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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: 4581757" data-attributes="member: 49552"><p>The monster question is a hard one because of this: there are not a lot real "monsters" in modern TDE left. Oh sure, you have a big book full of herbs, plants, animals, mystic creatures, complicated rules for fighting flying enemies and cooking up herbal poisons etc. But monsters?</p><p>Well, once upon a time, when TDE was heavily inspired by D&D, the creators decided that monsters were stupid without logic and backstory. So every race, creature, dragon, shambling thing, tentacled monstrosity etc. was changed and rewritten to become an organic part of the world. No longer "monsters" in the D&D sense, they became a part of the world as such. And sometimes you have to fight them. </p><p></p><p>To describe this mindset of "fighting them is an afterthought, their place in the world is important", i give you the xp rules for fighting creatures: </p><p>- Every creature has a "Gefahrenwert" aka. "Danger Count". Lets say you have a creature with a GW of 9.</p><p>- If you meet the creature for the first time, and you interact with it (fight it, try to negotiate with it, try to sneak behind it etc.) you get GWXGW XP. So 81.</p><p>- Next time you meet it, you already know it - no longer a big experience. From now on you get - you guessed it - 9 xp. </p><p></p><p>Lets take a look at trolls as an example: When i was 15, a troll was, well a monster: big, powerful, used primitive weapons, was easy to bypass because it was pretty stupid. </p><p>Today trolls are the fallen remnants of a once-mighty race. They still keep secrets no human even suspects: when they get angry, the create deadly weapons by pounding raw iron with their fist, using troll-spit to harden the metal even more until a crude sword is created that is as big as a wagon. They write by changing the landscape: planting trees, moving stones, bulding dams to change the course of rivers: Writing takes centuries, and is only used when the message is really important for all. </p><p>In ages past, they made a pact with the Fallen One, and the gods left them for their crime. All that remains for them is to do is guard the old Troll Roads, keep the last of their spellweavers safe and wait for the last fight against the enemies of the gods that will free them from their taint forever.</p></blockquote><p></p>
[QUOTE="Keefe the Thief, post: 4581757, member: 49552"] The monster question is a hard one because of this: there are not a lot real "monsters" in modern TDE left. Oh sure, you have a big book full of herbs, plants, animals, mystic creatures, complicated rules for fighting flying enemies and cooking up herbal poisons etc. But monsters? Well, once upon a time, when TDE was heavily inspired by D&D, the creators decided that monsters were stupid without logic and backstory. So every race, creature, dragon, shambling thing, tentacled monstrosity etc. was changed and rewritten to become an organic part of the world. No longer "monsters" in the D&D sense, they became a part of the world as such. And sometimes you have to fight them. To describe this mindset of "fighting them is an afterthought, their place in the world is important", i give you the xp rules for fighting creatures: - Every creature has a "Gefahrenwert" aka. "Danger Count". Lets say you have a creature with a GW of 9. - If you meet the creature for the first time, and you interact with it (fight it, try to negotiate with it, try to sneak behind it etc.) you get GWXGW XP. So 81. - Next time you meet it, you already know it - no longer a big experience. From now on you get - you guessed it - 9 xp. Lets take a look at trolls as an example: When i was 15, a troll was, well a monster: big, powerful, used primitive weapons, was easy to bypass because it was pretty stupid. Today trolls are the fallen remnants of a once-mighty race. They still keep secrets no human even suspects: when they get angry, the create deadly weapons by pounding raw iron with their fist, using troll-spit to harden the metal even more until a crude sword is created that is as big as a wagon. They write by changing the landscape: planting trees, moving stones, bulding dams to change the course of rivers: Writing takes centuries, and is only used when the message is really important for all. In ages past, they made a pact with the Fallen One, and the gods left them for their crime. All that remains for them is to do is guard the old Troll Roads, keep the last of their spellweavers safe and wait for the last fight against the enemies of the gods that will free them from their taint forever. [/QUOTE]
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