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Forked Thread: Das Schwarze Auge [The Dark Eye], your experiences?
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<blockquote data-quote="Keefe the Thief" data-source="post: 4578765" data-attributes="member: 49552"><p>OK, i´ll give it a try:</p><p></p><p>- <u>TDE is a campaign-world focused game</u>. The whole point of the ruleset is to simulate playing a character in that world and only that world. That´s why the rules give you options that will pretty well never come up in 99% of the games played - but you COULD, in theory, play an all-goblin campaign, so...</p><p></p><p>- <u>TDE is trying to be realistic fantasy</u> - which means two things: explaining the ridiculousness of the past in the setting with more or less coherent, flavorful retcons (the archtypical loony Elminster-esque mage from editions past gets an interesting, diverse backstory and has his power cropped down to reasonable limits). And trying to be influenced more by historic real-world equivalents than high fantasy.</p><p></p><p>- <u>TDE has a pretty simple core mechanic:</u> Roll under or equal for attribute tests on a d20, human medium is 11. Roll 3 times under or equal on three attributes for skill tests, using skillpoints to "correct" each roll that comes up higher than the relevant attribute.</p><p></p><p>- <u>TDE is about adding stuff to the setting, not to the rules</u>. Once you´ve bought the core rules (1000+ pages of stuff) or the Rules Cyclopedia-esque Basic Rules (300 pages), thats it. You get an totally awesome amount of adventures, flooding you with options for your campaing, and you get an in-depth description of pretty much every aspect of the setting. That´s it. </p><p>For instance, finding a new spell, ONE new spell, would be the table talk for spellcasters all over the continent for the next few decades. Stuff like that just doesn´t happen that often. </p><p></p><p>- <u>TDE has a world that is not only used for RPGs.</u> Major events are "played out" in LARPS, and most of the core baronies of the world are used for a player-driven RTS-like play-by-post game of diplomacy, war and stuff. </p><p></p><p>- <u>TDE is either hotly loved or hotly hated on the net:</u> It´s the game "i grew out of", the game "i played when i was younger", the game "for kids, not for adults", the game "with the weird rules," and so on. It´s the most successful German RPG, making it a big, easy target. </p><p></p><p>If you have any questions, fire away.</p></blockquote><p></p>
[QUOTE="Keefe the Thief, post: 4578765, member: 49552"] OK, i´ll give it a try: - [U]TDE is a campaign-world focused game[/U]. The whole point of the ruleset is to simulate playing a character in that world and only that world. That´s why the rules give you options that will pretty well never come up in 99% of the games played - but you COULD, in theory, play an all-goblin campaign, so... - [U]TDE is trying to be realistic fantasy[/U] - which means two things: explaining the ridiculousness of the past in the setting with more or less coherent, flavorful retcons (the archtypical loony Elminster-esque mage from editions past gets an interesting, diverse backstory and has his power cropped down to reasonable limits). And trying to be influenced more by historic real-world equivalents than high fantasy. - [U]TDE has a pretty simple core mechanic:[/U] Roll under or equal for attribute tests on a d20, human medium is 11. Roll 3 times under or equal on three attributes for skill tests, using skillpoints to "correct" each roll that comes up higher than the relevant attribute. - [U]TDE is about adding stuff to the setting, not to the rules[/U]. Once you´ve bought the core rules (1000+ pages of stuff) or the Rules Cyclopedia-esque Basic Rules (300 pages), thats it. You get an totally awesome amount of adventures, flooding you with options for your campaing, and you get an in-depth description of pretty much every aspect of the setting. That´s it. For instance, finding a new spell, ONE new spell, would be the table talk for spellcasters all over the continent for the next few decades. Stuff like that just doesn´t happen that often. - [U]TDE has a world that is not only used for RPGs.[/U] Major events are "played out" in LARPS, and most of the core baronies of the world are used for a player-driven RTS-like play-by-post game of diplomacy, war and stuff. - [U]TDE is either hotly loved or hotly hated on the net:[/U] It´s the game "i grew out of", the game "i played when i was younger", the game "for kids, not for adults", the game "with the weird rules," and so on. It´s the most successful German RPG, making it a big, easy target. If you have any questions, fire away. [/QUOTE]
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