Rollenspiele aus Polen
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Re: Rollenspiele aus Polen
von Zarathustra am 05.10.2013 16:17Wie ist da der Umrechnungskurs? Das sind doch wohl hoffentlich keine Euro, oder?
Verdammt, das sieht auf polnisch noch besser aus. Ich hatte ne polnische Klassenkameradin, die sah auch nett aus wenn sie nicht geschlafen hatte, aber das ist noch besser.
Re: Rollenspiele aus Polen
von Lameth am 05.10.2013 21:38Der Umrechnungskurs Zloty zum Euro ist etwa 4:1 Der Preis ist also nicht ohne, für polnische Verhältnisse. Dazu kommt noch der Versand, der auch recht hoch ausfällt.
Re: Rollenspiele aus Polen
von Lameth am 06.10.2013 15:51Dann gehen wir in die nächste Runde: WoD trifft 7te See
Monastyr
Monastyr is a Polish role-playing game set in a dark fantasy world of Dominium. Its setting features a fantastic equivalent of the Age of Enlightenment. Most often, the game plays in a cloak and dagger mood and involves plotting, intrigue, but also struggle in the name of honour. The game has been inspired by such authors as Alexandre Dumas, père, Michael Moorcock and H. P. Lovecraft. It is published by Wydawnictwo Portal (Portal Publishing House) and it is currently available only in Polish.
The game does not shy from dealing with serious issues such as religion or race. The players have to play humans, and they are all followers of a certain monotheistic religion, known as Karianizm. The religion is based on Christian faith in one god mixed with reincarnation and the cycle of life known from Hinduism. The human countries, tied together with that religion, are involved in a long struggle against all other races (elves, dwarves, orcs, etc.); their religion dictates that all of those races are doomed and are beyond salvation, therefore must be exterminated as a minions of evil god Kusiciel (from polish Tempter.) Magic is also considered a sign of a devil or demons, so there are no (overt) mage characters.
The corebook, Monastyr, does not describe the lands of non-humans, instead it concentrates on the human empire, which, while united by a single faith and church, and is composed of over fifty separate countries, each involved in various struggles, political or military, with others.
Monastyr mechanics are based around the 3d20 system:
Core mechanic (auch bei Neuoshima)
- name the skill to be tested and the difficulty level
- roll three twenty sided dice
- compare all three separate results with the given attribute
- if at least two of the three results are lower than the attribute modified by the difficulty level, test is successful.
Details
When a test is required, the Gamemaster, names the skill which is going to be tested (or a raw attribute, if no skill is available for the activity the character is trying to perform). He also sets a difficulty level for the test, which modifies the attribute value (reducing or improving it). Then, the character's skill level is taken into account - if the character does not have any skill levels in the given skill, (in case of Neuroshima) the difficulty level is raised by one, or (in case of Monastyr), all the three rolls (not two) have to be lower than the tested attribute. Otherwise, the player can subtract a total of his character's skill levels in that skill from any of the three dice rolls, each separately.
Difficulty levels
Difficulty level Attribute modifier Difficulty level Attribute modifier Difficulty level Attribute modifier
Easy + 2 /Average 0/ Problematic - 2/ Difficult - 5/ Very difficult - 8/ Extremely difficult - 11
Suwak ("Slider") is a special rule of this game system. It says that when a character has at least four 4 levels in a skill, each time that skill is tested, the difficulty level is automatically lowered by one; if their skill level is 8 or 12, then difficulty is lowered by two or three levels respectively. It's supposed to depict the fact that the more trained a character becomes, the easier those things they trained seem to them.
Lucky 1 - each time when making a test roll a player rolls "1" on any dice, he is lucky and manages to perform easily; in the terms of mechanics, the test is treated as if the difficulty level was lower by one. Notice: if the player rolls two "1's", the test is automatically successful.
Und ein paar Worte des Herstellers
Monastyr is our second RPG line; dedicated to experienced players. It's a dark fantasy setting inspired by such authors as Dumas, Lovecraft, Perez-Reverte and many others. Monastyr is designed for all players who love the dark themes of games like Warhammer or Gemini, but who are looking for adventures much more complicated, with plots and intrigues, suspicion, jelousy and a touch of melancholy like – for example – the Game of Thrones novels.
Monastyr is published as a hardback with a 264 color pages. Artwork for Monastyr was created by Radoslaw Gruszewicz and Tomasz Jedruszek, who work for FFG (GoT CCG, CoC CCG), White Wolf and others giants of the industry. Monstyr is known as one of the most inspiring books ever published in Poland for that very reason.
We have published six suplements already, and are working on new material. Monastyr is a unique game where stroyline is created by fans who play in a huge letter game – crossover of De Profundis and Monastyre. Officiall Monastyre site introduces tens of new articles written by fans. There is a novel in the pipeline set in the worl od Monastyre. Biggest Portal 2009 release is Stronghold, board game set in world of Monastyre.
Die HP Leider nur in Polnisch:
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Re: Rollenspiele aus Polen
von Zarathustra am 06.10.2013 16:04Das spricht mich auch schon wieder an. Polnisch lernen wird langsam zur echten Alternative ^^
Re: Rollenspiele aus Polen
von Lameth am 06.10.2013 16:06Lass dich nicht aufhalten^^
Monastyr habe ich hier auch rumliegen, aber nur das GRW. Spricht mich auch totall an, nur habe ich momentan keine ZEit es zu übersetzen, was ja die Voraussetzung wäre, um es heir spielen zu können.
Re: Rollenspiele aus Polen
von Lameth am 07.10.2013 22:19ich habe eine Antwort von den Clanarchy Machern erhalten:
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Re: Rollenspiele aus Polen
von Lameth am 09.10.2013 13:05Und nun Zu wohl bekanntesten und beliebtesten Rollenspiel in Polen:
NEUROSHIMA
Unter diesem Namen wurde neben dem Rollenspiel bereits ein Brettspiel, ein Kartenspiel und ein TT veröffentlicht. Einzig das Rollenspiel wurde nicht ins englische Übersetzt.
Ich bin mal etwas faul und gebe uch einfach die Wikipädia Berschreibung, denn besser kann ich es auch nicht beschreiben:
Setting
The game describes the United States in mid-21st century, after a nuclear war started by a cybernetic revolt, which molded the continent into a barren wasteland. It seems that the reason for the war to break out was a sentient Artificial Intelligence commonly referred to as Moloch and made up of interconnected net of military computers: automated factories, military facilities, power plants and alike, that now cover the whole north of the U.S., from Oregon to the Great Lakes. On the south, there is another creation, called the Neojungle, that poses a threat to those who survived the war. it is a semi-intelligent carnivorous vegetation that grows very quickly, advancing north from Latin America. Right in the middle, there are humans. They are surrounded by mutant creatures, some of whom were bred by Moloch which are hostile towards humans, and some just being animals and humans misshapen by nuclear fallout. On top of that there are Moloch's deadly machines lurking to complete the picture. But what is stressed in the book is that the worst enemy of humans is within them: hatred, indifference, greed.
Landscapes of Neuroshima
Car wrecks, ruined towns and villages, collapsed roofs on deserted houses, broken glass in the windows of abandoned gas stations fill the landscape of the United States of the middle of 21st century. Technology is history - cars will not start, radios are jammed, no electricity whatsoever almost everywhere the characters go. Shops and malls are looted, prosperous villages are burned by gangers, and safe places are very sparse.
People in Neuroshima
No one knows how many people survived the war with machines, but it is estimated that their number oscillates around 2-3 million. Some people resorted themselves to nomadic lifestyle and live in the deserts, some of them try to build the civilisation anew in devastated cities, some of them form gangs of highwaymen, called gangers, some of them just try to make a living by growing crops, and finally, there are those, who just wander around the wasteland; the adventuring sort is here mostly represented player characters. Each village they visit in this world is a discrete microcosmos and nothing is certain as whether the inhabitants are welcoming or shoot strangers on sight. The continent is full of small, anonymous settlements, but there are places which aspire to become post-nuclear states.
Places in Neuroshima
In this world it is very important where you come from, and that is because people are prejudiced and afraid of strangers. Different places produce different kinds of people, and who you are is determined by where you are from.
Examples:
The Southern Hegemony - (commonly referred to as 'the Hegemony') - located in what was once Arizona, New Mexico and partially Texas. A place where brute force determines one's place in the society. Dominated by gangs and unhampered by Moloch, the Hegemony is a threat to neighbouring lands.Vegas - the only well-lit city in the post-apocalyptic world. Home to many playhouses and casinos, it attracts people from every part of the country.Mother Desert - if you were born in the desert, whenever you go away from civilisation, you feel at home. Many Native Americans still live out there and are doing fine - after all the warheads did not hit the deserts.
Detroit - known for some of the best drivers and racers in the post-nuclear US. Home of many gangs, such as The Shultz (mafia styled), Hurons (punkers), The League (racers), Parker Lots (gothic assassins) and the Gas Drinkers (mutant barbarians).
New York - a place which has established a strong government and would like to rebuild America. They maintain schools, factories and railways and send soldiers to fight Moloch. Surprisingly enough, they sometimes succeed.
Texas - the healthiest place in America. Actually, the only place where one can find green vegetation. Modern Texans still grow crops, breed horses and herd cattle, like their ancestors in 19th century did.The Appalachian Federation - a place ruled by feudal lords. They have a social class system, in which people are divided into nobility and peasantry. Thanks to its iron and coal deposits, it's one of the richest places in the post-nuclear U.S.The Outpost - a mobile settlement run by sciencists who aim to destroy Moloch. In coalition with New York they manage an army, which is yet to stop Moloch's advance south. They steal technology from the machines they destroy and apply it to their own advantage.
System
Main article: 3d20 system (sehe auch Monastyr)
The game uses its own, custom system of rules. The dice you use is d20. This system does not have an official name, but it is unconnected to the d20 system, as it typically uses three twenty-sided dice.
Four colours
Neuroshima relies on the division of the gameplay into something the authors called Four Colours, namely steel, chrome, rust and mercury. The choice of a particular colour is made by the gamemaster (the decision can be consulted with the players in order to enhance the game experience) and determines the mood, atmosphere and the type of events/characters present in the story. The name of the colour itself implies the kind of gameplay it will symbolise. These colours are:
Steel - this kind of gameplay is characterised by a slightly optimistic attitude towards the world. The aim is to raise the spirit of the characters by showing them that the war with the machines that is going on may be a difficult one, but it is not unwinable, and that humans, when strong and united, can build the world anew. Example of a story: a unit of soldiers dispatched from the Outpost is sent to build a bunker and establish a relay base far in the north in order to plan a counter-tactic against Moloch's advance south.Chrome - is characterised by a hedonistic attitude. The characters are supposed to enjoy anything that is left from the world after the war and the story is supposed to allow them to do that. Example: the characters are offered a well-paid job by a local ganger boss who extorts wares from local tradesmen. Their job is to drive around the county and pick up the extorted items and trade it for drugs.
Rust - a depressing, pessimistic mood. The characters will encounter rust, dilapidation and ruin everywhere they go. All the elements and NPCs of a story played in this mood are supposed to put the characters down and destroy their spirit. Example: the characters, badly wounded after a gunfight and robbed of all their possession find refuge in a village which is constantly raided by gangers. The characters' quest is to repel those attacks, but the enemies outnumber them and are well equipped, whereas the characters have nothing to fight with.
Mercury (Quicksilver) - the most depressing side of the game; usually stories played in this mood end with the death of all the characters. The aim of this mood is to show that any kind of action undertaken is futile and that the war is already over, hence all the people are already dead, which is a fact they just need to realise. Example: a group of soldiers stationed in a bunker is awaiting an attack by mutants. They are well-armed and trained, but there is a mistake in the intelligence they were given and they do not know yet that they are seriously outnumbered. The attack commences at dusk and it is already too late to retreat, so the characters decide to seal off the bunker, hopeful that the mutants will not be able to get inside and simply go away. The mutants attack the bunker with chemical weapons instead. The characters do not have enough gas masks to go around. As an effect, those strong enough will kill the weaker ones to get their masks, not knowing that the mutants will blow up the sealed entrance the following morning.
Re: Rollenspiele aus Polen
von SirPadras am 09.10.2013 13:15Zumindest kannte ich hiervon das TT
auch wenn es off topic ist, aber vielleicht ist dieses TT was für dich. Wenn du es nicht sowieso schon kennst
http://oim.wargamer.pl/
bisher habe ich nur gutes gehört
Rules are important, they help control the fun
nerdvana.eu
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Re: Rollenspiele aus Polen
von Zarathustra am 09.10.2013 13:19Ich brauche dringend ne polnische Freundin... Ich halt das hier kaum noch aus. Lameth du ahst die Büchse der Pandorra geöffnet! Und die Hoffnung bleibt darin zurück, die Hoffnung, das ganze irgendwann mal auf deutsch präsentiert zu bekommen...