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Everything posted by Der Läuterer
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--- I --- CORE RULEBOOK Chaosium - 1983 - CoC2 CLASSIC 1920 SETTING - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Haunted House, the / ie Haunting, the Locations: The Corbitt House, Chapel of Contemplation, Boston Creatures: Dimensional Shambler Tomes and Artifacts: Liber Ivonis, magic dagger, pendant SYNOPSIS: The investigators are called to examine an old house, where a series of tragedies have occurred. The house is rumoured to be haunted, and the landlord wishes to set everyone's minds at ease about the case. El Clásico - MUST PLAY Appears in: Core Rulebook 2nd Ed., Core Rulebook 3rd Ed., Core Rulebook 4th Ed., Core Rulebook 5th Ed., Core Rulebook 6th Ed. The scenario was retitled 'The Haunting' in CoC5 to avoid confusion with the scenario 'The Haunted House' in 'The Trail of Tsathogghua'; 1984. A ten page article was published in The Unspeakable Oath #18 describing the Chapel of Contemplation cult in three eras. Madman, the Locations: Jenning, Vermont Creatures: Mi-go SYNOPSIS: The investigators hear strange tales about Harny Reginald, a resident of Vermont. There are tales that his insanity has taken the form of mysterious rituals on hilltops, complete with bonfires and sacrifices of Goatswood. Appears in: Core Rulebook 2nd Ed., Core Rulebook 3rd Ed., Core Rulebook 4th Ed., Core Rulebook 5th Ed., Core Rulebook 6th Ed. NOT TO BE CONFUSED with the scenario of the same name from 'The Asylum and Other Tales', 1983 Brockford House, the Locations: Maine Creatures: Deep One SYNOPSIS: The investigators are called in to investigate strange noises coming from beneath at night in a house newly acquired by a wealthy ship owner. The search uncovers hidden chambers, equally hidden secrets, and creatures that remember the old ways. The clock is ticking. Appears in: Core Rulebook 2nd Ed., Core Rulebook 3rd Ed., Core Rulebook 4th Ed. Beginning Scenario For A Campaign Appears in: Core Rulebook 1st Ed., Core Rulebook 2nd Ed., Core Rulebook 3rd Ed. Cultists' Lair, the Appears in: Core Rulebook 1st Ed., Core Rulebook 2nd Ed., Core Rulebook 3rd Ed.
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--- H --- ARKHAM EVIL, the Theatre of the Mind - 1983 - CoC2 CLASSIC 1920 SETTING - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Into the Throat of the Beast Locations: Gibsville, Pennsylvania Creatures: Nyarlathotep Tomes and Artifacts: The Rath Fail SYNOPSIS: Coal miners have discovered a crystal cavern. The Investigators are recruited to conduct a scientific investigation. Wanderer, the Locations: Black Mesa, Arizona Creatures: Serpent people, Sand-Dweller, Dimensional Shambler SYNOPSIS: An asteroid is approaching Earth. The Investigators are recruited to collect any radioactive pieces that land on the surface. And the dogs shall know you Locations: Arkham Creatures: Nyarlathotep's Spawn SYNOPSIS: Arkham University is hosting a symposium on the asteroid fragments found in Arizona. A series of strange murders begins, each performed by literally aging an innocent victim to death.
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--- G --- Gate from the Past Locations: Arkham, Massachusetts, Miskatonic University Creatures: Elder Thing, Shoggoth SYNOPSIS: Some Elder Things are fleeing through a time gate to the present day (the 20s) to escape the rampaging rebel shoggoths. Appears in: The Asylum and Other Tales, The Cthulhu Casebook
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[Nightmare in Norway] N i N - Off Game
Der Läuterer replied to Der Läuterer's topic in Nightmare in Norway
Tanzfilme, Junior. Tanzfilme! -
[Nightmare in Norway] N i N - Off Game
Der Läuterer replied to Der Läuterer's topic in Nightmare in Norway
Und ich dachte schon, dass ich gefragt werde, weshalb ich nur so wenige kenne. Zu Footloose: Ich finde den Film schlicht unspektakulär. Und die hier sind auch gut. Mary Poppins Dancing in the Rain An American in Paris -
Kulte des Nyarlathotep ???
Der Läuterer replied to Der Läuterer's topic in Spiel- und Erfahrungsberichte
@FrankyD Danke für die Blumen. Ich hoffe, dass Du Recht hast. Sonntag geht es weiter. Die Resonanz der Spieler + Spielbericht gibt es dann vermutlich am Montag. -
BLOOD BROTHERS; 1990; Chaosium; CoC4 Edition; The scenario is based on horror films. The thirteen adventures are as follows: Uncle Timothy's Will In this haunted ghostly place scenario the investigators are the greedy scum of grandchildren who want to lay hands on their uncle's will. In order to inherit the money, they have to spend a weekend in their uncle's house. As the weekend goes on, Uncle Timothy, who's spiritually occupying his own body's rendered fat in a vat on his stove, spends his time butchering one by one through a variety of proxies, including possessing the servants to creating zombies to summoning a demon from the depths of hell. It reminds of 'The Ghoul' (1933), 'The Frightened Lady' (1963), 'Kwaidan' (1964) or 'The Cat and the Canary' (1978). This scenario uses the movie theme of “Haunted Ghostly Places.” A generally isolated setting with characters threatened by one or more “malevolent otherworldly beings” is the shortened form of this style, though to some extent, that simple description fits most horror films. This type tends to have a uniting thread as to why the characters are together and often a connection, however tenuous, to the beings in question. In the film in question, the investigators are all relatives of the titular Uncle Timothy, whose will is to be read at his estate. Each of them has character flaws and/or troubles in their past that motivated them to attend the reading. Timothy is, while dead, not quiescent in it, having been a wizard who uses a demonic pact and a bizarre ritual to attempt to gain ongoing life and increased power, and the deaths of his potential heirs is part of his plan. To help him in this, two servants who are under his control, the aforementioned demon, and some animated dead, as well as the threat of Timothy himself form the ultimate threats to the survival and sanity of the investigators in this variation of the haunted house motif. To me this scenario is very successful, nicely creepy, although potentially slow to start, it has major potential, hearkening to a feel reminiscent of many films of the Amicus anthology movies of the seventies and a few somewhat like it. This scenario is very playable, and while difficult if not impossible to put into campaign play, if you can find a way to get campaign characters into it, can make a wonderful change of pace scenario. If worked into campaign play, it is not too difficult to twist the demonic entity into a Mythos entity, if you wish, but there is no reason to change it that much. I would, however, suggest that in campaign play, leaving the demon unexplained as much as possible. Failing that, it excels as a one shot. Oath of Blood In this gangster scenario with a twist in the form of a vampire horning in on the New York Mafia's business with a new—and nasty—gang of his own. While the sidebar is naturally about vampires, the writers might've done well to throw in a few vintage gangster films such as Little Caesar or Public Enemy to help set the mood. (Innocent Blood would've been a perfect candidate for the viewing list had it not come out in 1992.) This is a fun adventure, but as with "Uncle Timothy's Will" some of the descriptions are a bit nastier than even pre-Hays Code films would have ever allowed. Nemesis Strikes! Nemesis Strikes Back! is the weakest scenario in the book, not because of the writing, but because the basic premise doesn't allow the players to do anything more than gamely trot behind the Dr. Phibes-inspired villain and watch as he dispatches people in various unlikely ways. As it's written, though, the players have nothing more to do than to watch the cool murders take place - and if they stop it, then where's the fun? It's more fun to see the director of the play get impaled by a crescent moon from his own play's backdrop than it is to save him and say "Wow, that would have really done some damage" while the director looks shaken. It's kind of like playing a game in which the object is to prevent Wile E. Coyote from being mutilated by his own contraptions, rather than sitting back and watching all the fun. A great scenario to read, no fun to play. I gotta admit, I like this one in spite of myself, mainly because I'm a big fan of The Abominable Dr. Phibes and Theatre of Blood, both of which are on the recommended viewing list (as a "Theatrical Madmen" adventure, the sidebar also lists the various versions of Phantom of the Opera, but the adventure is based on the Price films alone). It reads wonderfully as an example of its genre, practically feeling like a lost Vincent Price film—which is also its weakness: anyone who's seen Phibes or Theatre knows that the investigators will be helpless to interfere with the murders until it's dramatically appropriate. Even if players are willing to accept this convention of the movies, there are still too many moments where the players simply sit and listen to the GM play out a scene for them. The writers should have structured this adventure so that the players take on the roles of the victims as well as of the people vainly trying to stop Nemesis, which would at least give the players the fun of acting out a terrible death with plenty of screaming and/or thrashing about. The Land That Time Ignored This one follows the ever-popular "Lost World with Dinosaurs and Forgotten Tribes" genre, but strangely, its recommended film list does not include The Land That Time Forgot! The adventure itself follows the plots of such films in a very straightforward way, with the interesting touch that the dinosaurs are always described as resembling the puppets, stop-motion puppets, or lizards with extra bits glued onto them that the audience will see—which may or may not help with the players' attitude. (Some of the most hilarious B-movie moments come from actors who, having not seen the final shots of the monster effects, play their reactions to them with much more seriousness and intensity than the monsters ever deserved.) This one would actually be a good candidate for the Abbott and Costello (or even the 3-D) optional rules in the intro, as it's the most lighthearted adventure in the book. Expect a player who's also a Simpsons fan to try out his or her best Troy McClure impersonation. The Mummy's Bride This is a fairly straightforward mystery adventure based on the Universal Studios Mummy films of the 1930s and 1940s (the recommended films list also includes Wrestling Women vs. the Aztec Mummy, but I think that film rightly belongs in its own genre of Mexican Wrestling movies). The adventure, much like the mummy itself in those vintage films, progresses slowly—perhaps too slowly for many gamers' tastes; a few action scenes in the vein of the Stephen Sommers Mummy films would certainly liven things up. On the other hand, players who are particularly familiar with the vintage mummy films might enjoy trying to decide who to trust, as we have both a suspiciously knowledgeable Egyptian (as in the 1932 movie) and a dubious Egyptian priest (as in the 1940s movies). The Dollmaker This adventure, set in the unusual setting of a 1930s London music hall, attempts to cover the small but broadly defined group of films involving animated dolls, statues, mannequins, or ventriloquist dummies. The problem is, while all those films have the common thread of animated imitations of humans, the approach each takes is quite different. Ventriloquist dummy horror often focuses on the confusion of personalities or balance of power between the ventriloquist and his dummy (as in Magic and the ventriloquist story in Dead of Night, a film which would have fit better in this adventure's recommended film list than it does in the one for "Uncle Timothy's Will"), while mannequin and wax museum horrors usually play on the fear of people around you (or worse, you yourself) being replaced. In contrast, Killer Doll films exploit both our fear of innocence turned vicious and a more general fear of Little Scuttling Things (it should be added that the lack of Trilogy of Terror, a movie which has one of the all-time great Killer Dolls, in the recommended film list is a real mistake!). Since the PCs for this adventure are all described as fellow performers in the music hall, with only rather tenuous plot devices bringing them in contact with toy dolls, mannequins, or wax museums, I think this adventure would have worked best if the focus was solely on the Evil Ventriloquist Dummy storyline, with the PCs attempting to save the life and sanity of their colleague while the dummy (or is it?) tries to stop them by any means possible. Ancient Midget Nazi Shamans Well, this one certainly has the best title of all the adventures... It's supposed to be based on Gremlins and related "little beasties running amok" films of the 80s (like Critters), with WWII soldiers rescuing what they think is a child who has been tortured in Nazi experiments but is in fact a member of a foul and ancient dwarfish race (think Tcho-Tchos). One of the soldiers decides to adopt "little Klaus," and bring him back to his nice suburban town in the States, with horrible consequences to come. This adventure takes place in three parts: the rescue of Klaus, local children discovering that Klaus is not at all what he seems, and the attack by Klaus and his resurrected fellow creatures on the town. In Darren MacLennan's review of Blood Brothers, he notes that the second stage of this adventure, featuring the death of some children, seemed too harsh even for an 80s-era horror film; what's more, the children's disappearance is quickly glossed over in the plot in order to move us quickly to the Thanksgiving battle. I also think this was a mistake, and that the adventure would have benefitted by staging the takeover attempt on Halloween itself and providing the players with more children characters (there's actually only one child character in the list of pre-generated PCs) who end up bringing the fight to the midget fiends when adults are either incapacitated or shown to be ineffectual—there's a lot of potential for fun with kids in costumes fighting the Midget Nazi Shamans with improvised kid tactics, mix-ups when Midget Nazi Shamans disguise themselves in cast-off Halloween costumes, and so on. Honeymoon in Hell Innocent married couples on a cruise in the Florida Everglades in the 1940s end up running afoul of a mad scientist and his experiments. The viewing list for Mad Scientists ends up covering a broad swath—everything from Frankenstein to Altered States—but manages to leave off the adventure's major influences, Curse of the Swamp Creature and The Alligator People. This wasn't an adventure that particularly impressed me: the two things that stood out in my mind were a fairly grim description of an experimental subject which would've fit better in a more exploitative/sleazy mad science film (something along the lines of 1974's The Mutations) and an epilogue that makes the most out-of-left-field reference in the entire book. Dead On Arrival This follows the grand tradition of gut-munching zombies kicked off by George Romero in Night of the Living Dead, particularly its more humorous spinoff Return of the Living Dead (the section of the adventure titled "Send More Investigators" rams this point home). This adventure, along with "Nemesis Strikes!", really captures the feel of the movies that inspired it well—and unlike "Nemesis" it doesn't fall into the trap of having scenes unfold that the players cannot participate in. Mind you, if it's like most zombie movies the death rate will be higher than most players like... Notably, the Keeper's Information section of this adventure is structured much more like a cutscene, and I'd recommend actually running it as a prelude, with players taking on the roles of the various Dead Meat citizens to get into the mood for the adventure to follow. (On a side note, I'd love to know if Al Bruno, CJ Carella, or any of the other minds responsible for All Flesh Must Be Eaten ever played this particular adventure.) The Swarming Though the title suggests an adventure based on horror films with insects (giant or otherwise), it's actually about werewolves. It feels most like The Howling, where an investigative reporter (or in this case, friends of the reporter wondering what happened to him) find themselves facing the threat of an organized group of werewolves and their plans for the locals. In the end, it's a basic siege situation that would make for a good evening's gaming. The subplot about the head werewolf wanting to make the townsfolk more vulnerable by lacing the water supply with a large quantity of LSD didn't really go anywhere for me, but a throwaway moment in the story's epilogue—a werewolf offering someone a sandwich with head cheese he made himself—coupled with the name of the place the PCs will stay at through much of the adventure (the Red Fox Inn) suggested that the writers might have considered a subplot based on a completely different subgenre of horror... which could have made for a more interesting (and gruesome) payoff. Spawn of the Deep This is our Fish People adventure, and while the film list includes Creature From the Black Lagoon and its sequels, the adventure is almost a dead-on RPG retelling of Roger Corman's infamous Humanoids from the Deep—which, being a film less well known for its quality than for its onscreen monster rapes, well... yes. Um. I didn't find this adventure particularly inviting to run or play, but your mileage may vary. Trick or Treat This is the shortest adventure in the book—a mere four pages—and is a somewhat slasher-film-esque adventure featuring an evil Druid taking his revenge on the teens who disrupted a sinister ritual and caused his death. The viewing list for this adventure is pretty interesting, running the gamut from The Wicker Man (the original, thank goodness!) to the hilarious The Devil's Rain, although the adventure doesn't feel much like any of them (I would be tempted to loosely link it to Pumpkinhead or maybe Halloween: The Curse of Michael Myers had the latter film not come out in 1995). It boils down to a face-off between the PCs and the druid (whose soul is bound in a tough old oak tree) and his army of minions (zombies and an animated scarecrow who serves as his eyes and ears). Frankly, as an adventure it did nothing for me, but I rather liked the monstrous druid and would consider revamping him for a different horror adventure, perhaps in a setting like Ravenloft. Horror Planet Not to be confused with "Planet Terror" from Grindhouse, this is an ambitious adventure that starts out in a gritty near-future city. The PCs, colleagues of a brilliant but eccentric scientist who has dropped out of sight, locate the scientist only to find that his experiments in inter-space teleportation has caused him to fall prey to a parasitic alien intelligence. During the course of the adventure, the teleportation device is activated, teleporting the PCs (and the alien) to the ship the scientist contacted, where they will have to fight for survival and the hope of being able to get the ship back to Earth. This is made extra difficult by the fact that the spaceship's engine was jettisoned by its original inhabitants and is now on the planet the ship is orbiting... I like this adventure, but somehow I think it would've been better presented as just an outer space horror adventure without attempting to tie it in with movies—sure, the scenes on the spaceship evoke Alien, but so many derelict spaceship adventures have also done so in the years since that movie was made that it just doesn't stand out in that respect. It doesn't help that the recommended film list is heavy on 1950s SF/horror films like The Day the Earth Stood Still, which have little or nothing to do with this adventure's setting (the actual adventure introduction prefers to cite Robocop, Blade Runner, and Hardware). One particularly intriguing aspect of the adventure is that one of the PCs is not human, but a chimpanzee, Argus, who was part of a project by two of the other PC scientists to improve intelligence in primates (for what reasons, we're not given). Argus can only communicate by sign language (though a kindly GM will probably let his player pass notes) and the challenge of playing a character with limited communication and a rather different psychological outlook than the other characters will excite the imaginations of the right players. After all this, you may wonder if I in fact liked the book. The answer is yes—with reservations. The concept of movie-based RPG adventures is a fun one, and for the most part I liked the plots of the adventures, but it seems like most of the writers struggled with how to keep the tone suitably movie-like, either leaving in odd little anachronistic touches ("Uncle Timothy's Will") or just having a somewhat unfocused approach ("The Dollmaker"). The other difficulty is that even when an adventure did closely emulate its genre, the demands of movie storytelling and role-playing don't always play well with each other. (Sorry, "Nemesis Strikes!") Also, as a horror film fan I found that the recommended viewing sidebars were often lacking, though a lot of the omissions seem to have been due to the films not being readily available on video at the time of Blood Brothers' publication (the DVD revolution has really spoiled us). That said, if you can get your hands on copy of this book (it's been out of print for years, but copies do turn up on eBay) for a reasonable price, it's not a bad source of ideas and adventures.
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Kulte des Nyarlathotep ???
Der Läuterer replied to Der Läuterer's topic in Spiel- und Erfahrungsberichte
Ich habe mir einen Spass erlaubt und bin gespannt, wie das bei der Gruppe ankommen wird. Ich habe die Namen der Kulte in einige afrikanische Sprachen übersetzt. Beispiel: Blutige Zunge heisst auf Swahili 'ulimi ya damu'. -
P.U.L.P. = Personen-bezogener, ultimativer, Lebensrettungs-Punkt. P.U.L.P.s sind so etwas wie die Rettungsringe der Chars. Jeder beginnt das Spiel mit einem P.U.L.P. P.U.L.P.s können auch gesammelt werden. Bis zu maximal 3 Punkten. P.U.L.P.s bekommt man für aussergewöhnlich gute Ideen, die der gesamten Gruppe nutzen, basieren aber nicht auf Fertigkeits-Proben. Setzt man einen P.U.L.P. ein, so wird aus den Resultaten... TOT ---> VERLETZT und VERLETZT ---> GLÜCK GEHABT und aus MISSLUNGEN ---> GELUNGEN
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Der Läuterer replied to Der Läuterer's topic in Nightmare in Norway
Na ja. DEINE Tanzfilme!!! Hier meine Rangliste von Tanzfilmen, mit der Rangliste von 1-15 ! West Side Story Hair Rocky Horror Picture Show Fame Moulin Rouge Chicago Dirty Dancing Fame Flashdance Saturday Night Fever Footloose, Staying Alive Grease Black Swan A Chorus Line -
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Der Läuterer replied to Der Läuterer's topic in Nightmare in Norway
Selber ;P Schau erst mal ein paar von den alten, coolen Western an, dann reden wir weiter. -
SHADOWS OF YOG-SOTHOTH Chaosium - 1982, 1983 - CoC1 / 2004 - CoC6 Extended 2nd Edition Cthulhu Classics Chaosium - 1989 - CoC4 CLASSIC 1920 SETTING - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 1st Edition 72 pages / 2nd Edition 176 pages
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xxx
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Der Läuterer replied to Der Läuterer's topic in Nightmare in Norway
Ich habe auch schon andere Zitate gebracht. Und den ersten Western hattest Du ja Ratzfatz. -
[Nightmare Files] Das Böcklin Haus; Fr. 13.05.
Der Läuterer replied to Der Läuterer's topic in Nightmare Files
Als Du beschwichtigende Gesten machst und Dich ruhig zurück ziehst, steht der Mann langsam auf. "Guten Morgen. Mein Name ist Allen Walker." Der Mann dreht den Kopf erst nach links, dann nach rechts. Danach schaut er sich um und dann vor Dir auf den Boden. Er vermeidet tunlichst jeden Blickkontakt. "Gehen Sie auch Frühstücken?" -
@Dis Pater Ich gebe Dir völlig Recht was den Verlag betrifft. Darüber müssen wir auch nicht diskutieren, ob man jetzt die Regeln abändern / ergänzen / weglassen darf / kann / soll. Es geht mir auch mehr um deren Anwendung. Ich selbst tendiere sehr stark zum Storytelling. Und Regel-Fetischismus ist mir ein Graus. Es soll ja SLs geben, welche die Spieler für jedes Schuhebinden einen GE-Wurf machen lassen. Und das ist m.M.n. grundlos überzogen.
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Der Läuterer replied to Der Läuterer's topic in Nightmare in Norway
Lass es Dir gut gehen und viel Freude. Ich bin Samstag auf dem Zeltcon in Biberach. Vermutlich werden wir es aber bis Sonntag Abend aushalten zu warten. Was meint Ihr dazu, Jungs? -
[Nightmare Files] Das Böcklin Haus; Fr. 13.05.
Der Läuterer replied to Der Läuterer's topic in Nightmare Files
Als Du Dich zu ihm herab beugst, nimmt er die Hände vors Gesicht und benutzt sie als Scheuklappen. "Nein. Ich kenne Sie nicht. Kenne Sie nicht. Ich habe Angst. Sie dürfen mir nichts tun. Bitte. Bitte." -
[Nightmare Files] Das Böcklin Haus; Fr. 13.05.
Der Läuterer replied to Der Läuterer's topic in Nightmare Files
Du gehst die Treppe wieder hinunter. Du suchst und findest das Esszimmer. Schön. Gross. Gediegen. Licht-durchflutet. http://spitalfieldslife.com/wp-content/uploads/2012/11/C514.jpg Ein älterer Mann kommt Dir entgegen. Er hat wirres Haar. Als er Dich sieht, weicht er zu Seite aus und drückt sich an die Wand. Bei dem Mann beginnen sich Schweissperlen auf der Stirn zu bilden. "Sieee! Sie sind ein Fremder hier." Er zeigt mit einem zittrigen Finger auf Dich. "Sind Sie hier eingebrochen? Sie dürfen mir nichts tun. Bitte nicht." Dann setzt er sich zitternd an die Wand und zieht die Beine an. Er flüstert. "Hilfe. Hilfe." -
Wir führen eine kleine Regelverbesserung ein. Jeder Char bekommt einem FATE-Punkt. FATEs können gesammelt werden. Maximal 3. FATEs bekommt man für aussergewöhnlich gute Ideen, die der gesamten Gruppe nutzen, basieren aber nicht auf Fertigkeits-Proben. Setzt man seinen FATE ein, so wird aus den Resultaten... TOT ---> VERLETZT und VERLETZT ---> GLÜCK GEHABT und aus MISSLUNGEN ---> GELUNGEN.
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Kulte des Nyarlathotep ???
Der Läuterer replied to Der Läuterer's topic in Spiel- und Erfahrungsberichte
Ich wollte auch weniger ergänzen, als vielmehr ersetzen. Und zwar den komplett ahnungslosen Dr. Mordecai Lemming durch eben jenen Dr. Anton Zarnak, der dann Bescheid weiss und der Gruppe Informationen geben kann. Es soll dabei auch nicht darum gehen, noch mehr Kultisten-Nester auszuheben, sondern darum, ähnliche Kulte auf unterschiedlichen Kontinenten zu haben, die irgendwie miteinander verflochten zu sein scheinen. Eine Art weltumgreifendes Netz, das dabei sichtbar wird. -
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Der Läuterer replied to Der Läuterer's topic in Nightmare in Norway
Gut. Dann machen wir das so. Bei mir beginnt jeder mit einem FATE-Punkt. FATEs können gesammelt werden. Maximal 3. FATEs bekommt man für außergewöhnliche Ideen, die der gesamten Gruppe nutzen, basieren aber nicht auf Fertigkeits-Proben. Setzt man seinen FATE ein, so wird aus den Resultaten TOT ---> VERLETZT und VERLETZT ---> GLÜCK GEHABT und aus MISSLUNGEN ---> GELUNGEN Klar soweit? -
[Nightmare in Norway] N i N - Off Game
Der Läuterer replied to Der Läuterer's topic in Nightmare in Norway
Ich habe bei meiner MoN Rollenspielgruppe etwas Neues eingeführt: FATE Jeder Spieler kann diese Punkte einsetzen, um einer gefährlichen Situation glimpflich zu entgehen. Ich wollte das hier auch mal zur Diskussion stellen.
