Detektiv-Rollenspiele

Ermittlungen in Rollenspielen sind beliebt, funktionieren aber nicht immer wie geplant. Einen Ansatz, wie man sie umsetzen kann, gibt der Artikel A Small Rant about Investigation in RPGs.

Der Autor stellt für seinen Spielstand ein Haupthindernis fest: Spielleiter vergessen oft, einen Fehlschlag zu definieren und gibt Hinweise, wie man das tun kann. Außerdem gibt er einige Hinweise, wie man Ermittlungen im Rollenspiel mechanisch umsetzen kann, wenn man kein Storytelling mag.

Fantastische Maschinen auf der Île de Nantes

Die französische Seite Golem13 zeigt unter dem Titel Nantes : Les Machines de l’île nous plongent dans l’univers de Jules Verne eine Bildergalerie von „Maschinen am Schnittpunkt von Jules Verne und Leonardo da Vinci “. Alle Maschinen stehen seit 2007 im Parc des Chantiers und wurden von der Theatergruppe La Machine angefertigt. Die größte Attraktion ist ein hölzerner Elefant, auf dem man durch die Straßen reiten kann, aber es gibt auch Spinnen und fliegende Minotauren.

Selbst für Leute, die keinen Urlaub in Frankreich planen, eignen sich die Bilder definitiv zur Untermalung von Steampunk-Kampagnen oder anderen Rollenspielsettings mit vergleichbarem technischen Stand.

[Rezension] Irrlichtfeuer

Das Buch Irrlichtfeuer gewann 2017 den Seraph in der Kategorie Bestes Debüt, weshalb ich es mir gekauft hatte und nun endlich auch gelesen.

Es spielt in einem fantastischen 19. Jahrhundert, in dem anstatt von Kohle und Dampfmaschinen eine magische Substanz namens Irrlichtfeuer alles mögliche antreibt. Es ist hochexplosiv, brennbar und verbessert die Eigenschaften von allem möglichen Material, in das es eingebettet wird. Außerdem können Menschen, die in Kontakt mit Irrlichtfeuer kommen, magische Kräfte entwickeln und dabei gleichzeitig von Irrlichtfeuer abhängig werden.

Die Geschichte folgt verschiedenen Charakteren, zwischen denen sie beständig springt: Kasimir und Soras, zwei Irrlichtmagiern, die einem Todesschwadron angehören. Den Graf, Oberhaupt einer kriminellen Organisation, sowie sein illegetimer Sohn. Alba, ein krankes Teenager-Mädchen das fliegen will.

Zunächst einmal muss ich sagen: Die Dialoge sind einfach großartig. Jeder Charakter hatte seine eigene Sprache, ohne dass es gekünstelt wirkte. Keinerlei gekünsteltes Mittelalter-Sprech, wie es so viele Fantasy-Romane plagt. Dies gilt für die gesamte Sprache des Romans, er lässt sich gut lesen.

Setting und Geschichte halten hier leider nicht mit. Die Krankheiten und Nachteile fast aller Charakter, sei es die Irrlichtabhängigkeit oder die Krankheiten der anderen Charakter, behindern sie niemals beim Voranbringen des Plots. Sie tauchen nur zur Schau auf, verursachen aber niemals ernsthafte Schwierigkeiten. Dies fällt insbesondere bei Alba auf, die angeblich eine tödlich verlaufende, schwächende Krankheit hat, aber dennoch durch die Straßen eilt (obwohl sie drei Sätze vorher kaum einen Fuß vor den anderen setzen konnte) oder Kämpfe gegen erfahrene Schläger gewinnt.

Ich fand auch das Ende des Buches unbefriedigend. Die Machtunterschiede zwischen den einzelnen Charakteren sind einfach zu groß als dass Spannung aufkäme. Zudem hatte ich nicht das Gefühl, dass die verschiedenen Konflikte im Buch befriedigend abgeschlossen seien – was vielleicht daran lag, dass die Konflikte in verschiedene Richtungen sprangen.

Das Buch ist ein großartiges Debüt mit einer frischen Welt, aber ihren Charakteren fehlen die wirkungsvollen Schwächen und ihren Konflikten die Nachvollziehbarkeit, um zu den ganz großen aufzuschließen. Ich hoffe, dass das mit Übung und Erfahrung kommt und freue mich jetzt schon auf weitere Bücher der Autorin.

Magischer Gegenstand: Das zweischneidige Schwert

Das zweischneidige Schwert sieht wie ein typisches Arbach (orkischer Säbel), allerdings hat es abweichend zwei Klingen anstatt nur einer. Es besteht aus einer Legierung aus Eisen, Asthenil und pulverisiertem Obsidian, was ihm ein schwarz-rotes Schlierenmuster verleiht.

Häufig fallen Orkkrieger, die es führen, durch besonderen Wagemut und Kraft im Kampf auf. Sie scheinen auch besser zu kämpfen, mehr Glück zu haben als normale Orks – als seien sie von Brazoragh gesegnet.

Ehrenhafte Krieger, die das Schwer führten, berichteten davon, dass sie den Schmerz jedes Schlages, den sie führten, nachvollziehen konnten. Sie fühlten sich bei der Benutzung wie gerädert und konnten sich nur schlecht auf den Kampf konzentrieren – als wären sie verflucht.

Regeltechnisch zeigt die Waffe leichte magische Affinität zu Illusion und Hellsicht. Diese überträgt das Empfinden des Opfers eines Angriffs auf den Angreifer. Wesen mit böser Gesinnung fühlen sich dadurch als Herr über Leben und Tod, was sie beflügelt (wie der Zauber „Segnen“). Wesen mit guter Gesinnung fühlen sich von der Bürde ihrer Taten bedrückt (wie der Zauber „Verfluchen“). Wesen mit neutraler Gesinnung fehlt die Verankerung in einer Moral, wodurch sie den Eindrücken nichts entgegensetzen können und sich darin verlieren (wie Zauber „Benommenheit“).

Sammlung der (englischen) OSR-Blogs

Die Old School Renaissance war stark auf Google+ vertreten, das aber in absehbarer Zeit eingestellt wird. Damit kein Wissen verlorengeht, haben sich nun einige Leute die Arbeit gemacht, alle ihnen bekannten Blogs in einer Tabelle zu sammeln und als OPML zum Download bereitzustellen.

Das OPML lässt sich in nahezu allen RSS-Readern importieren. Wer also seine OSR-Quellen aktualisieren möchte, hat hier eine gute Möglichkeit.

(Update vom 17.10.2018: Link zum OPML angefasst, dass er jetzt auf eine Beschreibung läuft und nicht mehr direkt zur Datei.)

Königreiche der Piraten

Letzten Monat war im Karneval der Rollenspielblogs das Thema Piraten, aber irgendwie habe ich den Monat verpasst. Damit die Leser meines Blogs nicht darunter leiden, gibt es nun aber doch die Kurzfassung zum Thema Königreiche der Piraten oder, genauer gesagt, einen Hinweis auf eine Youtube-Serie namens Extra History.

Einmal die fünfteilige Serie „Kingdom of Majapahit – An Empire of Water“, welche die Geschichte des indonesischen Königreichs Majapahit beschreibt. Sowohl in der ersten wie auch in der fünften Folge wird beschrieben, wie dieses Reich Piraten nutzte, um seine Macht zu stabilisieren.

  1. Kingdom of Majapahit – An Empire of Water
  2. Kingdom of Majapahit – Wrath of the Khan
  3. Kingdom of Majapahit – Master of Intrigue
  4. Kingdom of Majapahit – The Golden Reign
  5. Kingdom of Majapahit – Changing Winds
  6. Kingdom of Majapahit – Lies

Außerdem die Folge „Cheng I Sao – Pirate Queen“, in der es um eine chinesische Piratin geht, die eine derart mächtige Flotte aufbaut, dass sie mit deren Hilfe schließlich zu einer wichtigen Politikerin im kaiserlichen China wird.

Insgesamt kann ich Extra History als Hintergrund-Lieferant für Rollenspiel-Kampagnen empfehlen. Sicher, sie liefern keine tiefschürfenden Informationen, aber sie sind äußerst unterhaltsam und fürs Rollenspiel reichen ihre Videos als Hintergrund vollkommen aus.

[Actual Play] Adventuria Open Table Chat Game, 2018-09-07

New week, new adventures and two new characters!

  • Noggin (lvl 3), Thorwalian War-Cleric of Swafnir 1012 XP
  • La Fleur (lvl 3), human wizard, 2101 XP
  • Jalosch (lvl 1), dwarf ranger, 0 XP
  • Jang-Chi (lvl 1), human monk, 233 XP

A few things happened in Lowangen while the group was gone:

  1. There are rumours about a very important looking person flying the crest of a blue raven was seen confering with the city adminstration
  2. The city has put out a bounty on reports for the road to the south, which is plagued by bandits and orcs. Even more bounty for removing any of those bandits or orcs.
  3. There was an attempt by the army to seize the orcish watchtower, but the tower was to well fortified and the strike force returned home after only exchanging a couple insults with the orcs.
  4. La Fleur found a black wooden plate with the letters ‘RSVP’ engraved when she returned.
  5. One of the brewers and his family has been found drowned and robbed.

Both La Fleur and especially Noggin were keen on slaying enemies, and thus decided to go after the goblin cave where the group was defeated during the first session of this campaign.

They gathered a little information, and went to ambush the goblins that were themselves ambushing travellers. They easily found them, and Jalosch snuck on them, while Jang-Chi (unwillingly) distracted them as lonely traveller.

The goblins were surprised, went away screaming, but the group ran them down merciless. With a fury born from desperation, the goblins defended themselves and wounded Jang-Chi (badly) and Noggin (slightly) before they were killed.

The group followed the tracks, which Jalosch could easily read, and found the clearing which lead to the cave. Different than last time, the clearing was adorned with rotten goblin heads on pikes.

Those were the goblins which helped the group against the hobgoblin in session one, and were punished for their mutiny.

Jalosch snuck next to the cave wall behind the cover of some shrubs, to get a view of the cave itself. He was so careful not to be noticed that he failed to find the cleverly laid traps and first fell into a hole before being swung up by a snare.

The goblins left the shrubs there on purpose: Only enemies would attempt to sneak up to the cave, allies would simply follow the well trodden path over the clearing. The shrubs invited enemies to sneak among them, basically funneling them into the trap, which would then expose them for target practice.

Jalosch dangled in the air, losing his dagger in an attempt to free himself. All the while, one goblin took shots at him while another frantically hit a gong to sound an alarm.

Jang-Chi and La Fleur ran to help Jalosch, while Noggin stroud into the middle of the clearing, purposefully drawing the attention of the goblin archers.

I had the player roll a deception check against the goblin’s passive perception (9), which he passed critically. Thus, both archers ignored their orders and concentrated on Noggin instead.

The group returned fire and sought cover, except for Noggin who simply rushed forward. After a little while, a hobgoblin, three wolves and five more goblins came out of the cave, attacking the group at once!

The wolfs tore into La Fleur and Jalosch, who both went down (Jalosch permanently). Jang-Chi killed two of the wolves with H’ruruzat techniques, while La Fleur dispatched the last with point blank magic missiles.

Noggin was standing in the creek right before the goblins and the hobgoblins, and heard the axe calling to him: ‘Release your fury, and wash your enemies away! ’ He did so, and created a giant wave that swept the hobgoblin back into the cave, not to be seen again, but felt exhausted afterwards.

The fight continued badly for the group, in the end, only Jang-Chi was still standing, badly wounded, but with all enemies defeated. Luckily, La Fleur woke a short while later and helped him drag Noggin to safety.

Everything looked like a TPK when Jang-Chi (with very few hit points left) was alone fighting two goblins, but luck was on his side when a hit only reduced him to one hit point, and he finally won. The players of La Fleur, Jalosch and Noggin frantically rolled their death saves, hoping to get on their feet again with a natural twenty, but only La Fleur rolled one, and only after Jang-Chi had already defeated the remaining goblins. Jalosch had bad luck and rolled three consecutive failures, which meant he had bled to death during the fight.

On their last leg (and even without looting the battlefield), the group retreated to Lowangen to lick their wounds.

[Actual Play] Adventuria Open Table Chat Game, 2018-08-31

After some weeks without playing, we finally continued our journey through Adventuria.

  • Roderick Clearwater (lvl 3), human rogue, 1791 XP
  • Noggin (lvl 2), Thorwalian War-Cleric of Swafnir 779 XP
  • La Fleur (lvl 3), human wizard, 1868 XP

The journey into the Finsterkamm was rather calm, nothing much happened. On their way to Hiltorp, the group saw a burnt corpse and found a tree that was strangely fallen onto a ridge nearby.

They found nothing at the tree, which seemed just a natural occurance, but when La Fleur attempted to identify any possible magic on the corpse, she was almost roasted from within.

In Hiltorp, the group found that the dwarfs speak either dwarvish or a very strong Middle Realmian accent they needed some time to get used to. They were friendly invited to stay at a local farmer, who told them a lot about the area around:

The dwarves are plagued by orcs and ‘traitors’, dwarves who do not accept the sovereignty of the king in Finsterkoppen.

A gryphon called Garafan is said to nest within the mountains. The dwarves do not particularly like him, but the church of Praios considers him holy.

The group should be careful before drinking from any of the springs in the mountains, as many were home to nymphs or other primordeal spirits. There were a couple signs they should check for:

  • Observe the spring before drinking from it. If you see animals drink from it, and the picture you see in the water looks like the animal, it should be safe.
  • Or you can try to leave a gift for possible water spirits overnight, if they are gone the next morning, you should be careful.
  • There is a place called ‘Nimmerquell’, who is rumoured to be home to a powerful nymph.

The group set out to Nimmerquell, hoping to aquire the hair they were looking for at that place. On their way, they passed the spring of the Black Svelt, where a pack of wolves drank. When looking at their mirror images, the lead wolf looked strange, and the group gave them a wide berth.

They later learnt that they had seen the nymph Nieijaa, who had a crush on red haired humans.

A little while later, Nadia found a group of dwarfs preparing an ambush. The group decided to spy on those dwarfs to learn what they were up to and learnt they were waiting for orcs whom they did not particularly trust, but  were said to bring important goods from the Rorwhed. It also turned out that one of the dwarfs had cut a locke of hair from a nymph, which had caused nothing but trouble for the dwarfs.

The group decided to ambush the ambushers, which resulted mostly in a lot of waiting. Finally, a combination of clever ideas, good luck and a high damage critical hit at the right time resulted in the dwarfs withdrawing.

I had the dwarfs roll a morale check after they had clearly witnessed magical capacity on part of the group (and owl causing an avalanche) and also Noggin impersonating a golem on his sneak attempt (OK, that was more Noggin critically failing his sneak attempt) and afterwards slaughtering one dwarf with a single hit plus Magic Fire.

Noggin managed to tame the dwarven burden rams, which carried a lot of food, and they group set out to find the nymph the dwarfs had been spoken for. This worked rather easily, again with help from Nadia the Owl.

After climbing a waterfall with a Spider Climb from La Fleur, the group finally met a very devastated nymph called Fomes of Finsterkamm, daughter of Krenä and learnt that any changes made to a nymph’s hairstyle were permanent, as nymph’s were eternal. Also changes to the nymph also change the water they live in, as was witnessed when a part of the lake started to glow after Fomes intertwined a locke from Noggin into her own hair.

The nymph asked whether they could ask Tsa how to restore her hair, and the group agreed. The next day, they returned to Lowangen where they knew of a temple of Tsa. They got an oracle in return:


What is gone, is gone, and cannot return, 
but where death lingers, live may return. 
For a new forest, the old needs to burn, 
and from beauty other beauty may return.

Thus ended this adventure, and will hopefully continue more regularly again.

[Actual Play] Adventuria Open Table Chat Game, 2018-07-17

This week ended in an catastrophe, with nearly everyone rather disappointed.

  • Roderick Clearwater (lvl 3), human rogue, 1124 XP
  • Tapio of Gareth, human fighter
  • Noggin, Thorwalian War-Cleric of Swafnir 112 XP
  • Dargoth the Daring, human fighter (lvl 3), 1763 XP
  • La Fleur (lvl 3), human wizard, 1201 XP

The group rested, with seemingly everyone reunited.

In reality, Tapio had been replaced by a Doppelganger who had tricked him into entering one of the cells. I did not think it would cause a lot of problems, as the players had announced they were returning there to free the prisoner, and I had Tapio’s player simply play the Doppelganger.

During the rest, Dargoth was target of several accidents, and finally had enough of it: He set the whole ruin afire, and the whole group left. After the next rest, Tapio was suddenly gone, with only the tracks of a giant snake remaining. The group rushed back to the ruins, but found only Tapio’s corpse in one of the cells. The wyfwolf and the prisoner had perished in the other cells.

Afterwards, Dargoth attempted suicide by wrestling with a kraken beneath the kitchen and diving through the exit afterwards, but extremely well medical aid by La Fleur saved him. The group returned with a horribly broken Dargoth to Lowangen. They also carried Tapio’s corpse all the way, to ensure his proper burial (which even Black Jandora attended).

While Dargoth tried to drown his sorrow in alcohol, the other’s attempted to identify the loot, of which only a little was magical:

  • When you identify the throwing knife, you always get the ID of the spell ‘Magic Missile’.
  • The piece of wood has some kind of spatial magic that twists within itself.
  • The axe has a strong affinity to water and wind, when you touch it, you feel as if a wave washed over you.

They sold the throwing knife to the Grey Staves, but kept the axe and the piece of wood, as La Fleur was curious what they might do and did not trust the Grey Staves to handle them properly.

Also at the Grey Staves, they met Noggin, an old aquaintance of Agdan Dragenfeld who decided to join them.

Noggin had a short adventure before meeting the rest of the group, where he investigated a severe lack of beer just before the carnival. He found it was caused by another group of adventurers with to much money on their hands, who intended a prank and paid him with some liquor not to reveal anything.

When the other party revealed their prank and offered the whole beer for free for all attendants at the carnival, La Fleur got extremely suspicious, and could only be talked down by Noggin.

The next day, they set out together to find the hair of a nymph for the witches, hoping to find a pure spring in the Finsterkamm.