Archiv des Autors: belchion

#AtoZ: G is for Ghawazi

This post belongs to the #AtoZchallenge 2024, where I attempt to turn a word a day into something that can be used in Role Playing Games.

The Ghawazi is a female dancer that dances traditional rural Egyptian dances in public, these dances later evolved into modern belly-dancing. They were often not danced alone, but accompanied by narration and music. Strangely enough, the word originally meant conqueror, because the dancers conquered the audiences hearts. Originally, they were not considered erotic dancers, but that changed during the 19th century.

Funny enough, belly-dancing seems to be an enormously healthly kind of sport, which improves dexterity and strength, while also relaxing the spine.

How to integrate it into your typical fantasy RPG?

  • They could be a take on the amazon society: a feared female warrior society, known for conquering wherever they please, but who in civilian life favour belly-dancing.
  • Or, of course, the warrior looks for a trainer who has him learn belly-dancing.
  • The Ghawazi could be a school of magicians specialized in charm spells.

#AtoZ: F is for Fugue

This post belongs to the #AtoZchallenge 2024, where I attempt to turn a word a day into something that can be used in Role Playing Games.

A Fugue is first and foremost a technique to compose music, where a theme is repeated in a slightly different form (akin to the Latin root of the word, which means both „to flee“ and „to chase“). One can imagine a fugue as the theme first fleeing, and then being chased by the second voice, or as a leader stressing a topic which is then echoed by his companions. There is also a psychic illness called Dissociative fugue, which consists of forgetting the own identity combined with unexpected wandering.

How to integrate it into your typical fantasy RPG?

It could be a curse that sets your adventurer back to level 1 with random proficiencies, when the curse is removed the new proficiencies (or at least XP) are added to the main class.

It could be a magic spell that allows two (or more) characters to work in tandem. As long as all of them work together and exactly copy the actions taken by the first acting character, they gain a bonus, but if their harmony is broken, they incur a penalty for the rest of the scene.

It could be magical instrument: When played, it causes fear among the enemies, but also forces at least a token amount of allies to chase them.

#AtoZ: E is for Egress

This post belongs to the #AtoZchallenge 2024, where I attempt to turn a word a day into something that can be used in Role Playing Games.

An egress is basically the right or ability to leave a place to somewhere else, so basically a fanciful way to say exit. It is mainly used in scientific terms when exit already has another mean, like for signal leakage (electromagnetic fields leaving their containment), as part of an astronomic transit (when a planet moves in front of another), and in network traffic control. It is also a grammatical case describing the act of leaving one place to reach another in certain Uralic languages.

How to integrate it into your typical fantasy RPG?

  • Chalk or coal of egress as a magic item. If you draw a door with this item, you can return to the entrance of the place you are in.
  • The chalk or coal of egress could also be (partially) cursed, only returning you to the entrance in 1 of 6 cases, while otherwise leaking you to a random spot of the structure you are in.
  • An egress filter on the other hand could be a cursed item that prevents you from leaving a place. A Remove Curse will inactivate the filter to allow you to leave once, but the Curse reactivates the next time the filter is returned to the prison. The curse can be transfered if it is freely taken by another person (that means: the person is not under influence of mind influencing drugs or magic). This filter can have any shape or consistency, but should be somewhat valuable.

#AtoZ: D is for Diwan

This post belongs to the #AtoZchallenge 2024, where I attempt to turn a word a day into something that can be used in Role Playing Games.

A Diwan can be a whole lot of things. It started its life as a clay tablet in ancient Sumer, which then became a state’s register, then a public administration, than the room (reception hall or council chamber) where officials met, then finally into a kind of sofa often placed into those rooms, and finally into works of arts (usually poetry) created on that sofa.

How to integrate it into your typical fantasy RPG?

  • The divan could be a very specific way to cast Speak with Dead, Commune or similar spells, drawing on the wisdom of courtiers or poets (depending on the site’s background). Maybe freshly appointed local notables have to pilger there before starting in their new office.
  • It could also be an usurpator who wants the ancestors to authorize his rule, or a desperate ruler attempting this as a last resort to keep his crumbling realm intact.
  • On a totally different axis, the diwan might be an ancient stone tablet that has been so utterly infused by the idea of law that it acts as a ward against creatures of chaos (like the spell Protection from Chaos).
  • A silver-tongued ruler might use the diwan to enthrall his subjects: As long as one sits on the diwan and does not wear the ruler’s sigil ring, one is affected by Charm Person or Mammal toward the wearer of the sigil ring.

#AtoZ: C is for Cordel

This post belongs to the #AtoZchallenge 2024, where I attempt to turn a word a day into something that can be used in Role Playing Games.

A Cordel is just a piece of architecture: A kind of bracket that holds another part of the building that stands out and over the floor beneath. Rich builders often had them beautifully adorned, giving them shape of saints, dieties or imposing animals. (The corbel page on Wikipedia has some good examples.)

How to integrate it into your typical fantasy RPG?

  • Small gargoyles or golems could hide between the structural corbels, preventing adventurers from simply smashing them willy-nilly less the ceiling takes offense and crushes them.
  • They could demand a bribe to let the party through without making a ruckus, which would trigger a random encounter roll.
  • Instead of an enemy, a treasure could be hidden among the corbels – a figurine of wonder perhaps.
  • Corbels could be part of a riddle, where they cause a magical effect depending on what they represent. If triggered in the right order, they could open some treasure.

#AtoZ: B is for Baptistery

This post belongs to the #AtoZchallenge 2024, where I attempt to turn a word a day into something that can be used in Role Playing Games.

Back in the day, only proper Christian might enter the sanctified part of a church, that means, the church proper. One also needed a place to turn the run-of-the-mill pagan into a proper Christian, and that place was the Baptistery: Either an antechamber of a proper church, or, more often, an usually octagonal chapel used for instructions in catechism that ended with the baptism. They were closely supervised and sealed if not in use, as they were not sanctified.

If possible, baptisteries were built at the site of sacred natural springs, as those a) provided sufficient water for the whole immersion of the applicant and b) prevented those pesky pagans from sacrificing to their water idols.

They mostly fell out of use when Christianity became established as main religion during the Middle Ages, which makes them common archaeological discoveries in former Christian countries (like Syria).

How to integrate it into your typical fantasy RPG?

  • It could be an antechamber for the temple of a diety connected to water, and to get into the temple proper, one actually has to dive through the pool. As protective measure it might require a small ritual that all faithful would know by heart, but that infidels would usually not think of (like reciting a typical prayer or a small sacrifice).
  • Instead of a temple, it could also be an entrance a dungeon that was once sealed away by a water diety.
  • They could be used as a magic pool, as described for example in the Dungeon Alphabet or the Dungeon, that only activates if the user enters them naked, or three times, or both.
  • They could be a way to remove curses by anyone who knows the proper ritual, located at dangerous and difficult to reach places.

#AtoZ: A is for Attar

This post belongs to the #AtoZchallenge 2024, where I attempt to turn a word a day into something that can be used in Role Playing Games.

Attar is a perfume created with traditional Middle Eastern and Indian processes, an hydro-destillation with ‘Degs & Bhapka’. Basically, water is heated in the Deg, the water vapor then extracts the aromatic oil, and condenses in the Bhapka, where water and oil are separated.

As most traditional techniques, it was also used for rituals and medical purposes.

How to integrate it into your typical fantasy RPG?

  • Medically, there were said to be warm and cold Attars. Warm Attars like saffrons were used in winter to keep the wearer warm, cold Attars like jasmine were used in summer to cool you down. Those could be used as a strongly smelling oil of Protection against Fire or Ice, which will decrease the wearers chance to smell its environment while basically ensuring he will be smelled by anyone around.
  • Attars are light (because they need to be diluted with water before use), easily stored and expensive – and thus ideal goods for adventurers to carry around and bribe important people with.
  • Major magic ritual often require incences, and it might well be necessary to consult an Attar craftsman to find the correct scent for your ritual (or perhaps an almost indistinguishable one to thwart a rival’s ritual).
  • Certain scents could require monster parts to distill, like Musk or Ambergris. Especially various plant based monsters would fit very well for this purpose. Since Attar are expensive, Attar craftsmen could pay good money for those parts and allow low- to mid-level adventurers a source of income without having any mages involved.
  • A necromancer (or fire/ice conjurer) could combine the warmth (coolness) of Attar to hide his summonings. Have skeletons that smell like saffron to hide their smell and their chillness at the same time! Same with fire conjurers who hide the sulphur smell. Ice conjurers would, of course, use jasmine covered snow-folk instead.

Magische Gegenstände in den Verbotenen Landen und Dem Zorn des Raben

Insgesamt haben mir die Verbotenen Lande ja nicht gefallen, aber ich finde, ein Thema haben sie mustergültig gehandhabt: Magische Gegenstände.

Magische Gegenstände sind nicht einfach bessere Versionen normaler Gegenstände, sondern erfordern eine Wahl: Ist der Preis die Nutzung des Gegenstands wert?

So gibt es z.B. einen magischen Ring, der es erlaubt, meine eigenen Trefferpunkte zu erhöhen, indem ich sie mit einem NSC teile. Es heißt aber auch: Aller Schaden, den ich erleide, erleidet auch der NSC, und aller Schaden, den der NSC erleidet, erleide auch ich.

Es gibt einen Dolch, mit dem ich einer anderen (gleich großen oder größeren) Kreatur ihre Flugfertigkeit nehmen kann, um selber zu fliegen.

Ich will jetzt nicht alle magischen Gegenstände hier wiederkäuen, aber falls ihr gerne magische Gegenstände in eurem Spiel hättet, die einen Preis kosten, kann ich die Verbotenen Lande (trotz all ihrer Schwächen im Setting!) zur Inspiration nur empfehlen!

Rezension: Die Verbotenen Land und Der Zorn des Raben

Ich habe mir die Verbotenen Lande und die dazugehörige Kampagne Der Zorn des Raben angesehen, weil es sich mir als mittelschweres Regelwerk mit gut ausgebautem Sandkasten empfohlen wurde. Auch der Klappentext beschreibt es als ein Spiel, in dem es ums Überleben in einer offenen Welt geht.

Nachdem ich das Regelwerk und die Kampagne gelesen (aber noch nicht gespielt) habe, bin ich eher enttäuscht.

Der „gut ausgebaute“ Sandkasten besteht aus einer Karte mit Hexfeldern und Symbolen für Standorte von verschiedenen Abenteuerschauplätzen. Ein Großteil des Inhalts stammt aber aus der eher plotzentrierten Kampagne Der Zorn des Raben, mit wenigen Ergänzungen aus dem Grundregelwerk. Es gibt auch einige Mechanismen, um die Welt lebendiger erscheinen zu lassen, aber auch die wirken eher zur Unterstützung eines plotzentrierten Spiels ausgelegt als für einen Sandkasten. Die entsprechenden Informationen muss man sich zudem mühsam aus den verschiedenen Büchern zusammensuchen.

Die Welt krankt zudem daran, dass die verschiedenen Gruppierungen zwar existieren, aber nicht wirklich mit den Einwohnern verbunden sind. Zudem gibt es zu eindeutig gute (Rabenschwestern) und böse (Rostbrüder) Gruppen, ohne dass die bösen Gruppen der Allgemeinheit irgendwas bieten, um sie anzuziehen. Dies dürfte auch daran liegen, dass Welt zu sehr auf einzelne NSC zugeschnitten ist und Ereignisse sich eher an Flair als an Interaktion zwischen Gruppen orientieren.

Ich halte sie daher für keinen sonderlich guten Sandkasten, aber für eine teiloffene Kampagne mit Bewegungsfreiheit – sie ähnelt in dieser Hinsicht den Plot-Point-Kampagnen von Savage Worlds. Wer die mochte, wird mit dem Zorn des Raben sicher auch zufrieden sein. Die im Klappentext versprochene offene Welt, der die Spieler ihren Stempel aufdrücken, bekommt man aber eindeutig nicht. Die Kampagne erinnert mich eher an ein Computerspiel mit verschiedenen möglichen (und dem geheimen wahren) Ende, da man theoretisch ein optimales Ergebnis erzielen kann.

Wo der Überlebens-Aspekt der Welt liegen soll, hat sich mir nach dem Lesen nicht ganz erschlossen. Ich konnte keine großen Unterschiede zu anderen Fantasywelten feststellen, außer dem Hinweis an die SL, doch bitte den Spielern eroberte Schätze und Artefakte schnell wieder wegzunehmen (aber auch das ist jetzt nichts großartig neues). Es gibt zwar Regeln für Hunger und Erschöpfung, aber bei z.B. Torchbearer ist dieser Aspekt deutlich stärker und zentraler. Vielleicht könnte man die Kosten für nahezu alle Sonderfertigkeiten als Überlebens-Aspekt sehen, aber dafür ist diese Mechanik auch in anderen Regeln zu gebräuchlich.

Die Regeln an sich sind sicherlich funktional, aber auch sehr kleinteilig. Ich fürchte zudem, dass sie sehr zum Optimieren einladen und die verschiedenen angebotenen Optionen nicht annähernd gleichwertig sind. Zudem scheinen die Autoren kein sonderlich großes Vertrauen in ihre Regeln zu haben, denn sie schlagen sehr oft vor, doch ein dramatisch passendes Ergebnis zu wählen.

Eindeutig nicht mein Spiel, aber auch kein unergründliches Gewirr. Es gibt sicherlich Liebhaber für die Verbotenen Lande.

Generator für magische Waffen für AD&D und kompatible Spiele

Die Liste für die magischen Waffen bei AD&D und Ablegern wie OSRIC, ALRIK & Co. Dort gibt es zwar umfangreiche Listen mit zufälligen Schätzen, aber die guten magischen Waffen sind fast immer Langschwerter. Zudem kann man nur aus einer Liste von bereits fertigen magischen Gegenständen auswählen, die passen aber nicht unbedingt.

Mein Generator sollte ein Baukasten werden, mit dem man rein zufällig magische Waffen erschafft. Gleichzeitig sollte er auch ermöglichen, bestimmte Effekte zu setzen, um ein bestimmtes Flair für die Waffe zu erzeugen. Außerdem sollen die Waffen keine vollkommen zusammenhanglosen Boni geben und insgesamt den magischen Waffen aus AD&D entsprechen.

Dazu habe ich die Besonderheiten in drei Tabellen aufgesplittet: Es gibt eine Tabelle, um die Art der Waffe zu bestimmen, eine Tabelle, um die Höhe des Bonus zu ermitteln, sowie eine Tabelle für Sondereffekte und Flüche.

Die Effekte beziehen sich auf die deutschen Übersetzungen aus ALRIK, sollten aber auch in kompatiblen Spielen einfach auszumachen sein.