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Forked Thread: Das Schwarze Auge [The Dark Eye], your experiences?
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<blockquote data-quote="Jan van Leyden" data-source="post: 4578704" data-attributes="member: 20307"><p>I've played TDE a bit, because my wife felt more comfortable running a RPG using German rules. Suffice to say that nowadays she prefers running D&D with English rules. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p>TDE started out as a Geman analogon to D&D in the late seventies, early eighties. It was a homebrew system made by guys who knew D&D and wanted to share their RPG experience with friends, who didn't want to rely on English. Hence, the first version was quite similar to BD&D, without things like skills. The first published version appeared at about the same time as the first translated version of D&D.</p><p></p><p>Soon after an Advanced Set was published, and not too long after this a second edition incorporating most of the rules of the advanced set.</p><p></p><p>The third edition - which was the one we were playing - made things more complicated, the fourth edition most me completely. It was published 2002, and felt like GURPS or Hero: point buy system, tons of options, but you acually had to 'work' to get a decent character.</p><p></p><p>One unique aspect of TDE is the number of published adventures. I'm not sure whether they are still numbered, but very sure that at least 150 adventures have been published. Many of those adventures have very strong ties to the game world, letting the player experience important events first-hand. On the other hand, many adventures involve(d) a whole lot of railroading.</p><p></p><p>For example I remember a very old one: due to some unfortunate circumstances the PCs were quested to kill the emporer of the realm. Regardless of the players plans and actions the whole thing culminaetd in them being in a specific country, in a specific village, in a specific house, in a specific room at a specific point in time. Given that the players were at the start of the adventure some 1.000 miles away, you can imagine the nightmare this might evolve to.</p><p></p><p>If everything went well, the players experienced a very astonishing situation, which would have a great impact on the world.</p><p></p><p>You can believe me that there are a lot of differences between TDE-players and D&D-players in Germany, many of them considering the other group as dumb, primitive, uneducated, and non-roleplayers.</p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 4578704, member: 20307"] I've played TDE a bit, because my wife felt more comfortable running a RPG using German rules. Suffice to say that nowadays she prefers running D&D with English rules. :erm: TDE started out as a Geman analogon to D&D in the late seventies, early eighties. It was a homebrew system made by guys who knew D&D and wanted to share their RPG experience with friends, who didn't want to rely on English. Hence, the first version was quite similar to BD&D, without things like skills. The first published version appeared at about the same time as the first translated version of D&D. Soon after an Advanced Set was published, and not too long after this a second edition incorporating most of the rules of the advanced set. The third edition - which was the one we were playing - made things more complicated, the fourth edition most me completely. It was published 2002, and felt like GURPS or Hero: point buy system, tons of options, but you acually had to 'work' to get a decent character. One unique aspect of TDE is the number of published adventures. I'm not sure whether they are still numbered, but very sure that at least 150 adventures have been published. Many of those adventures have very strong ties to the game world, letting the player experience important events first-hand. On the other hand, many adventures involve(d) a whole lot of railroading. For example I remember a very old one: due to some unfortunate circumstances the PCs were quested to kill the emporer of the realm. Regardless of the players plans and actions the whole thing culminaetd in them being in a specific country, in a specific village, in a specific house, in a specific room at a specific point in time. Given that the players were at the start of the adventure some 1.000 miles away, you can imagine the nightmare this might evolve to. If everything went well, the players experienced a very astonishing situation, which would have a great impact on the world. You can believe me that there are a lot of differences between TDE-players and D&D-players in Germany, many of them considering the other group as dumb, primitive, uneducated, and non-roleplayers. [/QUOTE]
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