Narnia RPG
There is an official RPG based on the C.S. Lewis fantasy setting of Narnia. Unfortunately for most of Western civilization, it is published in German. Here is the description translated slightly awkwardly:
I did track down a long review of the game book and was able to translate into English, though a little roughly. Lets see how well it worked:
The Amazon product also has a couple of highly rated reviews (which I've also translated, thank you Google):
The fascination almost everyone knows: a playful empathize with a character who act within established rules of the game, talk and must improvise in particular. This fascination build well-told stories, and lots of games, whether tangible or virtual, live on. Especially in the fantasy field identification with fictional characters is large. For the first time appears with "Narnia - The role play" a set of rules for role playing in the enchanting world of Narnia. Under the guidance of a gamemaster turn the players compete in characters they invent themselves and make their home in the world of Narnia. Together they experience in the home living room adventure, braving uncertainties and thus develop their own story in Narnia.link
I did track down a long review of the game book and was able to translate into English, though a little roughly. Lets see how well it worked:
The rules are aimed mainly at young RPG beginners, which is also reflected by a partial bit fussy expression and the Duzen the reader.
seems to have an alternate cover |
With fantasy role-playing nothing, but with Clive Staples Lewis' fantastic world of Narnia even more to care, yet had the Brendow-Verlag.
Both the "Chronicles" of Narnia in a "Classic" - and "Fantasy" version, as well as audio books, Picture Books and other works by and about Narnia are published here. Not a bad idea, then, to the film "The Chronicles of Narnia" in 2005 and the forthcoming this year production of "The Chronicles of Narnia: Prince Caspian . to use the "triggered restrained Narnia boom and hereby to score well on the RPG sector The authors, both academics (Ulrich Drees - Modern and Modern History, European Ethnology and Economics; Oliver Plaschka - English and anthropology) tend to come from the (fantastic ) literary than from the lowlands of game design, but have both had come to determine points of contact for the RPG genre and will probably also have appropriate gaming experience.
Looking at the origin of the game it does not seem surprising that in hardcover with its dimensions (16 , 8 * 24 cm) and is better suited to the novels on the bookshelf, as to the boxes and more A4-format works in the role-playing game gallery. But it is also robust processes, as most of his siblings and can with two-color printing, ornate shine graphic frame and uncluttered set. With regard to the thickness of the work, however, one or more read tapes for marking would have been useful. The text is broken up by the black and white drawings by Kai Graf, who know how to please and occasionally cross the frontier for cuteness significantly.
The rules is directed mainly at young role-playing beginners, which is also reflected by a partial bit fussy expression and the Duzen of the reader. According extensively also covers the introduction, which we will explain the idea of the role play itself, as well as a description the history and basic concepts of role-playing and even a label comes up. Conclusion of the chapter is an exemplary scene from an RPG round.
The next chapter is devoted to the character creation, which is based on a simple purchase system. Whether man, mythical creatures or Talking animal, they all start with 8 attributes (Strength, Constitution, Dexterity, skill, Acuity , charisma, intelligence and willpower), whose average value is (in humans) 0.Then there are the skills that represent the learned skills and talents and the start value to 1. complemented skills and attributes nor advantages and disadvantages in two weights ("simple" and "critical") is and will be offset against each other. Some questions to round out the character generation. A tabular summary provides an overview and some examples of characters of reinsurance or the Quick Start can serve the adventure.
Chapter III is devoted to the control system, which is based in litters with the W6. For this basic cube, as well as bonuses and penalties cubes are available. Base cube derived from the value of the skill (with attribute samples are always there 2). A die roll is a success if he shows 4 or more eyes. Bonus-penalty dice are another 1: 1 and offset resulting from the value of the associated attribute (for skill checks) and influenced by the character of circumstances. Bonus dice add successes when they show 5 or more eyes Malus cube destroy achievements when they show 2 points or less. From Pasch litters critical successes or failures may result. The samples are further modified by the predetermined by the GM number of necessary success. Explanations of difficulty levels, modifications quality, long-term samples, support etc. supplement the basic rules.
The rules of battle we arrive in Chapter IV. Again, is basically the previously described Regularium for attacks (against either one by the skill of the mob given quality or a comparative sample), damage rolls and damage resistance used. The damage is monitored by wounds or exhaustion, each character no more than three wegstecxkt. Rules to Ranged and initiative movement in combat actions a list of modifiers and finishes to death and healing etc. build the basic system strong. The virtues is dedicated to Chapter V of virtue value (the ninth attribute) is within the scope of -2 to +1 optional and represents the relationship the character to the world of Narnia. Across the role play out, for which there is to the individual virtue values explanatory notes, are the virtues primarily for gifts and magic of importance, where she bonus or Malus cubes provide for the necessary samples. The gifts of mythical creatures and talking animals are presented in Chapter VI. You can at character creation be purchased through benefits or bought later in the game through experience points and make supernatural and extraordinary abilities of non-human inhabitants of Narnia are. They are also handled by the above-mentioned basic system.
Also supernatural, but less than the gifts of course comes in Chapter VII Therefore, the magic. For these magic points, spells and ingredients are needed. In contrast to the gifts of magic but also have an attitude (positive, negative or neutral) by the virtue of the character value can be positive or negative effect on the prospects of success. Also tends the power of magic to seduce the caster. Here it means to be steadfast. For the most virtuous among the players, there is also an explanation of why the Magi in a fantasy game really is no evil, and just one of them! The Bund force is shown in Chapter VIII, forming roughly a cube pool the entire group, the cube of individual members may be used only with the consent of the majority. The federal government power, providing a suitable for background world advantage over the bad guys and reinforces the need for cohesion and harmony in the group.
Chapter IX shall designate example, some special techniques that the hero bonuses on restricted areas offer the use of their skills. Experience the adventure and how to implement the adventures of points in an improvement values are described in Chapter X. Again, there is a purchase system is based, but the director has the responsibility to examine together with the players whether a corresponding value gain experiences is also justified by the adventure, or at the edge of the adventure. The equipment and a brief description of the world devoted to the Chapter XI and XII, while Chapter XIII of example, some residents of Narnia presents with values.
Great detail is wiederumg Chapter XIV, which is the game master, here narrator dedicated, and explains in detail what is important in directing how to master Adventure proposals and scenarios. Except for some tips and tricks and adventure ideas and some short scenarios are listed below, which are a good basis for a first campaign.
Following the chapter is devoted to the control mechanisms for some of the more common situations in adventures and the problems with walkers between the Earth and Narnia may occur. Appendix I provides with "Caspian star" an elaborate adventure in which the heroes should get a star in distress for help was commissioned by King Caspian and have learned to master zahreiche experiences and threats.
The biography of CS Lewis, is dedicated lovingly of Annex II A glossary, an index, and a sample document include the extensive work, while a map of Narnia has been found on the inside cover of the book place.. One must not separate fact to say: the name says it all. Narnia - The role play has been created for the fantastic world of Narnia written by Tolkien companion CS Lewis and who with earthly children, speaking badgers and noble centaur can not do anything in the role of hero and who the Christian background of benign Weltenerschaffers Aslan on regurgitates which should keep away the best from this simulation. All others, especially when they can be opened a little of her childish side or have not already left behind, can at this rather fabulous and romantic world have a lot of fun.
For the game, the entire historical period of Narnia available and also the history of our planet is not a playground taboo. Especially here the days after the fall of the Ice Witch Jadis are presented in a rather heroic Good versus evil background and the reign of King Caspian as a rather gray scenario. Who but as close as possible based on the the background world of Lewis wil not help but come the books read, so he has not done so already, because although the policy describes the rough conditions and the underlying idea, but with details, it saves a lot and just puts the narrator quite a bit of background ahead.
And so the work is aimed at the experienced Narnia connoisseurs and the role play Beginner, while his critic rather seasoned Role players and Narnia layman (hey, I've seen the movie!). Good succeeds the authors to explain the idea behind the idea of role-playing and also the bloodiest Beginners should clearly be what it is about this and how it is to make. The same applies to the information to the narrator, who really gets hereby a useful instrument for creating your own adventure at hand. The ultimate duty of the narrator players to gain an entertaining round is taken very seriously here, even if the RPG purists of a particular class will be more than just burp evil, that you would be quite look useful in Narnia, players over ear to sculpting when the common entertainment, the plot and the tension in the adventure is - but only if they do not realize it. Fraud or provide an indication of the lack of Gelichgültigkeit of fate? Matter of taste! A little troublesome in this context is compared to the slightly didactic tone, both the players and the game master. Perhaps such conduct would be better off in the exemplary description of a game round sequence. But for consenting adults of sound is quite bearable and remains so at least the little hope that rebellious teenager with the pedagogical approach cope.
The goal of a beginner-friendly set of rules to create the authors have unfortunately become only fair to some extent. Although the D6 system with the base, bonus and penalty dice certainly has its charm, but it also creates situations in which transcends its complexity beyond the capabilities of an entrant and beyond the original intention. What is still quite simple works for simple skill checks, is in control samples and in the fight considerably already kompilzierter and the one time or another, the self-established rule that bonus and penalty dice breached those influenced by the hero or represent modifiable factors and the basic difficulty is determined by the number of required results. Also, the scheme is complicated by the bonuses and penalties dice another eye value to the success or failure requiring as the base cube and in the end it may, at the always rather low number of successes quickly once the netting come to a sign error (as in the examples happens every now and again). In addition, I am unsure whether the various dice inventories and counter samples do not affect the probabilities but at a potentially unwanted way. In such combinations I push my boundaries and mathematician not sure whether the authors have calculated and factored all that. Chances are very nasty and unpredictable ally - really did we mention the special techniques, although the skills very nice ausdefinieren, but also require some overview, especially when added become even self-invented techniques and an experienced hero and a not so experienced players is at the start. A very nice way to weld the group and conjure up the spirit of Narnia, by the way, the federal government force is that with quite simple Regularium both role-playing, as can also abentuertechnisch berblüffende effects.
Quite nice are the rules for magic and to their hazards that would have slowed down quite one or the other heroes of a typical hollow leg novel, he would have known it. A little seems strange that one or the other rules to specific situations. If I ever need two successes in athletics to jump two meters with start-up, I wonder how I as unsportlichstes children of the class managed this route ever to beat the long jump -. So bad I was probably not yet Little value has one, so my impression left on the balance between the various possible mythical creatures, the talking animals and humans. Instance, if I look at me the average values of a centaur, a talking squirrel comes to me but still quite poor. But that's not the issue here obviously. Annoying were some printing errors, while not overly happen often, but reduce the loving design. All in all I like the control system already and consider it in its approaches for quite elegant. For beginners, however, it seems to me only suitable in its simplest form. In this context, it should also be mentioned again positive that stresses the system was designed to be open: Again and again, it is noted that one also gladly omit rules or can be added invent, if one then is.
Conclusion For lovers of the world Narnia quite a nice change from the gloomy dungeon plowing or intrigue among bloodsuckers etc. and also for avid RPG Beginner worth a recommendation. For this it will not be easy to find with the Regularium deal, but someone who appreciates Aslan, is not as fast. I wish the rules that seem to be made to me with love every success and hope it is not a rule in this volume shows. In the past, the role-playing games, you can drag the doctrine that games that are no longer maintained after the first control band, die. And that has this beautiful experiment certainly does not deserve.
The Amazon product also has a couple of highly rated reviews (which I've also translated, thank you Google):
Narnia The RPG" is a beautifully elaborate role-playing game , especially for beginners in this field. Very good explanations and instructions for this newly -creative rules offer along with beautiful illustrations and imaginative adventures a really Narnia fair game. But even for an advanced player , it will be a challenge.And here's another one:
This role play creates a playable frame with beautiful descriptions of the land and of the figures ( of people over Moorwacklern to speaking badgers are of course all the figures available). The book adheres to the descriptions of the books by CS Lewis Narnia and respected his writing style influenced by Christianity , but still produces its own charm. It creates a comfortable atmosphere where people like to play without getting through to meticulous instructions and strict rules to feel cramped.
The game is not necessarily designed from the book here that you can play on it for months. Although there are some ideas for other stories exist, the detailed descriptions adventure but you should be able to play a game or two evenings. I find this very positive, because playing time also to the " whiff " is ideal for beginners . And who brings joy and imagination, can indeed return to this fantastic world at any time.
This role play Personally I like particularly good because it lets a lot of room for creativity own ideas and not like many other role playing is very bogged down by numerous complicated rules . The existing rules are simple and easy to understand , so this game is suitable even for young people aged about 14-16 years, especially youth groups will probably find this interesting. Of course the game is nevertheless also suitable for adults :- ) The publishers ' Brendow ' ventures with this beautiful designed book about a role-play to a whole new terrain and I find that this step is more than successful !
" Narnia - The RPG " is a book for anyone who wants to experience their own adventures in the world of Narnia . With this large set of rules you get all the information that is needed to start their own RPG round itself. Even if you do not know all the stories about Narnia , so you can still get into this fantastic world. The individual rules are very simple , the samples are also kept very simple and also the required cubes are commonly used six-sided , so that you do not even need to buy something . Young people in particular you will dare the simple introduction to the role-playing and beautiful experience exciting adventures .Some of that one seems to be where the 'official' description came from.
This role play is a wonderful set of rules for all newcomers. It contains an enchanting fantasy world and impresses with its simple rules, its detailed explanations and the beautiful illustrations . For experienced role players however, it is interesting only for a few nights .
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