vieh aus, sondern suchen eifrig nach Mondstein. Aber wozu benötigen sie das blaue Erz des Splittermonds und – noch wichtiger – wo verstecken sie ihre kostbare Beute? Und was hat das Ganze mit dem mysteriösen Mondsteindrachen zu tun, von dem schlotternde Augenzeugen immer öfter berichten? Können die Abenteurer im Auftrag der Markgräfin von Arwingen und des Zirkels der Zinne die Schurken dingfest machen? Haben sie das nötige soziale Gespür und das Waffengeschick, um die Straßen der Mark wieder für das reisende Volk zu sichern?" Quelle: https://splittermond.de/heute-erschienen-drachenpakt-mondsplitter-2/

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Spontanes Torg

Ich biete morgen abend, d.h. Freitag, 20-23:30 Uhr eine spontane Runde Torg Eternity an. Gespielt wird allerdings ein klassisches Torg Abenteuer, nämlich "Rebel without a Soul" aus der Cylent Screams Sammlung. Falls nötig habe ich PreGens.

Gespielt wird über Roll20 und Google Hangouts.

https://www.drivethrurpg.com/product/132618/Torg-Cylent-Scream
Torg: Cylent Scream
Torg: Cylent Scream
drivethrurpg.com

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#RPGaMonth - March Part 2: Dungeons & Dragons 4

A somewhat longer introduction

This is the second part of my March Post. One of the games that I never played but somehow managed to get a very negative opinion on was D&D 4e.

When it came out I read the playtest and it somehow felt wrong. I looked too computer game-y (if that even is a word) and then my son was born and our old RPG group dissolved. I never bought any of the DnD 4e stuff. So, I skipped 4e and started playing 5e later, but not so much.

Earlier this year we had a wonderful sequence of posts in a German speaking RPG community on Google+ where you could name 12 things that you liked about a game. +Bernd Pressler, who does a very interesting blog about his on going 4e campaign at http://swordplanets.tumblr.com, wrote 12 things about 4e and this post convinced me that I really should give 4e a try.

About the game
The first thing that one notices on opening the books is the amazing layout. IMHO these are the best RPG books in terms of readability and looks. I absolutely love that.

There are many reviews that cover the game in details I will stick to the way it felt while playing it. I ran two sessions as DM playing the 'Jamming adventure from my last #RPGaMonth post and a classic encounter from another 2e Spelljammer book.

In its essence 4e is centered around encounters that either involve combat or different kind of challenges. So, you can play it like a board game. The rules of combat are simple, but each character has special effects she or he can perform. Some of those many times, some only once per encounter and so on. It felt easy to understand what a character or monster can do and there are loads of these effects even at the beginner's levels.

When the group came into their first fight there was an immediate start of a collaboration between them and some strategic playing as well. If one is averse to this game of board game thinking, fine, but it felt ok and much fun. In Pathfinder games I have had much more problems because it felt more like chess with dice than an RPG. It was also fun as a DM. The monsters tend to have certain special effects which make them unique and interesting and it isn't at all like fighting with the (n+1)-th skeleton.

The most amazing thing to me was how little preparation I needed to have an encounter or a game ready. I just did not care so much about the balance and could relax, because I felt that the guidelines in the DMG and the game mechanics take care of the rest. That worked tremendously well for me.

I still wonder whether I like 4e more than 5e, now. I think both are fine. 5e feels more like a trip back to an older bar from another time with some modern furniture. It is comfy, but 4e has more excitement, more to do for each player and less to worry about.

So, I will keep playing 4e a bit longer, but I can tell one thing for sure: it is a full fledged rpg and not a wanna be computer game as many people have written all over the net.


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