Thursday, October 9, 2008

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Marek Balzer with his music at the end of the small castle (photo: Ralph Kuehne http://dieagenturfueranstaendigebandfotografie.ch/)

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Friday, September 19, 2008

Clothing Sizes In Tokyo



CASTLE FEST!
Saturday 27 September 2008 from 20h
with a concert
Marek Balzer (21h)
Later Grammophon
Raphael Egli
Bar and Catering

Wednesday, September 17, 2008

Any Glory Hole 2010 In Denver,colorado

Kalliope heirs. On the basic appreciation of setting descriptions. Due to current events.


naked steel has sued Prometheus Games (opinions of Prometheus Games and naked steel , discussions in this Tanelorn , on blood and swords ORK ). I have so far kept me out of the discussion. Although the court documents are available on the net, I know too little to allow me to judge, that would be more substantial than a cheap prejudice. I actually also do not know, although I must admit that in me - the latent voyeuristic interest to observe a mud fight - as well in all of us. But it will not act, today's post. I am a marginal aspect stumbled gives me think: The question of what a role-playing of the game, especially the setting description, is worth.


I quote from the reference order of the Court (LG Köln, 280 O 180/08, see link above under Prometheus Games):

"may constitute Moreover, the assumption of a protectable core story or protectable characters copyright infringement under § 23 UrhG . The Board considers that the applicant has previously submitted any sufficient regard to the [i] n consideration of injury possibilities. In addition to the recent speech made a total of concern that the books of the applicant at all a protectable Plot is based. The current representation does in fact support the conclusion that it should be, in an acquisition under consideration, action elements are common property "


In short, I interpret as a legal layman, these two sentences as follows. (!): Reaching the work . not ineligible because the plot and characters are missing or can not be protected are the Councilor has commented on this section with: "And role-playing can also review ...". But I fear that this does not specifically Arcane Codex is meant , which I admittedly do not know. I dare say that even outstanding Settings such as "Artesia" in the eyes of the court were not found to be worthy of protection. Note that the resolution setting descriptions generally not recognized as eligible for protection. And I come across angry.


course, it is questionable whether one Setting a description (and I focus on this and let the control mechanisms from the outside) can assign plot and characters. But here you have to extend the mE Plotbegriff: The concept of different peoples, their history and geographical anchors would in my view, within the meaning of the subject matter of the law be interpreted as a plot, because the individual creative performance will be considered at least in general, as similar can. Similarly, historical figures and NSC will be treated as a patentable character.


Whether with appropriate design, but then "just" common knowledge? Our stories are repeated. Beowulf has fought a thousand times under different names and at other times of Grendel. Romeo and Juliet are just as often divorced in love. Luke Skywalker and Frodo connect to both the hero's journey according to Joseph Campbell. The characters of our books and movies are embodiments of archetypes, which were already based on the Greek gods (which incidentally in a later review of NSC concepts more). Good works are aware of this and play with it, juggling the Action items and assign them to a refreshing new. Bad deeds will remain arrested slavishly. Nunmal fictional works consist of "common knowledge" that are held together by the decisive touch of creativity. The combined burden of the narrative heritage of mankind is omnipresent in any fictional work.


Despite all that is worth to be protected, as it is in a concrete form (This does not mean the literal wording, but the specific approach in terms of processing according to § 23 UrhG). Even the cheapest neck biter novel is recognized as worthy of protection, even the most banal Landser-booklets. Then should also be a setting in principle eligible for protection! Self when the real historical and ethnological-idea repositories the reader actually start, even if the characters seem flat and simplistic. The creative power must be measured with the same level as in novels.


Finally, I must have put a clear disclaimer, so no false impression: this is me alone for the sentimental value of the creative power that lies behind a work and shows in its protective ability. To me it's not about the specific case Nasta vs. PG (!) - Here I have the basis of the published material does not feel that Elyrion has used for the actual design of AC - Rather, the makers really mE only platitudes taken. I'm not even a question that should roll in the waves action role-playing game publishing world, God forbid! I am talking only about the literary value of role play settings in general with that of other forms of written works is recognized as an equal.


I'm not even leisure lawyer. So I am happy to legal corrections & thanks. But my today's article should not be a legal treatise, but simply a brief rumination on the value of setting descriptions.


It greets
Grimnir

Saturday, September 6, 2008

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"They dug too greedily and too deep ..." - Dwarf, Dungeons perfect!

Tolkien's Moria is a revelation to farmers Dungeon. An abandoned mine truly dwarf epic proportions, the fragmented memories of the disaster that struck them, the constant sense of threat from the drums in the deep, fierce battles with orcs, trolls, the Balrog ... wonderful! Dwarf fortresses, mines or cities like Moria offer of several good reasons as Dungeons


  • plausibility: In some publications known German role playing the various game options from classic dungeons always broken with the plausibility of the thighs. Because seriously: How can one explain the existence sprawling underground vault? Which villain would do the job, a complex system of caves auszuschürfen? For a high-fantasy campaign with D & D to me this kind of plausibility is not care, but who they still at heart, found in Dwarf holds one (in the game world axioms - there is Dwarves) comprehensible way to install a guild dungeon.

  • Variation: tomb tomb remains, natural cave is a natural cave. In contrast, however, the Dwarf hold: upon each level can easily change the type and style of the dungeon. You fight through residential levels and mushroom farms is growing, down into the mines and the tomb of the High Kings to finally get to the dark caverns, from which the evil crept into the once prosperous city.

  • Historical Exploration: It offers the excellent opportunity to reconstruct the fragmented history of the dwarf mine. One should of course take care to do so only with players in which the exploration is a priority. Here is an inscription, an old diary entry, where the descendant of a survivor who would not leave his home. From the barren start to the glittering wedding to the shocking end to immerse the player in the tragic history of the dwarf kingdom. Balin's recordings of Moria their regards.

  • Availability: Who wants to know where to find free plans of thousands of dwarf fortresses ...

... read the second part of my contribution today.


For years, a graphically minimalist freeware game is on the net talked about: Dwarf Fortress . Those who are not put off by ASCII art and cumbersome user interface can be rewarded with a true delicacy of build-up strategy: Dwarf Fortess is a highly complex Sandboxspiel, where you can in Sim-City-principle to build a miniature fortress, yet to the wishes and sensitivities of his Sims aka dwarfs have to care. Fascinating here is the incredible complexity of the game: extensive Resource cycles, augeklügelte irrigation systems for underground fungus farms, a network of traps and defenses against Goblineinfälle, several marketing systems and the regulation of lava flows are some of the diverse features of the game and the tasks that await the dwarf prince. The unofficial motto of the game is "Losing is fun" - the destruction of the fortress by Goblineinfälle, famine, flooding, magma disasters, epidemics, ceiling collapse or the unspeakable horror from the deep just a matter of time. Good players can to delay the end, but never prevent it, such as for example the history of Dwarf Fortress Boatmurdered shows "


What has got to do with paper and pencil role-playing game very simple.? The cards of hundreds of thousands of dwarf fortresses there here online In this Wiki find the appropriate legends. . decrypt the but part cryptic symbols of the cards is ready, the perfect template for the abandoned dwarf city in its own campaign course, one has the same shall have to fill with exciting encounters, quests and NPC -. after all, is the most important step in Dungeonbau more important than the topography. But we have a template for the latter schonmal remains, for now more precious time to prepare.


The advantage of such a card at the same time is its drawback: Their topography is arbitrary, but also plausible. Channels, corridors, halls are where they are for reasons of practical necessity, Goblinfallen where Goblineinfälle are expected, and raw material warehouse, where you can use them, so close to the shops - because the dwarf fortress comes from a simulation, and the builders had to contend with the same problems as a "real" dwarf community. So far, so good. This also means that the fort was adapted in its original form from the requirements of a dungeon exploration, ie narrative and playful requirements: Redundant Premises for example, can get bored players - who wants to search the bedrooms of 200 dwarfs?


Despite these drawbacks worth a browse in our Archive. If someone can give me now to point out how to convert back to Flash files to image files, I would be extremely happy.


last two impressions of some premises, the first with ASCII tileset, the second with a slightly improved graphics (!):





It greets
Grimnir

Wednesday, August 27, 2008

Mix Klonopin And Oxycodone



Saturday, August 16, 2008

Can Faint With Eyes Wide Open?

"We make still by the law # in which we're made" - What makes an RPG setting?

Not everything for Book and movie is good, fits well for an RPG. This particularly concerns the setting, the background. An RPG is nunmal another medium. Whether it is a dystopian SF background or a fantasy world - for the role of other things to consider than the literary world building. In this article I will therefore give no information on the general setting design. This can be found on the net enough. I want to write about what should have specifics for an RPG setting.

first Make sure that the setting implements the subject of role playing!

A fantasy setting is not the same fantasy setting. At D & D I go down and hunt monsters in dungeons. For lead Reign I groups and kingdoms against each other. So you have both the focus of the setting be different: I need a D & D world of a brilliant old time, which is long gone and their legacy is evident in scattered tombs and ruins. I need a wild, wide and lonely enough to all the monsters and dangers to offer space, with the adventurers are to be confronted. I need but also centers of civilization, for healing and magical items to buy.

entirely different with a background world for Reign by Greg Stolze . Reign is a game of domination, power and influence of various groups. I need a dense network of all possible groupings, without the use of large Machtvakua, a vulnerable network of equilibrium, in which small acts have big consequences. A highly civilized world, this is excellent.

course, in this example, both concepts within a game world compatible, for example with a very intriguing empire in the south of the continent and old, abandoned, wild levels in the frozen north. The fact remains that I target the issue of the role-playing or keep an eye do if I create the setting.

second Pay attention to fluff and crunch plausibility, and you can choose the right level!

've given here I already written everything.

third Watch out for more playability!

There's no plausible and marvelously differentiated cultures, races, clans, etc. to create, if they can not be played. A culture in which are desirable in any way adventurers and vagabonds, provides not for D & D on. A culture that has developed over the millennia to a swarm of society, can offer no hanger for an individually acting character (except the theme of the game is to break out of such a culture). By then, if a player is a representative of such a Culture will play smoke, either the heads to make the character plausible, or access the GM has to unsatisfactory answer all Spielleitertums: "No you that way!". Therefore, each culture, each clan are designed so that sufficient policies must exist for playable characters.

Greg Stolze's Reign in the right way: To each culture are character concepts presented, as the last survivor of the Night Hunters for Truil or imperial courtesan. This ensures that there is in every culture playable characters.

Another example is the Oraniden in Tsoy . This is just horse people defined gender roles: the men live in the desert, the women in the cities. That is, at first sight: If I want to play as a player a rider, I have to play a male character. The problem is solved wonderful: the time of their initiation, boys and girls to the desired sex (and thus the desired living environment: city or steppe) choose. A female rider is so easily possible.

4th Offer tools for immersion!

These include matching names already lists (arche) typical items, common customs and peculiarities, which are used during the game, the immersion can - such as the description of cultural and traditional food and clothing in Reign. Players can draw from this fund to give their characters the color with which they can easily dip into the fiction. Keep an eye out that you pointedly describe the cultures! Not lose you in the deep, dozens of pages of description with the aim of the culture fully and consistently present - that no one reads! Limit yourself to the basics - and the main thing is what can bring the players in the game.

5th Differentiate clearly!

What is the difference between the French and Germans? The Frenchman loves red wine, with a beret on his head and a baguette under his arm, the German wearing leather pants and leads the world wars. Too cliched and stereotypical? Perhaps, but the real differences are so minimal and hidden that they deal only with much effort in a role-playing to the perceived surface. Cultures, clans, races need handy distinguishing features! An Aquilonian Cimmerian and can be distinguished at first glance, a Brujah from a Ventrue well. If you two cultures, groups, peoples, etc. can not differ significantly with a sentence that underscores one. This is true in principle for the World Building of all types, but even more for role playing. Small differences I can show visually in the film (costumes), in the novel, as set out in detail - in the role play, it is much harder. I have to concentrate on the essentials.

6th If you use a Metaplot, it makes the plot!

Here I am left out on this issue. A Metaplot can be problematic if the players have no control over and if he wishes the player will pass. Make the Metaplot instead to the plot, and let the characters be the protagonist! Accept that you have to share your influence on the plot with the players and that the actions of their characters have the weight to change the world.

7th Conveys information and color settings in the game, not outside!

does not mean that you are not interested players elaborations of cultures, gods, etc. shall provide - especially for the character creation can be extremely important. But whatever you deem important in your setting should occur even in the game redundant. Anything else is the hartwurstige "Phex with you!" For DSA: to make the world of gods and tangible experience. If you care about it, you'll find anywhere possible starting points for history, cultures, religions, just the color of your Settings: Why a mugger one simple as a distinctive scar give? If the ritual of Initationsnarben Bormisorkultes not a lot more colorful way, which also still conveys something about your world? Important here is redundancy. If the player has a magic sword +1 with the inscription "Cardigars pride" that, he thinks perhaps not a lot. but later he finds the tomb of King Cardigars, then learns King II Cardigar know, then it gradually opens up an overall image of the story worked out and closed settings.

For suggestions, additions, and criticism are always open to your remaining
Grimnir

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"All under a sky!" - Rsp-Karstens blogs.de

I'm back from Finland. Two Weeks Hiking holidays are behind me. One of the highlights was being invited to a lonely lake of Finns in their tent sauna and then jump into the lake. I recommend everyone to visit this sea of birch, pine, lichens, rocks, lakes and bogs. It was glorious.

But now back to the really important things in life: Karsten, known for his cyberpunk 2020-blog, has set up a new page on which it collects the current contributions of the most important German RPG Blogs: http://rsp-blogs. de . This orientation is finally something in the German blog landscape, and may irritate one or the other, more sophisticated Users to post (I just wave itself, hint ...). My blog will hopefully also be available there soon.

It greets
Grimnir

Monday, July 7, 2008

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"The shop window"
Katharina Wieser, exhibition from 17.7. - 3.8.2008

24th July, Kino "Rear Window" Alfred Hitchcock

25th July, drums duo, Julian Sartorius / Markus Lauterburg

26th July, summer menu with 4 courses

Monday, June 23, 2008

Are There Bathhouses In Sacramento?



"where does the light come from"
(Bild: Ausstellungsausschnitt)

Lina Berglund (Norwegen) 27. Juni - 7. Juli 2008

Monday, June 2, 2008

Can Xanax Help With Quitting Smoking

Are you a true Cyber Punk?

The games in cyber-Verlag 2020 has translated point. Very commendable! So if cyberpunk in pure culture without Orcs & Elves and a really cool battle system critty (Friday Night - Fire Fight) will experience the fall was to throw himself on the set of rules. I will definitely do it!

offers you a fantastic opportunity here is: you can win the rules! Karsten raffled on his blog cyberpunk (the leading German online source for this role-play!) The new Rules, if you answered some questions correctly.

goes to lottery's here.

Good luck!

It greets
Grimnir

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«am Dickicht der Trauerränder»

(Bild: Installationsausschnitt)

Miriam Sturzenegger 5. - 22. Juni 2008


Saturday, May 3, 2008

Travel Preparation Velba

The crux of the realism II - plausibility of the setting

Actually this journal should be a section of the next article. Now it seems but fitting to outsource it and preferable. In addition, because to me the possibility to continue the series started almost a year ago.


When I talk about the setting, the term "realistic" for nothing, because it is ambiguous: He once called the degree of how much a setting of an era of our real Past and present is similar. to talk about it is probably futile. Therefore, I reject the ambiguous setting for the term "realism" and now only use the second meaning: plausibility, that is an acceptable, plausible and logical cause-effect relationship.


I distinguish two forms of plausibility:

First there are those plausibility that only involve the fictitious background. Cause and effect are both understandable in itself justified, they are setting immanent. You have nothing to do with the hard core rule of role-playing system with which the setting is played. It is the same shape of plausibility, which is also expected from a movie or book and is not role-play specific. Since it has nothing to do with the hard rules of an RPG, it is permitted me to call her Fluffplausibilität .


An example of Fluffplausibilität would supply a fantasy city: a city of millions in a desert of ice is not conceivable, if not achieve every day massive caravans the city (and even then would the city due to exorbitant food prices, fuel, et cetera difficult plausible Report). The city must be much smaller then, so that the few inhabitants of seal hunting or can eat like, or are surrounded by undulating fields of wheat. Both are not (usually) shown in the rules and thus independent of the rules. The plausibility is not concerned whether I examples of the setting with D & D, GURPS or Savage Worlds. (It is only potentially important for certain styles of play - see below). Understandable reactions to events of the NPC, economic and social influences, basic laws of science - all this is to include Fluffplausibilität.


Crunch plausibility is the opportunities provided by the rules, in the game world from - there lies the cause, while the action continues in the context of the setting remains. Expected from a rule that its understandable consequence in the game world exists as such. Crunch plausibility can be combined with high-Magic systems best explain: If it's on low levels of the spell "fireball" is (Crunch), are not armies marching in close formation - an enemy mage sight range and the unit is grilled. Powerful and popular magic replaces modern artillery, modern air reconnaissance, transport, the total of modern warfare. Therefore, it plausible to accept that modern wars as a model or a classic antique medieval. This of course applies not only to fantasy settings: In science-fiction role-playing games such as the space combat rules and shipping costs, the plausibility of the setting will determine much.


fresh read and good example: When will the Pathfinder Paizos Imps and pseudo dragons fight each other over the roofs Korvosas and thus serve the atmosphere of the setting ( journal and translation). From Crunch ago that was problematic: Pseudo Dragon can not hurt Imps. Rather than ignore the rules simply Paizos designers have thought about and devised a solution - here on the rules page, not on the Settings page. The talent "Imptöter" was introduced, which have the pseudo-dragon. A beautiful example of successful efforts to Crunch plausibility. close


To bridge to the Fluffplausibilität again: The example given city in the desert of ice would be perfectly viable, if the control system would permit easy enough spells that you could create food, clothing and heat. Crunch may replace missing Fluffplausibilität plausibility. But more than that: The choice of a control system such Crunch plausibility is to Fluffplausibilität, since then, provided that such magic in the background itself even exists (possibly as a defining retroactive). This distinction is necessary for the following reason: I have created a setting and attention to the plausibility, and I now consider first with which I control system examples, the setting, I have to take a new plausibility.


last few notes for plausibility :

  1. Check whether the setting should be at all plausible. If the setting is used as background for a Pulp RPG, you may have completely Fluffplausibilität care. . Crunch plausibility is not important for narrative games for ARS contrast, the more important (at least when the characters are present are they not there may well the Crunch plausibility are violated, eg by the stormtroopers effect is that the perpetrators of evil are much stronger than they should be, if it goes against simple NPCs).

  2. have conflicting plausibility and fun, you should always keep the game fun to prevail. You just have to make clear whether plausibility is important for personal fun or not. A large portion of suspension of disbelief many tastes better, and it is nonsense, for better or noted deterioration of Uncle plausibility.

  3. plausibility is not always clear. Everyone knows that, straightened in his round of even theologians, scientists, historians and physicians have the glasses and raised his index finger instructive. The gayest game round can be the most ardent scientific discourse or an argument over half-truths. Let's not it! Questionable plausibility should always be resolved quickly and fairly with the usual intra-group conflict resolution strategies.

It greets

Grimnir


Friday, May 2, 2008

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«I always knew it was there but never guessed where» Teil 1

(Installationsansicht, Bild: Bianca Dugaro)

Florine Leoni Münger 9. - 25. Mai 2008

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"escape" and "momentum" (picture)
Sara Lüscher 18th - 27 April 2008

Thursday, May 1, 2008

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"Performance Round '11 April 2008

Saturday, April 26, 2008

Where Is The Cervix Located 2days Before Periods

Amelio ratio?

1998
Player: "I would like long-term campaign over a dinosaur as a mount for my character to do that."
SL Grimnir: "No you, sorry, is not provided for in my campaign world."

2008
Player: "I would like long-term campaign over a Dino as a mount for my character to do that."
SL Grimnir: "Why Can not I install appropriate."

I still fighting against so many tough Erwinismus I discover with me. The largest Erwinismus? To believe that one is no longer Erwin.

It greets
Grimnir

Monday, April 14, 2008

What Does It Mean If My Temperature Is 96.5

well-known songs from well-known suffering

first place I want to point to my new blog roll. I've also included the blogs that I have of course read it with enthusiasm, but it is to become quiet. May it be the authors of a hint, hint! Otherwise, I've

yesterday as players must learn again the old problem of D & D 3.5, namely, the power difference between the groups prepared for battle and those who are caught on the wrong foot. Is thick indeed. This is nothing new that is well known, and should be corrected in D & D 4. Based on my experience yesterday, but I will point out once more.

Short back story: My war was priest took as promised (we reported ), his double axes in the reception. Apparently, however, worship demons have infiltrated the cult of the god of war, the resident priest was in fact not at all happy that my dwarf fulfilled the prophecy. He sent our group a Bebelithen on the neck. Well, no problem, we think - and wait in the temple, one floor down to the fact that my war priest can pray in the morning to make his magic, but then determined that our enemy is up and away. As a player, we of course know that this may be not all.

then an overland trip, always always vigilant. Where is the Bebelith? At night, he finally found us, in every sense of the word with their pants down - or at least armor. No chance against the Bebelithen, illustrate how close the values of my character:
Armor Class: 12
attack bonus: +18
damage bonus: +9

Our psykers teleported us out, we can flee. A few days later we turn the tables: now we chase the Bebelithen are fully equipped and in good shape. When we find him, teleporting psykers our group just far enough away that my dwarf priest's buff spells with short duration (the others were already active) can quickly act on the group before the Bebelith our brave characters catches. My dwarf values now:
Armor Class: 29
attack bonus: +28
damage bonus: +17

Even a small difference ... after 2 (!) combat rounds then it was over. Without a (!) To harm us, the point at Bebelith floated gene Walhalla (or rather in the opposite direction).

What does that mean? The encounter stage of the group is highly dependent on the surprise. You can correct the average group stage with two down, is surprised the group, and after two top if they can prepare. Locking the surprise will become virtually to a Save-or-die component, and the challenge level - Abstract anyway - loses even more meaningful. The strategy of the player focuses more on the element of surprise - other strategic decisions are losing relevance. The game leader loses another big part of planning security - and during an encounter would be an improvisation always cheating or - amounts to a deus ex machina - similar unsatisfactory. The best of all SL will send to the next encounter a stronger opponent against us. God's grace to us that our group will not be surprised.

This problem will defuse the fourth edition. Whether it will succeed, is another matter. Whether this is enough to get me to the fourth edition to inspire them, too.

It greets
Grimnir

Thursday, April 10, 2008

Successfully Sell Zippo



"music" Susan Keller
7th / 8 April 2008

How To Do A Quick Weave Tutorial



"under the wing of the bird ..." Nicole Gabaldon
29.Feb. - 28 March 2008

Monday, April 7, 2008

How Can The Arc Trainer Help Me Lose Weight

"Greetings to thee, Avatar!" - Learning from Ultima is learning to win!

Recently I again reveled in nostalgia. I have installed my old Ultima VII me comfortable sitting back and finally visited after many years Britannia. After a few minutes, the bottom line is: Lord British (and Warren Spector, etc.) are cool sows and have it easy as a game designer on it. So I began to brood and held me is to draw lessons from Ultima for adventure and campaign design for role playing.

First, players want fame and honor for their characters.
What is the first thing I hear in Ultima VII? My old friend Iolo, on the mean, the avatar's arrival is clearly delighted: not "" If I did trust the infallibility of mine own eyes, I would not believe it! I was just thinking to myself, 'If only the Avatar were here! " Then ... "! Lo and behold Who says that magic is dying Here is living proof that it is not" The first goes down like oil - I feel right at home. So it goes with me most of the inhabitants of Britannia, I am the Avatar, the embodiment of virtues (Ultima IV), the British Lord saved (Ultima V) and ended the threat by the gargoyles added (Ultima VI). Almost everywhere I am treated with respect and decency, even ventured nothing BBEM Batlin to me disrespectful to confront - at least not publicly.

Despite - or perhaps because of - I take my job seriously. It does not become easier, I'm almost a religious prophet. It does not become easier, that princes are concerned about a good relationship with me - because in some way they always want something from me. Fame also brings enemies and dangers. And so Plothooks ...

And what about in the paper and pencil role-playing game? Zuoft conveys my character was that he was only a poor little sausage yet. Authorities arrogant, unfriendly priests, suspicious small farmers - even after many adventures, the hero still is treated as if it were a nuisance, nuisance, a potential thief and murderer, parvenu. True to the old maxim of "correct role-playing" it is then called "The characters may not be too powerful." Them not only Crunchy Bits and play critical resources are withdrawn, but the fame - the most important players Fluff resource. It just fame is a form of reward, with the GM should not be stingy. They can be distributed safely, without compromising the game balance significantly. And if the player characters will once respect is denied - the stronger the effect.

Second: Not always new worlds.
With Ultima VII I visit Britannia was created for the fourth time, for the sixth even though I do expect the world Sosaria, from the Britannia. Will it slow boring? No. It is irritating rather to see old and familiar again to visit again. Iolo me has been a true friend, I join with the city of Trinsic bravery, and the cozy place is my spot Cove Allgäu, in the I retire to relax. I am happy every time I see a familiar face.

Many SLs send their characters on an odyssey through strange lands: No city more than once, no NSC, which occurs in more than a game night. Presumably they believe that by the exploratory experience for the players is improved. But by no means: the recognition of characters and places is one of the most exciting moments in the game. The city I have known for years, I have noticed the first time the catacombs under the cemetery? Perfect. The Duke's daughter, which I made before my respects to four adventures, was kidnapped? This strikes me more as an alien princess, whose name I hear for the first time when her father hires me to her rescue. And what of the grand vizier, they kidnapped? The one with whom I then had the Midsummer drunk? He is not only his master, but our friendship betrayed, this pig!

So more courage to campaign in familiar realms. It gives the SL a chance, the time-related Superficiality in their preparation (as many NPCs, locations, etc.) to a more intensive, in-depth elaboration (as fewer NPCs, locations, etc.) to exchange. And thank's to the players.

I hope I will soon find time to continue playing. And perhaps there are still other lessons from Ultima. Let's see ...

sang it for you
Grimnir

Saturday, March 29, 2008

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"Holy Filzkopffamilie - hide and deceive ..."
(Image: Installation view)
Ebnoether Claudette, 5 April 2008

Wednesday, March 5, 2008

Hair Stylist Birthday Cakes

transience


Gary Gygax, creator of D & D and thus of the role-playing game, died yesterday at the age of 69 at his home in Lake Geneva, Wisconsin.

would without him I probably collect stamps, or pigeon breed a dachshund club treasurer be. He has created the most beautiful and creative hobby in the world.

You do not have D & D play of the first edition to see what he has created. His spirit and his ideas are found in RuneQuest Shadowrun and in DSA and MERS, in indie stations and World of Warcraft. He is the middle link in a long chain. He is the foundation upon which rests the building.

Thank you, Gary, and good luck!

Grimnir

Monday, March 3, 2008

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Metaplot: "if you like you do, if you do not, then you boo!"

The setting - for the most important as the rules of an RPG (it led to at least the survey of blood and glass at the blood swords ). Which is now in Tanelorn forum with a future Setting Challenge taken into account. No wonder that the German blogosphere also takes the theme: Vermi calls for new, unused settings, and Alexandro gives tips on dealing with possible incompleteness of the same. Reason enough to numb my blog again, unfortunately, over the semester to give life and to address an issue on which opinions differ: the Metaplot .


First off some fine definitions:


The metaplot is the overarching storyline that binds together events in a role-playing game. Major story events that change the world, or simply move important non-player characters from one place to another, are part of the metaplot for a game (Aus der Wikipedia )

A metaplot is a plot that is more important than other plots. A metaplot is a grand, over-reaching plot that affects and controls all other plots. A metaplot is the master of all subservient plots ( Blog von Blacklight Productions ).

Mit Metaplot bezeichnet man die fortlaufende, planvolle Veränderung einer Spielwelt in mehreren Steps (usually by the publisher), but the customer revealed (usually) only gradually is ( RPG Info ).

A Metaplot is a focused framework for action in a setting that evokes the extreme case, major changes in the game world and its basic concepts redefined ( Grey Wood Designer Blog ).

A metaplot is an ongoing story taking place in a game world, told in installments via the supplements provided for a Particular RPG (RPG-Net Wiki ).


A Metaplot thus has the following features, although not all must be true:

  • into a framework of action is for a game world is
  • He is above the other plots, and controlled it
  • It changes the game world
  • It is only bit by bit He explained
  • is by using supplements continued

The last point I can not leave without comment: In addition to supplements, you can of course also include novels and postils Aventurian like the messenger. It is fascinating, however, that did not address the definition to the player is: Of course he should continue, especially by adventure (eg, the deal harshly criticized G7 campaign). If the tacitly assumed? Will that - inappropriately - subsumed under the "Supplements"? Or is it just an inherent problem of Metaplots, namely that the adventure only secondarily, but primarily it described Supplements? More on that later ... This is the disambiguation

be satisfied. I am more interested in the question of why one love him, the other hate it. The advantages using Metaplots are obvious:

  • He lets the game world appear alive. The players feel in a real and imaginable world and immerse in cold sterility. This can be for the immersion of the utmost importance. But: What's needed is a Metaplot? You can generate a far more subtle way the feeling of vitality and an active history of the world: random encounters (refugees fleeing the great war of the kingdoms of Nowhere and Somewhere), subplots (the search for the adventure McGuffin performs through this war-torn landscape), and subtle hints from the NSC ("Please save my daughter, she is my only child - since my son in the army of Nowhere served and has fallen is ").

  • He can be a thrilling, exciting and offer epic story . I have never" Legend of the Five Rings played, "but at the end of the Clan War storyline, players such as designers have rolled howling at the bottom of the GenCon (says at least John Wick ) However.. With creative, sensitive players and the right SL, the perfectly ordinary princesses rescue produce a similar emotional effect addition, a campaign should be quite epic, without the to shake the foundations of the settings, will read: without being a Metaplot
However Metaplots bring a whole truckload. problems with it at :

  • The first problem of Metaplots is the already mentioned change in the Settings , sometimes even Metaplot finished the setting for its fulfillment (Gehenna of oWoD). This change destroys any reliable information of the game world: even after some game time, they are probably outdated. This can not be ignored even if the Metaplot can be left to his own campaign, playing time, as this removes the universe own campaign from the official canon (Butterfly Effect). If the beginning even smaller effects that can be solved by spontaneous action of the director, , the long tail of a rat to lead to deviations. Be problematic if you still need some time following publications, for example in a new edition of the RPG (D & D 3.5 to 4). These are then no longer use without much modification effort. In addition, the single thematic basis loses in discussion with third parties that do not belong to the group, but in the same setting play. One moves away from setting specific community.

  • If the Metaplot is presented only bit by bit, this means a lack of information to the team captain . One may argue about the meaning and nonsense, whether the players the Metaplot should know or do not - but the game master, who runs an official Metaplotkampagne should be able at the beginning of the campaign anticipate all developments to railroad, depending on the style in place or be able to play bass. Otherwise there is a danger of falling into a narrative dead end from which you can also wind also without much trouble. Even simple adventure a shudder when the capped novelist who has written to build on the team captain, please (!) A tension tries.
  • played after Metaplot, the player must come to terms with the fact that SC are not cool Ass kicker, but only henchmen provides services for important NPC. Because the NSC will make the actions, these are the schemers, kings and gods, to whose fate turns the world. This is because the Metaplot a story told and a story with open protagonists points is unthinkable. Must remain open protagonists concepts because the authors of the Metaplotabenteuer can not plan with the unknown character of the many local rounds. This Entkonkretisierung expresses narrative compulsions, the SC in pure extras roles.

  • run fourth and first place Metaplotabenteuer always Railroading . Let the great fortunes of the world - again from narrative constraints - for only a result of the campaign: The adventure is done, exactly the way authors have provided it. No decision trees, no aberrant end result, not a lost cause, not an important NPC dies against the plan. Because if that happened, we would have another Butterfly Effect with various strands of reality. Therefore, there can be only one output. The canceled but the players decisions. The SC are no longer protagonists, not even so simple players as they do not operate properly. Thus, it is questionable whether a Metaplotabenteuer actually the term "adventure" deserves - Setting The description of a supplement is such an "adventure" but brought to life, but without giving players the options, which actually make up an adventure.

How can I as "World hobbyists" circumvent these reefs?

  • M OSSIBLE 1: omit the Metaplot.
    For 20 years, and now three or four editions, the players begin to Hârnworld in 720 TR. This year there are Plothooks en masse, schemers, unstable political conditions, vulnerable kingdoms, secret cults, etc. - enough material to from then on the own campaign to play. New Source Books go in the width (other areas, the same year), and there are no new editions of the familiar with a few more years more in-game. Masses of detail (perhaps too many and too few role-playing Relevant) - but nothing is out of date, although it is already published since 1983. In this (!) Respects the setting is exemplary!

  • Option 2: The SC the center of the Metaplots place.
    This possibility requires that the GM background designs explicitly for his round. Then and only then, can circumvent such risks and Metaplot an outstanding event can be: by tailoring it to the players and lets outcome. This requires the GM to accept that the future depends not only on its setting of his own creativity, but from that of the entire group (and maybe some dice throws). The personal background of the game in order - this is a painful step for most SLs, but it's worth it. When the SCs king, high priest, dragon rider and for all subsequent age to legend, when the SCs not only a dungeon, but a whole world - whether good or bad - have shaken, then one has done as a world builder of his obligation to satisfy.

Tertium non datur !

It greets

Grimnir

Oh yes: There are rubber points! And indeed for those who guesses where the title comes.

Tuesday, February 12, 2008

Spin Bike Loud Breaks



SHOWN IN THE SMALL CASTLE WAS: _______________________________________

NICOLE Gabathuler
"under the wing of the bird ..."
exhibition of 29 February to 28 March 2008
_______________________________________
CLAUDETTE Ebnöther
"Holy Filzkopffamilie disguise and deceive and other survival strategies "
hypocritical 5th with humor and KATJA HOFER
GABRIELE BIANCHI
April 2008 from 16 - 22h
_______________________________________
SUSANNE KELLER
sound installation, concert
7th & 8 April 2008 from 18 - 20h
http://sk.panter.ch/
_______________________________________
CHRISTINE Bänninger, KATH BORER,
SANDRA GUYER, JUDITH Roethlisberger
performance

11th April 2008
___________________________________
SARA LUESCHER
escape / momentum
exhibition of 18 April to 27 April 2008
http://sara-luescher.ch/
_______________________________________
FLORINE LEONI Münger
"I always knew it was there but never guessed where» 9 Part 1
exhibition - 25 May 2008
http://florineleonimuenger.com/
http://faye.yashi.org
_______________________________________
MIRIAM STURZENEGGER
"at the thicket of black borders"
exhibition 5 - 22 June 2008
_______________________________________
LINA BERGLUND (Norway)
"where does the light come from"
exhibition 27th June - 7 July 2008
_______________________________________
KATHARINA WIESER
"The shop window"
Exhibition from 17.7. - 3.8.2008
_______________________________________
FAYE SHAPIRO ZVI SZIR ALOHA PUNT
"Several"
exhibition of 11 - 21.9.2008
____________________________________