Rollenspiel zwischen dem 14. und 16. Jahrhundert
Ich greif mal das Thema drüben beim Moritz auf. Naja nicht ganz, das gleich vorgestellte RPG spielt nicht im Mittelalter und ist auch nicht auf deutsch dafür aber kostenlos und der Einleitende Satz zu diesem Artikel ist auch nicht unnütze ;-). Auf der schonmal vorgestellten Seite Rpglaboratory.com gibt es ein neues Rollenspiel zu dem es heißt:
* Based on late 15th century – early 16th century Europe.
* As continental population exploded and social and cultural values were radically transformed, demonic influences became more accessible. In an effort to improve military might without depleting resources on training, states chartered schools of magic which were affordable to commoners and churned out large numbers of brash and ambitious neophyte wizards. Many of them were lured towards the quick and easy path of profane power. However, the repercussions to nature and society would be deep and volatile.
* Amongst others, players may take the role of displaced or landless nobles, holy warriors or black knights in the service of demon lords, experienced wizards or partially-possessed warlocks, or middle eastern or oriental mercenaries and emissaries looking to take advantage of lucrative opportunities and political instability.
* As a result of great turmoil combined with the new magic-economy, the adventurer class emerged.
The core of the system uses what I call the Graduated Dice Method, or the Dice Rank System. The GDM is designed to realistically model character skill and perfectly scale in relation to opposition. There are several dice ranks – d4, d6, d8, etc. – which may be used during resolution. If opposition is equal, the standard dice is used (1d10). If your skill is higher than the opposition, you use a *lower* dice rank. Lower dice ranks, or lower variability, represents greater consistency in skill use. Thus, instead of rolling above a target number, you must roll within the 1-3 range for success; 1 for a critical success, 2 for a moderate success, and 3 for a minor success. Higher dice ranks also have the potential for critical failures, which result upon rolling too high.
Combat is intended to be represented as robust and violent tactical skirmishes, in which the system’s logic is designed to handle a large number of combatants without breaking down. Combat is also intended to accurately model Renaissance fighting methods. To this end, each weapon or mode of combat has its own unique numerical makeup which has a profound impact upon your effectiveness in battle. ((Please inquire for a more indepth discussion on combat mechanics.))
Vielleicht findet ja der ein oder andere Gefallen an dem Werk 🙂