Permalink

Shadow of the Demon Lord: An Interview with Robert Schwalb

Schwalb Entertainment. Frankly, at first the announcement for Robert Schwalb’s upcoming Shadow of the Demon Lord Dark Fantasy roleplaying game did not appeal to me. In recent years the Game of Thrones sex and violence HBO interpretation of the popular George R. R. Martin books has brought a lot attention to the Dark Fantasy genre. After games like A Song of Ice and Fire Roleplaying, Dragon Age, Ravenloft (D&D), Midnight (d20), Shadows of Esteren and Warhammer Fantasy Roleplay may another representative of the genre sound pretty rehashed at first, but prejustive is a double-edged sword. I thought I had enough of grim and gritty worlds full of morally gray ‘heroes’ and their bloody tales.

On the other hand, Robert Schwalb has worked as the developer of Warhammer Fantasy Roleplay (2nd edition) and as lead designer on A Song of Ice and Fire Roleplaying. In my opinion they are both popular for good reasons: Traditional roleplaying games with a strong Dark Fantasy theme. He was also member of the design team for the successful Dungeons & Dragons 5th Edition. These examples and the authors design reputation kept me curious. I asked him for a Q&A and he kindly agreed.

Shadow of the Demon Lord (Image: Schwalb Entertainment)

Shadow of the Demon Lord (Image: Schwalb Entertainment)

The following interview and Robert Schwalb’s design blog with more tidbits of information are my reasons to abandon my restraints against Shadow of the Demon Lord. I changed my mind and put it on my personal most anticipated adventure games of 2015 list (German, sorry).

It’s time to form your own opinion.

Your announcement for the Shadow of the Demon Lord RPG reminded me of the Midnight Setting (d20, Fantasy Flight Games). The evil overlord conquered the land and the player characters fight back. I also read an elevator pitch: “If D&D and WFRP screwed in a church, Shadow of the Demon Lord is what they would have nine months later.” What distinguishes your game from the mentioned product lines?
While a sibling to the games you mention, for sure, Shadow of the Demon Lord stands apart from them in several ways. A great many fantasy roleplaying games and settings pin the story or campaign to before or after a cataclysmic event. Take Midnight, a setting I love and for which I did work in a couple of support products. Midnight posits that the evil god’s conquest is complete and the characters are rebels, agitators, or survivors in this world overrun by darkness. Similarly, Warhammer Fantasy Roleplay, at least in 2nd Edition, sets the game in the months following the horrific Storm of Chaos that left much of the Empire in ruins.

In many campaigns I have played and run, the stories point to some future climactic event that will leave the world changed. The expectation is that the player characters do things to stall or stop this event from happening, or confront it head on after months or years of play. While this is a great pay off for a long campaign, I find fewer and fewer people can commit to that timeline. So rather than make the Demon Lord a distant, nebulous threat to be dealt with at the end of the campaign, the “apocalypse” is a present crisis, one whose rumblings may cause a wide range of setting-wide problems—unpredictable magic, places where reality slides into the Void, the awakening of terrible monsters buried deep in the world, the collapse of civilization, plagues, famines, warfare, and so on.

The game system lets the GM choose what apocalyptic event is affecting the setting using the “shadow of the Demon Lord” mechanic. The idea is that a world-devouring entity, known as the Demon Lord, haunts the Void, the darkness between realities. This malevolent force seeks entry into the world and as it presses against its boundaries, it influences the world in different ways by casting its shadow on certain individuals, places, and organizations. When the GM starts a campaign, she can choose one of the manifestations of shadow to affect the game world or make one up. She might choose to seal the Gates to the Underworld, causing the recently dead to become zombies, corrupt the Great Druid and unleash a global pandemic, drive insane the Archmage and cause magic to behave in unpredictable ways, or embolden the Orc King and spark an uprising throughout the last Empire of Mankind. During play, the PCs might deal with the manifestation—redeem the druid, reopen the gates, and so on—only to find the shadow falls elsewhere.

In your press release for the Shadow of the Demon Lord RPG you claim that it will be an “entertaining play experience for both casual and hardcore RPG enthusiasts.” What does this mean and how do you want to achieve this?
I feel the primary objective of a roleplaying game should be to provide a set of tools to enable groups to create and play interesting stories. I want to eliminate feelings of anxiety, frustration, and disinterest that arise when casual players engage complex game systems and neither have the time nor the desire to fully explore the options to create an effective character. Similarly, I want to ensure that invested players have plenty of toys with which they can make their characters.

The path system of character creation and advancement achieves this. In Demon Lord, you create a beginning character by making one big choice—your character’s ancestry. For example, you could choose human. Or you could play a jotun, a hulking albino humanoid with the blood of giants flowing through her veins. Or, you might play a clockwork, a person made from cogs, springs, and gears. The character creation system provides tools to refine your choice in small ways to help make your character unique. It takes about 5 minutes to make a beginning character. During game play, the players learn how the game works by engaging the game’s engine without the exceptions that reflect character development and power growth.

Once the group completes its first story objective, everyone in the group chooses a novice path based on what they did during the first story. If you, for example, spent your time fighting in hand-to-hand combat, you might choose warrior. If you discovered a tome of forbidden magic, you might choose magician. A couple of stories later, you choose your expert path—archer, oracle, druid, or thief to name a few of the expected options. Finally, several stories later, you choose a master path—sharpshooter, shapeshifter, dervish, gunslinger, or something else that describes the area where your character focuses his or her training.

As you play through stories, you gain benefits from your ancestry and paths. The higher your group level, the more powerful and more complex your character becomes. Since you build your character by choosing paths, it’s easy to create characters of a higher level, which lets more experienced players skip over the starting expectations and dig into a more complex game. But if you prefer casual play, you might stick with low levels, which will give you an old school or even a Call of Cthulhu vibe. For groups containing a mix of casual and hardcore gamers, you can run a more traditional campaign, where player characters begin with relatively few choices and little power and grow those characters over time to reach their potential.

The last thing I want to say about this is that Shadow of the Demon Lord expects a typical story or adventure to last one session about 3 to 5 hours long. At the end of each story, the group should increase to the next level. The game will provide rules for play from level 0 (or no level) through level 10. This means that a “campaign,” from start to finish, could be completed in as few as eleven game sessions or 33–55 total hours of play. The shorter play time is perfect for casual players in that a player can miss a session without screwing up the story and it also lets hardcore players engage more of the game’s options through repeat play.

Schwalb Entertainment logo (Image: Schwalb Entertainment)

Schwalb Entertainment logo (Image: Schwalb Entertainment)

What are the most important features or what do you think is your favorite of the Shadow of the Demon Lord RPG (setting- and system-wise)?
Setting-wise, the “shadow of the Demon Lord” mechanic that I described above really makes this game distinct and lets gaming groups to create interesting stories of horror fantasy.

As for mechanics, the game uses assets and complications in place of bonuses and penalties. This is important as it reduces the amount of accounting that goes into game play. For each circumstance that would help you complete a task—attacking a demon, climbing a wall, picking a lock on a door, you have an asset. For each negative circumstance that would hinder you, you have a complication. Assets and complications cancel each other out. When you roll the d20 to determine whether your task succeeds or fails, you roll a d6 for each asset or complication you have. If you roll with assets, you add the highest number rolled on the d6s to your d20 result. If you roll with a complication, you subtract the highest number rolled on the d6s from your d20 result. It’s quick and simple. It helps players to account for their “bonuses and penalties” and gives the GM a powerful tool for adjusting the difficulty on the fly without changing the target number (which is always 10 for a task does not involve harming another creature).

What can supporters or backers of the upcoming Kickstarter expect to see in your game as far as classes, feats/powers, races, etc.?
The basic game provides rules for game play up to level 10. At a minimum, I plan to include four ancestries—humans, goblins, jotun, and clockwork, four novice paths, and several expert and master paths. Stretch goals will increase the page count and thus let me include additional expert and master paths, more spells, a larger bestiary, and so on.

What are typical threats or plots that the players will have to handle?
Whatever the GM wants! The game supports a variety of play styles, from investigation to dungeon crawling, intrigue to hex crawling. The game features demons, dragons, undead, weird creatures that haunt city streets to carve out human eyes for their tears, horrific skinless humanoids called bloody bones that steal flesh from their victims, the inscrutable hoods that serve the Dark Lady, muttering maws, and so much more.

What kind of products can we expect for the Shadow of the Demon Lord RPG? When will you launch the Kickstarter and do you have any further development plans after the crowdfunding project?
The Kickstarter will tell me the manner in which I will support this game. Ideally, I would have a core rulebook, two to three print products a year, and a slew of digital offerings. If we hit a particular stretch goal, I plan to split the core book into two books—one for players and the others for GMs. I also plan to do short gazetteers to help GMs build the world, a big book on weird magic, a bestiary, and dozens of the one-night adventures that are key to the fast play experience.

You have a lot of experience developing roleplaying systems and settings like Dungeons & Dragons, Warhammer Fantasy Roleplay and the A Song of Ice and Fire Roleplaying. What are the major lessons you have taken from these experiences that you are trying to apply to the Shadow of the Demon Lord RPG?
From working with other game systems, I learned that you never get it right the first time or the second or third or even fourth. Game design may begin with a solid idea, but it’s one you must constantly refine and redesign. You have to mold it, shape it, scrap it and start again. Shadow of the Demon Lord now has little in common with the earliest drafts of the game and this is good. Ideas I thought were brilliant proved themselves to be critically flawed or misguided, while other bits of design that I was dubious about turned out to be awesome.

Schwalb Entertainment (Image: Schwalb Entertainment)

Schwalb Entertainment (Image: Schwalb Entertainment)

What other projects do you have planned? I just saw that you are also involved in the Shotguns & Sorcery RPG Kickstarter. Please tell us more and do you see any interactions between these projects?
Yes! I am excited to be involved in the Shotguns & Sorcery Kickstarter. I’m a big fan of Matt Forbeck and I’ve always wanted to work on a project with him. So when Outland Entertainment approached me to handle the system design for the game, I couldn’t pass up the chance. Plus, I have had a lot of fun working with the Cypher System from Monte Cook Games and I look forward to exploring how to adapt that engine to Forbeck’s killer setting.

Aside from Shotguns & Sorcery, I have been involved in a few other projects, notably something for 5th Edition D&D, supplements for Pathfinder, and The Strange. Check out The Strange Bestiary, available in stores now. While I am still doing some freelance work, I’m largely focused on getting Shadow of the Demon Lord ready for the Kickstarter—design is nearly complete.

Where can we get more information, news about the Shadow of the Demon Lord RPG and your other projects?
My company page is www.schwalbentertainment.com and you can find all the links to the various places you can learn more about my company and games. Be sure to check out schwalbentertainment.blogspot.com for weekly updates about the game’s design, follow me on Twitter at @schwalb_ent, or Schwalb Entertainment, LLC on Facebook.

Thank you, anything you would like to add?
Thank you for the interview and thanks to all the readers for reading. I’ve really fallen in love with Shadow of the Demon Lord and I think you will too when you give it a spin.

In Spring 2015 we will see the Kickstarter for the Shadow of the Demon Lord RPG. I particularly recommend his design blog. Amongst other things, you can already learn there how the game handles initiative and who goes first. Check it out!

Permalink

Runequest Deutsche Ausgabe erschienen & Bundle of Holding

Runequest 6 Deutsche Augabe (Image: Design Mechanism)

Runequest 6 Deutsche Augabe (Image: Design Mechanism)

The Design Mechanism. Runequest 6 ist auf Deutsch erschienen – zumindest als PDF. Die deutsche Ausgabe kostet im Design Mechanism Online Store C$25.00.

“Jetzt auch in Deutsch! RuneQuest 6 ist die neueste Ausgabe eines der klassischen Rollenspielsysteme.

 

Das von Kritikern hoch gelobte RuneQuest 6 ist ein vollständiges Regelwerk in einem Band und bietet eine auf wenigen Grundtechniken beruhende Spielmechanik mit innovativen neuen Regeln für Kampf und Magie.

 

RuneQuest lässt sich für die meisten Genres und Spielwelten verwenden; der Schwerpunkt liegt jedoch auf Fantasy.”
Runequest 6 Produktbeschreibung (07. Dec. 2014)

Dem Werbetext gibt es eigentlich nicht viel hinzuzufügen. Runequest ist sicherlich kein rules-lite System, aber ausufernden Regelunsinn im Stile von Das Schwarz Auge, Pathfinder & Co. gibt es hier nicht. Die aktuelle Inkarnation beruht im Übrigen nicht auf Glorantha, der “ursprünglichen Spielwelt”. Es wird zwar ein antikes Setting skizziert, aber das Regelwerk kann gewissermaßen als Universalsystem angesehen werden. Für die englische Ausgabe erschienen zuletzt Mythic Britain und Shores of Korantia, eine Erweiterung zum sehr ordentlichen Age of Treason: The Iron Simulacrum (Legend RPG (Runequest-Klon), Mongoose Publishing).

Das Bundle of Holding macht es möglich: Noch 5 Tage gibt es die PDF-Ausgaben von Runequest 6 (engl.) und dem Book of Quests (Abenteuersammlung) für $6.95. Wer mit seinem Beitrag den Schwellenbetrag von aktuell $15.15 erreicht, bekommt Hessaret’s Treasure (Abenteuer), Monster Island und das Monster Island Companion (Abenteuersetting + Erweiterung) zusätzlich. Bei diesem Einstiegsangebot gibt es nicht viel falsch zu machen. Das Regelwerk alleine kostet normalerweise C$25.00.

Runequest Deutsche Ausgabe wird offiziell nicht gedruckt angeboten, aber im Zeitalter von Print-on-Demand (z. B. epubli) dürfte das kein Problem sein.

Permalink

Banner Saga 2 Announced

Stoic Studio. Banner Saga 2 kommt. Die Ex-Bioware-Leute setzen ihren nordisch angehauchten Fantasy-Knaller fort. Neben King of Dragon Pass eines der coolsten “Computer-Rollenspiele” überhaupt. Story matters! Das Spiel bietet dabei eine eigenwillige Mischung aus Storytelling und taktischen Gefechten.

The Banner Saga 2: Just Announced (Image: Stoic Studio)

The Banner Saga 2: Just Announced (Image: Stoic Studio)

Im Rahmen der Game Awards wurde der erste Teaser-Trailer vorgestellt. Darüber hinaus gibt es zurzeit noch keine weiteren Informationen.

Immersommeralben, Gletscherzwerge und Freunde der Fanta-ohne-sie Banner Saga zeigt anschaulich, wie aus traditionellen Mythenquellen und etwas Kreativität ein (Rollen-)Spiel mit Charme entstehen kann. Soll also keiner sagen, dass in diesem Bereich nichts mehr geht.

Zufall oder Jungs Synchronizität? Vor ein, zwei Tagen hatte ich das Shirt an. Als Unterstützer des initialen Kickstarters freut man sich über den verdienten Erfolg des kleinen Entwicklerteams. Unsereins muss sich nun bis zur Veröffentlichung von Teil 2 ein wenig in Geduld üben.

Wer selbst mehr über die ausgezeichnete Banner Saga und die heroischen Nordfrauen, -männer, riesigen Varl und die antagonistischen Dredge erfahren will, kann mittlerweile auch mobil im Reich der Godstones (iOS/Android) spielen. Gute Reise!

Permalink

Most Anticipated Adventure Games of 2015

Das Jahr 2014 nähert sich unaufhaltsam seinem Ende. 2015 steht nahezu vor der Tür. Ein paar Abenteuer- und Rollenspiele stehen bereits auf der Wunschliste für das kommende Jahr.

Selbstredend ist diese Zusammenstellung unvollständig und vollkommen subjektiv. Ferner handelt es sich nicht um offizielle Ankündigungen der Herausgeber oder Autoren. Also keine Gewähr und so.

In zufälliger Reihenfolge:

Conan: Hyborian Quests (Monolith)
Conan: Hyborian Quest - Mummy (Image: Adrian Smith / Monolith)

Conan: Hyborian Quest – Mummy (Image: Adrian Smith / Monolith)

“Hither came Conan, the Cimmerian, black-haired, sullen-eyed, sword in hand, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth, to tread the jeweled thrones of the Earth under his sandaled feet.”
– Robert E. Howard

Conan: Hyborian Quest - Zelata (Sculpture: Gregory ClavilierImage: Adrian Smith / Monolith)

Conan: Hyborian Quest – Zelata (Sculpture: Gregory ClavilierImage: Adrian Smith / Monolith)

Manche stehen auf piefige Ringfolklore und scheinfeine Riesenzwergstatuen aus flüssigem Hollywoodgold, andere finden Gefallen an Sword & Sorcery. Monolith, der französische Herausgeber, kleckert nicht, die renommierten Künstler Adrian Smith, Brom und Paolo Parente sind vermutlich dem einen oder anderen ein Begriff. Neben Frederic Henry (Timeline, The Adventurers, The Builders, etc.) sollen unter anderem auch Antoine Bauza und Croc am Spieldesign arbeiten. Die Puppenmacher (Sculptors) Yannick Hennebo, Stéphane Simon oder Grégory Clavilier (etc.) sagen mir persönlich nicht viel, aber die gezeigten Bilder sprechen für sich. Nach eigenen Aussagen bezieht sich Conan: Hyborian Quests ausschließlich auf das Material von Robert E. Howard.

Voraussichtlich im Januar soll das szenariobasierte Abenteuer-Brettspiel über Kickstarter finanziert werden.

Conan: Hyborian Quest - Zelata and her giant wolf (Image: Adrian Smith / Monolith)

Conan: Hyborian Quest – Zelata and her giant wolf (Image: Adrian Smith / Monolith)

Das gezeigte Preview-Material weiß zu gefallen. Bei Crom – hoffen wir das Beste. Aktuelle Infos gibt es auf der Facebook-Seite von Monlith.

Unkown Armies 3. Edition (Atlas Games)

Nichts Genaues weiß man nicht. Aber der Autor deutete auf Twitter an, dass er die Texte noch dieses Jahr an Atlas Games, den Verlag, liefern will.

“A roleplaying game of power and consequences”

– Unknown Armies subtitle

Das okkulte Horror-Rollenspiel von John Tynes and Greg Stolze spielt von Anfang an in einer eigenen Liga. Einfaches Prozent-Würfelsystem, brutales Kampfsystem und ein eigenständiger Mythos mit einer bizarren Metaphysik. Die Magie der Adepten wird angetrieben von ihren Obsessionen und beschränkt durch Tabus. Avatare, Inkarnationen von Archetypen des kollektiven Unterbewusstseins, ringen um die Vorherrschaft. Und das ist nur der Anfang. Weird stuff. This is not your mommy’s World of Darkness. Kult! Exclamation mark.

Agents of Oblivion (Reality Blurs)
Agents of Oblivion (Mockup, Image: Reality Blurs)

Agents of Oblivion (Mockup, Image: Reality Blurs)

The storytelling game of horror and espionage. Agents of Oblivion in der Geschmacksrichtung Savage Worlds gibt es bereits seit einer Weile. Der selbsternannte Fast! Furious! Fun!-Zinnober mag für Puppenrollenspieler die längste Praline der Welt sein, andere sehen darin etwas (ganz) anderes.

Mit tremulus zauberte Sean Preston, der Autor dieser Agentenhatz, gleichwohl auch einen richtigen lovecraftschen Leckerbissen auf den Rollenspieltisch. Aus einer Brise Powered by the Apocalypse, einigen Playbooks und einer Geheimrezeptur aus wenigen Fragen und Antworten kann geschwind eine formidable Leibspeise unaussprechlichen Rollenspielschreckens entstehen. Etwas, das die eigene Imagination anspornt – großes Kopfkino! Jetzt überträgt er sein sogenanntes Haiku-System auf die Horrorwelt “der vergessenen Spione”.

Ein Spiel, welches ich mit sehr großer Wahrscheinlichkeit unterstützen werde, sobald es irgendwo auftaucht.

Shadows of the Demon Lord (Schwalb Entertainment)
Shadow of the Demon Lord (Image: Schwalb Entertainment)

Shadow of the Demon Lord (Image: Schwalb Entertainment)

Bis vor Kurzem war dieser Titel noch nicht auf dieser Auswahlliste. Gerade Anhänger von Dungeons & Dragons, Warhammer Fantasy Roleplay, A Song of Ice and Fire Roleplaying oder gar Numenera greifen immer wieder auf die Designarbeiten von Robert Schwalb zurück. Nun wandelt er gewissermaßen mit Schwalb Entertainment und den “Schatten des Dämonenfürsten” auf Solopfaden. Die erste Ankündigung deutete ein weiteres Dark Fantasy-Rollenspiel an. So weit, so unspektakulär.

Immer wieder tauchen ein paar Informationsschnipsel auf und das zuletzt geführte obskure Interview weckte schlussendlich doch mein Interesse. Robert Schwalbs persönliche Ausführungen über Shadows of the Demon Lord  folgen in den nächsten Tagen. Ein zweiter Blick könnte sich lohnen. Anfang nächsten Jahres soll ein Kickstarter die Finanzierung gewährleisten.

Und sonst?

Das Horror-Miniaturenspiel The Others von Guillotine Games, Studio McVey und CoolMiniOrNot wird sicherlich viel Aufmerksamkeit auf sich ziehen. Zombicide ist wohl eine, wenn nicht die Marke, die durch Kickstarter groß geworden ist.

Permalink

Infected RPG: Art Preview & Playtesters Wanted

Immersion Studios. Die Zombiewelle ebbt nicht ab. Die australische Indie-Rollenspielschmiede will sich mit dem Infected RPG ihrerseits dem untoten Genre annehmen und nächstes Jahr ihre Vision der endzeitlichen Unterhaltung über Kickstarter anbieten.

Young blood - Infected RPG (Image: Immersion Studios)

Young blood – Infected RPG (Image: Immersion Studios)

Trotz Walking Dead Fatigue gibt es immer wieder Genrepublikationen an denen ich hängen bleibe. Beispielsweise machen die kooperativen Brettspiele Zombicide oder neuerdings auch Dead of Winter einen sehr passablen Eindruck. Zufälligerweise stolperte ich jetzt über das Infected RPG und wider Erwarten wurde meine Interesse geweckt. Der Herausgeber stellte freundlicherweise folgende Vorabinformation und einige Bilder zur Verfügung.

Infected RPG (Image: Immersion Studios)

Infected RPG (Image: Immersion Studios)

“Infected! is the first upcoming release of Immersion Studios, an Australian-based Indie RPG publisher. Set at the beginning, during, or well after a horrifyingly realistic vision of an epidemic that sweeps across the world. The virus kills most people – but those it doesn’t, it changes. After weeks spent in a coma, they wake utterly different. Transformed by the virus and by a terrible hunger. For the sickness consumes their bodies still, and they must feed it, or they will perish.

Gas Attack - Infected RPG (Image: Immersion Studios)

Gas Attack – Infected RPG (Image: Immersion Studios)

The outbreak didn’t happen overnight. It took months. Possibly years. You don’t know – you’ve stopped counting the days, and most power failed long since. Ravaged by artillery, air strikes, nukes and protracted combat, most cities are all-but destroyed – their populations with them. Now, in these cities and the countryside beyond, the Infected continue to hunt for their prey.

Zealots - Infected RPG (Image: Immersion Studios)

Zealots – Infected RPG (Image: Immersion Studios)

Some communities have clung on, behind protective walls and with brutal rules. Around these places, the Infected wait and watch, searching for weaknesses. Beyond such places, survival is desperate. There are zealots, cannibals, bandits and petty tyrants who are just as dangerous as the Infected – and often far more so. Watch your back, trust no-one, and always be ready to run.

Desolate City - Infected RPG (Image: Immersion Studios)

Desolate City – Infected RPG (Image: Immersion Studios)

Infected! utilises the Immersion RPG rules system, an intuitive system that is classless, levelless and completely universal. The rules can be tweaked to suit your particular style of play. Perfect for gamers who want their RPG world to feel utterly vivid and alive, and to literally immerse themselves in the experience.

 

A Kickstarter is planned for this book in early 2015, and after that there will be more settings to come from Immersion Studios – including an epic fantasy, a sci-fi/fantasy, and a dark, gothic steampunk setting. If you’re interested in getting involved, they are looking for playtesters to help finalise the rules system. The signup page can be found here. The website for Infected! can be found here.”
– Infected! project description (23. Nov. 2014 (mail))

Alpha - Infected RPG (Image: Immersion Studios)

Alpha – Infected RPG (Image: Immersion Studios)

Grafisch kann sich das doch schon mal sehen lassen. Gegenwärtig werden Playtester gesucht. Sollte der Virus übergesprungen sein, bitte beim Hersteller melden. Viel Vergnügen.

Permalink

In Nomine Satanis is coming back

Raise Dead Editions. Croc und sein Team arbeiten an einer neuen Ausgabe von In Nomine Satanis/Magna Veritas – natürlich auf Französisch. Der Herausgeber wies mich vor Kurzem auf eine mögliche deutsche Übersetzung hin, sollte ein neues In Nomine Satanis/Magna Veritas (INS/MV) tatsächlich erscheinen, wovon ich immer mehr ausgehe. Ich nehme jede Sprache, die ich verstehe.

Das 1990 erschienene Engel- und Dämonen-Rollenspiel mit seinem 666-Würfelsystem (3W6) und dem profanen, tiefschwarzen mit Horror versetzten Humor rockte damals in Insider-Kreisen schon vor der deutschen Truant-Ausgabe ziemlich viel weg. Übrigens wurde INS/MV vor Vampire: The Masquerade (1991) und der World of Darkness veröffentlicht.

Auf Seiten der himmlischen Heerscharen stritten Skins gegen Punks, die für den ersten Rebellen und Punk überhaupt stritten. Statt Clans gab es Erzengel und Dämonenfürsten, eine gewürfelte 3 sorgte dafür, dass der Herr selbst eingriff und bei einer 666 … Das Lachen konnte einem beim Spielen genauso wie bei Paranoia im Halse stecken bleiben. Nostalgiebonus +10! Ja, ich will flammende Schwerter und Schwefelgeruch. I’m in, aber so was von. Hoffentlich wird das was.

In Nomine Satanis/Magna Veritas (Image: Stéphane Gantiez / Raise Dead Editions)

In Nomine Satanis/Magna Veritas (Image: Stéphane Gantiez / Raise Dead Editions)

Mehr auf der französischen Seite der Produzenten.

Permalink

Exclusive Numenera Boxed Set Edition Kickstarter

Exclusive Numenera Boxed Set Edition. Eins muss man Monte Cook Games lassen, sie wissen, wie man aus Stoffwechselendprodukten Geld macht. Selbstverständlich exklusiv und so. Respekt.

Disclaimer: Fangirl und Fanboy, bitte nicht weinen. Der nachfolgende Text hat den Charakter einer Glosse (Rant) und beruht auf meinen Kommentaren zur Exclusive Numenera Boxed Set Edition in einer Community. Es handelt sich gewissermaßen um eine Zweitverwertung.

Zweitverwertung? Monte Cook Games kann das auch, aber wesentlich lukrativer!
Numenera - "THE RELIQUARY" by Monte Cook Games: Shut up and take my money, nerd messiah! (Image: obskures.de)

Numenera – “THE RELIQUARY” (is coming) by Monte Cook Games: Shut up and take my money, nerd messiah! (Image: obskures.de)

Weihnachten steht vor der Tür. Die amerikanischen Obernumerianer haben sich was voll Feines einfallen lassen. Sie verkaufen ihren Überhit Numenera einfach noch mal, aber jetzt in einer Box. Großzügigerweise gibt es die leere Box auch für Fans, die diesen Geniestreich bereits besitzen. Total nette Schlaufüchse eben.

Für schlappe $20 (JUST THE BOX. BOX ONLY) + $18 (SHIPPING ist so teuer, dass Herr Cook so nett ist, $10 “zu übernehmen”) = $38 (aktuell: ~ €30) gibt es die Numenera-Box und zwar nur die Box, also “Luft in Pappe”. Das ist doch mal ein Fanservice, oder?

Kleine Alternativ-Rechnung zum Thema Fanservice. Das vollständige aktuelle Paranoia RPG, dessen sich James Wallis (eigentlich auch kein Unbekannter) angenommen hat, kostet derzeit auf Kickstarter £30 (aktuell: ~ €38, inkl. Shipping). Ich denke, über die “kulturelle Bedeutung” dieses Klassikers muss ich nichts mehr sagen, Bürger, oder?

Das $500.000 plus Projekt alleine aus dem ersten Kickstarter des Herrn Cook versendet ausschließlich aus den teuren USA, während das Paranoia RPG voraussichtlich aus den USA und aus UK verschickt wird. Mongoose ist sicherlich ein Riesenverlag verglichen mit Monte Cook Games.

Damit aber noch nicht genug. Unter anderem bieten die amerikanischen Vermarktungsgenies dann noch THE RELIQUARY an. Mit den ganzen anstehenden Stretch Goals wird diese numeneranische Reliquien-“Sammelbox” (Was für eine Ironie!), sicher ein wahres Schnäppchen. Gegenwärtig gibt es für $120 (+ $18 Shipping) besagte Box, eine Cloth Map, 25 Charaktersheets (! bold und so – was für ein Mehrwert? Schwimmt sicher auch in Milch.), ein paar Kärtchen und das bereits verfügbare Regelbuch in 4 wohlfeile Softcover aufgeteilt. Der Nerd-Devotionalien und Ablass- Reliquienhandel ist eröffnet.

Damit frischt der Herr Cook sein Weihnachtsgeld sicher mächtig auf. Den gleichen Sch… – nein, dieses Wort geht nicht über meine Tastatur. Alter Wein wird einfach in neuen Schläuchen noch einmal verkauft, selbstverständlich voll “exclusive”. Der Herr ist so fanfreundlich und nebenbei ein Verkaufsgenie. €30 für Luft in Pappe (mit Numenera drauf). Großes Kino.

Ablasshandel ist so vorgestern, denn der Handel mit alten, mehr oder weniger bereits existenten, neu verpackten Reliquien ist so viel weniger Verpopoisierung. Stimmt. Dackelblick im Promo-Video gibt es kostenlos dazu.

Ok, Menschen haben ganz offensichtlich ein anderes Service-Verständnis. Und wenn ganz Nerd-Deutschland durchdreht, Schnappatmung bekommt, und der wild gewordene Mob das nächste *Gate (oder eine Hexenverbrennung) herbeischreit, $38 (aktuell: ~ €30) für “Luft in Numenera-Pappe” sind einfach ein ganz, ganz großartiger Marketing-Move.

Das Meisterwerk Numenera soll ja bald auf Deutsch kommen, dann wird sicher alles gut.

Not everybody has noticed yet, but there is an alternative viewpoint. Happy consumption and no outcry necessary. Thank you, citizen.

via: G+

Permalink

Night’s Black Agents – The Dracula Dossier: An Interview with Kenneth Hite and Gareth Ryder-Hanrahan

Night's Black Agents - The Dracula Dossier (Image: Pelgrane Press)

Night’s Black Agents – The Dracula Dossier (Image: Pelgrane Press)

The Dracula Dossier. In my previous article I shared an exclusive preview of the Carfax section.

Now it is time for an interview with Kenneth Hite and Gareth Ryder-Hanrahan.

As mentioned before I am a fan of the Night’s Black Agents RPG. The Dracula Dossier Kickstarter was for me the most anticipated roleplaying project of 2014! I can only bow down before the idea and the creative approach.

Kurt Wiegel (Game Geeks) said something about Night’s Black Agents I can only agree: “This is an extremely well-crafted, beautifully put together book… Honestly, anything that Ken Hite can shake out of his keyboard I’m interested in reading.”  Personally, I would like to add Gareth Ryder-Hanrahan. If you don’t know Tales from Wilderland for The One Ring RPG go check it out. Good stuff. In terms of getting the right tone or atmosphere I liked it much more than Peter Jackson’s cinematic disfigurements of the Tolkien material. Your mileage may vary.

“Take care, he said, take care how you cut yourself. It is more dangerous that you think in this country.”
– Dracula (Bram Stoker)

Back on topic – here is the Q&A with Kenneth Hite (Ken) and Gareth Ryder-Hanrahan (Gar) about The Dracula Dossier.

We already know that the Dracula Dossier is about an uncensored version of Bram Stoker’s Dracula. The Night’s Black Agents will fight Dracula himself and his minions. As far as I can see the new campaign is influenced by the Armitage Files – an improvised Trail of Cthulhu campaign by Robin D. Laws. Why did you also pick up this approach and what does “improvised campaign” mean? What are the advantages?
Ken:
It’s very much influenced by The Armitage Files, primarily because Robin’s campaign proved to be very successful and fruitful from a design perspective. He was able to put much more into that book than can be provided in a standard, more linear campaign, which opened up the sort of fractal chaos the Mythos represents pretty nicely. With The Dracula Dossier, there’s a similarly metatextual goal: the espionage world even more than the espionage genre is about oceans of clues that can be connected in any fashion — the famous “wilderness of mirrors” in Angleton’s phrase. Robin’s basic structure looked like a very promising way to convey that feeling.

An “improvised campaign” simply means one in which the designer hasn’t set forth the rooms in the dungeon or anticipated one (or even two or four) narrative threads or solutions to the problem. It’s still a campaign — all Dracula Dossier campaigns will follow roughly the same arc of discovery, pursuit, and final conflict with Dracula — but the routes the players can take through the labyrinth or across the ocean of clues are all theirs to invent, decide upon, and follow. The advantages: the campaign feels more organic, can respond more fluidly to player interest or disinterest, and can be more easily crafted by the Director to suit her individual group’s strengths.

Gar: The big advantages are scope and flexibility – wherever the players go, whatever they do, they’ll be on the trail of the vampire. The downside is that it can be more work for the Director, which is why we’ve crammed the Handbook full of building blocks – prewritten NPCs, organizations, objects, locations – that can quickly be plugged together into another part of the conspiracy.

Dracula Unredacted (Image: Pelgrane Press)

Dracula Unredacted (Image: Pelgrane Press)

Probably all roleplayers love great handouts, but a complete book as a game aid on the table seems challenging to me. Please tell us more about Dracula Unredacted and the also mentioned Hawkins papers. How important are these handouts to play the campaign? Do you just give the book to your players or do you think the material is more approachable bit by bit. How do you handle this in your playtests?
Ken:
At the core of Dracula Unredacted is Stoker’s original novel, expanded by us to incorporate more espionage-related material and more opportunities for leads to Dracula. The annotations provide even clearer leads and hooks for further exploration. So it might be a complete book, but it’s a book that someone at the table is almost certain to have read virtually all of. Even if a player hasn’t read the novel, they’ve almost certainly seen the films or absorbed the lore merely by cultural osmosis, so they already know key points to hit for further investigation. The Hawkins Papers are entirely supplemental, replicas of documents and images used in the original 1894 operation. They will reinforce some of the leads in Dracula Unredacted, and generally add to the lived and felt experience of play, but they aren’t going to be crucial for play in any sense.

Every game group is going to be different. Some groups, like my home group, know Dracula well enough to dive in swinging; others will want to dance around the edges, fixate on two or ten leads that look promising, and fill in the details later. The Dracula Dossier will, I think, be more rewarding the more you know about Dracula, but there’s lots and lots of opportunities and resources for great gaming even if you use the Director’s Handbook without using Dracula at all.

Gar: Dracula Unredacted is Stoker’s original manuscript, the after-action report of an 1894 attempt by British Intelligence to recruit a vampire. We’re putting back in the sections that he was forced to take out so he could publish it as a novel, as disinformation. The original manuscript was annotated by three different MI6 analysts – one in 1940, one in 1977, and one in 2011 – in response to three further attempts to use Dracula (as a weapon against a Nazi takeover of Romania, in a mole hunt for a mind-controlled spy, and as a deniable asset against Al-Qaeda in 2011).

The players get Dracula Unredacted as a handout at the start of the campaign. Yes, it’s a 300-page handout, but it’s a 300-page handout they’ve already read. Every game group is going to have someone who’s read Dracula, or at least seen the movies. They don’t need to read the whole thing to get started – they can just go “hey, what does it say about Van Helsing” or “let’s go to Seward’s Asylum and see what’s there now”.

You can start off with the players getting fragments of information doled out by an NPC who has the Dracula Dossier – that’s what I did in the early stages of my playtest game, when I didn’t have a version of Unredacted I could use – but the intention is that the players get the book from the start, and use it as a map to explore the shadowy world of spies and vampires.

The Hawkins Papers are more documents and files related to Operation Edom, the British “hey let’s recruit a vampire” guys. The Hawkins Papers aren’t necessary to run the campaign – they’re just background information and cool handouts.

Night's Black Agents stuff & Tim Powers Declare (German Edition, Image: obskures.de)

Night’s Black Agents stuff & Tim Powers Declare (German Edition, Image: obskures.de)

In my opinion one strong point of Night’s Black Agents (as we played it) is the “fictionalized reality” approach of the game. The intro adventure (S)entries in the rulebook is set in former Yugoslavia after their civil war. On the other hand at least some Germans do not want to play games that contain any kind of “fantasy” Fascists or Nazis (antagonists) – like in Delta Green, Achtung! Cthulhu or World War Cthulhu. I don’t want to spoil the Dracula Dossier, but there is an option for a Nazi vampire conspiracy. Probably such elements are a selling point for gamers from other countries. What does “fictionalized reality” mean to you(r games) and what fascinates you (as a foreigner) about Nazis in games?
Ken:
Not that it’s got a lot to do with the Dracula Dossier, but the Nazis fascinate me as a historian, because they started a hugely important global war that my country (among others) wound up pretty heavily involved in. They fascinate me as a student of the weird and the occult because they slathered themselves in it from Himmler on down, and because their occult myth keeps growing branches even after their destruction. They fascinate me as a horrorist for obvious reasons. They fascinate me as a game designer because I like to set games on Earth, and Earth has a relative paucity of bad guys that 99% of everyone agrees need to be stopped — they made themselves into the orcs of the 20th century, and I write in the broad genre of orc-killing games. They’re still turning up as bad guys in spy thrillers right now, in stories set 70 years after they got curbstomped — it’s not just me, it’s the whole adventure-fiction universe that wants to keep killing them.

But that said, the German vampire program we offer as one optional factor in the Dracula Dossier can easily predate the Nazis — as it happens, our kind of “default assumption” is that the Kaiser’s Abwehrabteilung set the vampire program up using Van Helsing’s data, and it flowered during the Weimar era alongside the making of Nosferatu. So it’s not just about Nazis. Second of all, the campaign is pretty inescapably about Romania, and Romania was a very important element of the Axis strategy in World War II — and the Nazis played a fairly prominent role in Romania in 1940/1941 during the Iron Guard’s attempted coup, which we use as one of the core events in the Operation Edom backstory. So we didn’t drag the Nazis into the book — they sort of invaded it.

But of course, if you don’t want them in your campaign, you can easily leave them back there in 1941 Bucharest and never meet a single one of them in 2014/2015 — another advantage of an improvised campaign over a pre-planned one. Or, as we note, you can have the Soviets or the Americans hijack the German vampire program in 1945, and the heroes wind up going after an Orlok who’s working for the Russian GRU or the CIA or the modern BND — or Dracula! — or operating on his own.

More broadly, fictionalized reality is, as Lovecraft among others have noted, the best possible way to sell a horror story — nestle your fictional, supernatural, or weird element as deeply in fact as you can. It’s also a core element of espionage fiction and ideally of thrillers in general. Part of the reason they all obsess over the sort of travelogue details of their settings or the mechanics of their guns is to misdirect the reader’s (or viewer’s) attention toward the real so they can sneak in the conspiracy or the romance or the fictional element generally.

Gar: In this case, the Dossier follows the history of British intelligence through the 20th century, so it’d be impossible not to include World War II in that. Fictionalized reality means we weave our fictional elements – vampires, Edom, the supernatural – in and out of real events and places, and then put a cinematic thriller gloss over everything. It’s fun to look for the secret history behind real events. (There’s a fascinating essay in the back of Tim Powers’ occult novel Declare, where he describes his writing technique as looking for perturbations, in the same way astronomers detect the location of planets by looking for the effects of their gravity on more visible bodies. We looked for Dracula’s perturbations in real history.)

That said, one of the useful things about an improvised campaign is that no one group is completely indispensable, other than Dracula himself. If you want, you can assume the Nazi element ended in ’45, or never get caught up in the Ukranian war, or drop our focus on Al-Qaeda and send Dracula after other foes of the British establishment.

Night's Black Agents - The Dracula Dossiers (Image: Pelgrane Press)

Night’s Black Agents – The Dracula Dossiers (Image: Pelgrane Press)

The vampire myth is nowadays full of clichés. Everybody “knows” that the sun, garlic, holy symbols, etc. are the typical weaknesses of the bloodsuckers. If I recall correctly, there is a delivery scene at a graveyard in one adventure. This was too much for our group. We didn’t go there – we send a messenger. As expected we heard from him in the newspapers – victim of a violent crime. The game master completely changed this scene for another group. Do you think it is helpful, that the agents intentionally do “silly” things to embrace the idea of horror stories? What is your preferred play style?
Ken:
I should perhaps point out that in Dracula, the sun isn’t one of the vampire’s weaknesses at all. Dracula walks around in the sunlight all the time, although he can’t shapeshift by day. So the clichés, as you call them, aren’t as solid as that — and we ring a few more possible changes on them in The Dracula Dossier to mesh with the general uncertain-data theme, even though the core of Van Helsing’s lecture remains … let’s call it mostly reliable.

I think you’re talking about Gareth’s excellent Treason in the Blood adventure in The Zalozhniy Quartett, or possibly my (S)entries adventure in the core book. Both have cemetery meets. In the real world, spies have meetings in likely death traps all the time — including in cemeteries. Your group isn’t silly to have a meet in a graveyard, it’s realistic — it’s turtling up and sending messengers that’s silly. (Especially in a world where your messenger might be turned with a hypnotic stare or a bite on the neck.) And as it sounds like they found out, it’s also a lousy way to get any useful intel. Night’s Black Agents assumes that players will be proactive, that they’ll move into danger to get information. That’s the core tension of the thriller, as I say in that book — and Night’s Black Agents characters are tough and skilled so they can survive the danger. That’s how I wrote the game, and that’s how I run it. Other GMs run things differently, of course, just like in all RPGs. But bottom line, it’s a horror-action game — if your players pusillanimously avoid both the horror and the action, maybe they should play Night’s Black Agents tuned as a straight-up spy game in lo-fi Le Carré-style Dust mode, which is pretty easy to do, too.

Gar: Assumptions get you killed. Night’s Black Agents has all sorts of alternate takes on the vampire myth, some of which have very different powers and weaknesses. We offer two distinct takes on Dracula in the Dossier, and the players won’t know which one they’re facing at the start.

As for the players ‘turtling’ and playing cautiously – there’s taking precautions, and there’s running away from the fun. No-one expects a super-competent spy to go into the haunted basement without a torch or do anything silly like that. If you suspect an ambush in a graveyard, then sending a messenger is fine – but surely you trail the messenger there, and keep them under surveillance, ideally through a sniper scope. Your player characters are the only ones with the skills and contacts to tackle the conspiracy – if you don’t brave the dangers, if you don’t take risks, the bad guys will win.

Night's Black Agents - Double Tap (Image: Pelgrane Press)

Night’s Black Agents – Double Tap (Image: Pelgrane Press)

After the Kickstarter and the Dracula Dossier, what kind of further development can we expect for Night’s Black Agents?
Ken:
I’m not entirely sure I can see past the Dracula Dossier yet — we still have stretch goals to write and reward tiers to fulfill for a while. I think the next big thing for Night’s Black Agents might be a more straightforward campaign with a straightforward full Conspyramid to climb — John Adamus and I co-wrote a pretty great medical conspiracy vampire thriller campaign that we ran tournament-style at Dexcon in 2012. Or possibly a sourcebook covering Asia in the same way the Night’s Black Agents corebook covers Europe — the regional powers, their intelligence agencies, major organized crime groups, prominent terrorists and such, loadouts and special forces in the region, some vampire builds specific to Asia like the vetala and the jiangshi and the gaki, and one or two Asian cities — likely Seoul and maybe Bangkok or Shanghai — with the detailed treatment I gave Marseille in the corebook and Mumbai in Ken Writes About Stuff last year.

Gar: This is going to be a big book – the Director’s Handbook is already nearly 300 pages in manuscript, and we’ve got a pile of added encounters and adventures to write. It’s hard to look beyond it, and we don’t have anything immediately in the pipeline. I wouldn’t mind playing with the alien vampire stuff in the future, maybe do a sort of X-Files-meets-X-Com-meets-Invasion-of-the-Body-Snatchers alien hunting game.

Finally, at least one fun question after some heavy stuff: Three things every Night’s Black Agent should have for the fight against Dracula?
Ken:
The same things Van Helsing had — a cross, a stake, and badass friends you can count on. Or failing that, a combat shotgun loaded with sharpened teakwood baton rounds. That would be pretty great, too.

Gar: A plan, lots of preparation, and – based on how my players tend to tackle vampire problems – as much high explosive as they can lay their hands on.

Thank you for your time, anything else you want to add?
Ken:
Just thanks to you for hosting us, and huge thanks to everyone who’s backed The Dracula Dossier — or is going to back it right after reading this!

Gar: Thanks for the questions, and I’d encourage everyone to check out the Kickstarter. You can get a look at the in-progress documents with even a small pledge, so you can take a peek at what we’ve written so far and decide if it’s something you’d enjoy playing.

Night’s Black Agents – A Dracula Dossier Preview: Carfax (4 pages, PDF - Source: Pelgrane Press)

Night’s Black Agents – A Dracula Dossier Preview: Carfax (4 pages, PDF – Source: Pelgrane Press)

Do you want to know, why I like Night’s Black Agents and other stuff by Kenneth Hite? His works are thought-provoking.

For more about the Dracula Dossier, read my previous post about the Carfax (4 pages, PDF) section.

Still here? Get some “sharpened teakwood baton rounds” and “kill Dracula for good”. Only a few weeks until Christmas -The Dracula Dossier Kickstarter is live until Dec. 4 2014.

Pelgrane Press team and Wade Rockett, thank you for making this interview possible. It is dedicated to my friends @derO23, Chris N., @Cthuloid and the members of “Wiesbaden crew”. We do not play enough. Next time we go to the graveyard. The bad guys will win – one way or another.

PS: Finally, some shameless self-advertisment: A Q&A with Robert Schwalb about his upcoming Shadow of the Demon Lord RPG is coming soon!

Permalink

Night’s Black Agents – A Dracula Dossier Preview: Carfax

Night's Black Agents: (S)entries Handouts (by @derO23, Image: obskures.de)

Night’s Black Agents: (S)entries Handouts (by @derO23, Image: obskures.de)

The Dracula Dossier. Before we get to the exclusive preview some kind of disclaimer: I am a fan of Night’s Black Agents RPG and an early backer of the current Kickstarter by Pelgrane Press. We played Ken Hite’s Gumshoe interpretation of spies hunting down vampires at a convention and we loved the tone of the game. (“Normal”) Men vs. supernatural monsters, nothing is as it seems – are vampires real, they might be something you didn’t think of. Great storytelling possibilities.

Therefore, I did not have to think twice to support The Dracula Dossier Kickstarter.

What is The Dracula Dossier about?
Night's Black Agents - The Dracula Dossier (Image: Pelgrane Press)

Night’s Black Agents – The Dracula Dossier (Image: Pelgrane Press)

“Two Books. One Mission. Dracula is not a novel. It’s the censored version of Bram Stoker’s after-action report of the failed British Intelligence attempt to recruit a vampire in 1894.

 

Kenneth Hite has restored the deleted sections, inserting annotations and clues left by three generations of MI6 analysts. This is Dracula Unredacted.

Follow those clues to The Director’s Handbook, containing hundreds of encounters: shady NPCs, dangerous locations, conspiratorial nodes, and mysterious objects.

 

)Together they comprise The Dracula Dossier — an epic improvised, collaborative campaign for Night’s Black Agents, our award-winning vampire spy thriller RPG.

 

The mission: Hunt and kill Dracula now, once and for all, before Britain falls to him forever.”

The Dracula Dossier Kickstarter description (18. Nov. 2014)

The preview is about Carfax (4 pages, PDF) – a “secret facility” of Operation Edom.

Night’s Black Agents – A Dracula Dossier Preview: Carfax (4 pages, PDF - Source: Pelgrane Press)

Night’s Black Agents – A Dracula Dossier Preview: Carfax (4 pages, PDF – Source: Pelgrane Press)

This project was founded by the British Naval Intelligence Department. They wanted to recruit a very a special agent: a vampire. Unfortunately, Dracula is not an easily controllable asset. Kill Dracula for good. You might need the The Dracula Dossier for further information. The books are still being kickstarted. Good night, and good luck!

Wade Rockett and the Pelgrane Press team, thank you for the preview.

Permalink

Star Wars Roleplaying Game Revised, Expanded, and Updated: For Free!

Star Wars Roleplaying Game Revised, Expanded, and Updated REUP stellt eine mehr als gute Alternative zum verzichtbaren Star Wars: Edge of the Empire Beginner Game (& Co.) dar (Image: obskures.de)

Star Wars Roleplaying Game Revised, Expanded, and Updated REUP stellt eine mehr als gute Alternative zum verzichtbaren Star Wars: Edge of the Empire Beginner Game (& Co.) dar (Image: obskures.de)

Wave Your Geek Flag. Während Fantasy Flight Games die Star Wars-Lizenz bis auf den allerletzten Tropfen auspresst und die Rollenspielwelt mit einem kretinoiden Beginner Game nach dem anderen “beglückt”, raufen sich einige Fans auf und wenden sich dem “einzig richtigen” Rollenspiel in einer weit, weit entfernten Galaxis an.

Ihre natürlich inoffizielle, überarbeitete und kostenlose Ausgabe des West End Games-Klassikers mit 506 vollfarbigen Seiten steht seit Kurzem zum kostenlosen Download zur Verfügung. Die Macher bitten um Feedback, um Fehler auszumerzen.

Niemand braucht drei beschränkte Regelwerke (+ Beginner Games), um das wesentliche Spektrum des Luca$ver$e abzudecken.

“Aber mit der aktuellen Ausgabe kann ich endlich nur Schmuggler im blabla spielen. Jedi sind so doof!” Aufgewacht junger Padawan, lass Dich nicht für dumm verkaufen, denke selbst und ignoriere einfach die Regeln, die Du nicht magst. So machen es auch die Großen (Alten) seit jeher.

Es ist kein Geheimnis, dass Star Wars mittlerweile mehr als durch ist, aber es war einmal vor langer Zeit in einer nicht so weit, weit entfernten Galaxie, da war das Thema noch nicht so ausgelutscht wie heute. Wer es nicht glaubt, werfe bitte einen Blick auf Star Wars Rebels?  Wie viele Hinterwelt-Möchtegern-Jedi-Stories muss die Welt noch erdulden?

Wer einen Eindruck gewinnen möchte, wie die Ära vor der außer Kontrolle geratenen Dauerberieselung war, wirft einen kostenlosen Blick in das Star Wars Roleplaying Game Revised, Expanded, and Updated solange die Möglichkeit besteht. Verblüffenderweise unterstützt dieser Ansatz die eigene Schöpfungskraft mit Anregungen zum Selbermachen und fordert nicht nur das Portemonnaie heraus.

Via: G+

Seite 1 von 9712345678910...Letzte »