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Zarathustra
Gelöschter Benutzer

Re: Rollenspiele aus Polen

von Zarathustra am 09.10.2013 13:54

Dann darfst du meine Freundin werden ^^

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ChosenPariah
Gelöschter Benutzer

Re: [Musik] Was hört ihr gerade?

von ChosenPariah am 09.10.2013 13:40

Deez Nuts- DtD/Go Veg

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SirPadras

48, Männlich

Beiträge: 750

Re: Rollenspiele aus Polen

von SirPadras am 09.10.2013 13:35

So langsam halte ich es für immer wahrscheinlicher, bald Polnisch zu lernen...oder ich gründe einen Verlag speziell für polnische Rollenspiele

Rules are important, they help control the fun

nerdvana.eu

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Zarathustra
Gelöschter Benutzer

Re: Rollenspiele aus Polen

von Zarathustra am 09.10.2013 13:19

Ich 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...

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SirPadras

48, Männlich

Beiträge: 750

Re: Rollenspiele aus Polen

von SirPadras am 09.10.2013 13:15

Zumindest 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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Zarathustra
Gelöschter Benutzer

Re: Woher kommt die Angst vorm Spielleitern (Meistern)

von Zarathustra am 09.10.2013 13:13

Du überrascht mich und das weiß zu gefallen

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Lameth

48, Männlich

Beiträge: 935

Re: Rollenspiele aus Polen

von Lameth am 09.10.2013 13:05

Und 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.

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AnguyX
Gelöschter Benutzer

Re: Woher kommt die Angst vorm Spielleitern (Meistern)

von AnguyX am 09.10.2013 12:51

Ich möchte hier mal einwerfen, dass der spielleiter nicht die Regeln kennen muss und schon gar nicht am besten. Erstrecht nicht bei DSA! Da ist es viel sinnvoller die mal auf den Stand eines unerfahrenen Spielleiters zu reduzieren. Ich empfehle DSA-Spielleitern ohnehin dieses verdammte Wege des Schwertes entweder nicht zu kaufen oder falls schon geschehen schnellstmöglich wieder loszuwerden. Da steht nichts drin, was man mit gesundem Menschenverstand nicht besser und simpler lösen könnte...

Und schon haben wir offiziell mehr Gemeinsam als nur das Hobby an sich Kamel

Schreibe heut Nacht mal einen richtigen Post hier zu  

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Zarathustra
Gelöschter Benutzer

Re: Wechselbalg - Der Traum

von Zarathustra am 09.10.2013 11:45

Er ist tatsächlich mit Frau und Kindern nach Georgien ausgewandert. Aber den Freiheitskämpfer macht er da (noch ^^) nicht. Momentan ist er aber noch ind er Türkei wo er Conventions abklappert um I Am Zombie vorzustellen.

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SirPadras

48, Männlich

Beiträge: 750

Re: Wechselbalg - Der Traum

von SirPadras am 09.10.2013 11:31

Spannend, dass der Mann wieder verfügbar ist, vor ein paar Monaten hatte ich noch gehört, dass er als Freiheitskämpfer in einer ehemaligen Sovietprovinz unterwegs sei...wobei ich die Richtigkeit nicht überprüft habe

Rules are important, they help control the fun

nerdvana.eu

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