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| Статья написана 31 июля 2008 г. 16:10 |
Теперь об оружии. Эта информация (впрочем, как и предыдущая про "Знатные дома") была уже в Quick Start-e. Но все равно приятно, что дизайнерская колонка живет.
цитата SIFRP: Weapons
"If you are in need of new arms for the Hand's tourney, you have come to the right shop... My work is costly, and I make no apologies for that, my lord... You will not find craftsmanship equal to mine anywhere in the Seven Kingdoms, I promise you. Visit every forge in King's Landing if you like, and compare for yourself. Any village smith can hammer out a shirt of mail; my work is art." —Tobho Mott, A Game of Thrones There's no denying Westeros is a violent place. The Seven Kingdoms were forged from conflict, starting with the arrival of the First Men who journeyed across the land bridge to settle there, wresting the lands from the children of the forest. The Andals who followed, and the numerous raids by the ironmen along the coasts, fouls things vomited from the lands of always winter, and the brutal defeat of these peoples at the hands of Aegon the Conqueror have shaped the people, culture, and identify of this storied realm. Those who make the bloody business of battle their trade have a wide selection of weapons and armors to choose from in SIFRP, from the devastating longaxe to the common longsword, from Myrish crossbows to the Bravo blades used by the expert swordsmen of Bravos. To distinguish one weapon from another, SIFRP uses weapon qualities, all of which are described below. Weapon Qualities Qualities individuate weapons, providing traits that make a particular weapon stand out from the rest. Qualities can take the form of advantages providing a tactical benefit in combat, or impose drawbacks to make up for improved damage or another advantage. Most weapons have at least one quality, often more. Adaptable An Adaptable weapon is designed for use with one or two hands. When you wield this weapon in two hands, increase the weapon's damage by +1. Bulk Some weapons are heavy or awkward and, thus, slow you down in combat. If a weapon has a Bulk rating, it applies toward your total Bulk for the purposes of reducing your Movement. Close Range A Close Range weapon has an effective range of 10 yards, meaning you can attack opponents within 10 yards at no penalty. You can still attack opponents beyond this range, but you take a penalty die for every 10 yards beyond this range. Thus, attacking an opponent that's 11 yards away imposes a penalty die on your Marksmanship test. Defensive Defensive weapons serve a dual function. They can be used as weapons, but they are often more effective in turning aside your enemies' attacks. If you are armed with a Defensive weapon and do not attack with it, add the weapon's Defensive rating to your Combat Defense. Many Defensive weapons also have the Off-hand quality, allowing you to wield them and a primary weapon at the same time. If you choose to add your Off-hand bonus to your damage, you lose the Defensive Bonus from the weapon until the start of your next turn. Entangling An Entangling weapon slows and hampers your opponent. A foe struck by an Entangling weapon reduces his Movement to 1 yard and takes a –5 penalty on all tests. The target can free himself with a Challenging (9) Athletics test (bonus dice from Strength apply) or Challenging (9) Agility test (bonus dice from Contortionist apply). You cannot make further attacks with an Entangling weapon as long as it affects your target. Fast A Fast weapon is designed to slip through your opponent's defenses and strike rapidly. When you make a divided attack using a Fast weapon, you gain a bonus die on each test. These bonus dice cannot exceed the number of test dice rolled per attack. Grab Grab weapons let you seize and hold onto an opponent, preventing him from moving away from you. Whenever you successfully hit an opponent with a Grab weapon and equal or beat that opponent's passive Athletics result (Strength applies), you may, if you choose, grab that opponent. A grabbed opponent cannot move until you release him (a Free Action) or until that opponent beats you on an opposed Fighting test (Brawling applies; A Lesser Action). A grabbed opponent can only make attacks using Brawling weapons or short blades. Finally, grabbed opponents take a –5 penalty on their Combat Defense (minimum 1). While you grab an opponent, you cannot move, and may only make attacks against that opponent using a Grab or Off-hand weapon. Impale Whenever you get three or more degrees of success with an Impale weapon, you drive the weapon through your opponent! You must immediately succeed on a Challenging (9) Athletics test. A failed test indicates you are disarmed, as the weapon remains buried in your opponent. If you succeed, your opponent cannot move, but you cannot attack with the weapon, either. To yank the weapon free, you must succeed on an Athletics test against a Difficulty of 3 + the opponent's Armor Rating. Success frees the weapon, and every additional degree deals the weapon's damage again. Pinning an Opponent: As a Greater Action, you can use an Impale weapon to pin an impaled foe to the ground, wall, or some other surface. Roll an Athletics test against your opponent's passive Endurance result (Resilience applies). A successful test prevents your opponent from moving until he pulls himself free. Getting Free: An impaled opponent may remove the weapon by spending a Greater Action and successfully rolling a Challenging (9) Athletics test. Removal inflicts one injury—or one wound if the victim cannot take any more injuries. An ally may remove the weapon safely by succeeding on a Formidable (12) Healing test as a Greater Action. Failure removes the weapon but deals 1 point of damage for every 5 points by which the test failed (minimum 1 point). Long Range Provided you have a clear shot, you can fire a Long Range weapon at targets up to 100 yards away. For every 100 yards of distance between you and your target, you take a penalty die on your Marksmanship test. Mounted Mounted weapons are too large and bulky for use on foot and are thus intended for use while mounted on a horse or some other steed. Using these weapons on foot imposes –2D on your Fighting tests. Off-Hand An Off-hand weapon can be wielded in your off-hand, allowing you to add your Off-hand modifier to your primary weapon damage on a successful Fighting test. To gain this benefit, you must spend a Greater Action to make a Two-weapon attack. Piercing Piercing weapons bypass armor. Whenever you hit an opponent with a Piercing weapon, your damage ignores an amount of Armor Rating equal to the listed value. Powerful Strong characters can put more muscle behind Powerful weapons and, thus, deal more damage on a successful hit. For every bonus die in Strength, increase a Powerful weapon's damage by +1. Reach When armed with a Reach weapon, you can attack opponents that are not adjacent to you. You can roll a Fighting test with a Reach weapon at any opponent up to 3 yards away. However, attacking any foe inside 3 yards with a Reach weapon imposes a penalty die on your Fighting test. Reload A Marksmanship weapon with the Reload quality requires an action to reload the weapon after it has been fired. The weapon's quality specifies what sort of action is required to reload the weapon, either Lesser or Greater. Set for Charge A Set for Charge weapon is too unwieldy for use in normal combat and functions only when used with the Set for Charge action. Shattering Shattering weapons are designed to smash through shields, parrying weapons, and armor. Whenever you get two or more degrees on a Fighting test made with a Shattering weapon, you reduce the opponent's Defensive Bonus or Armor Bonus by the amount indicated by the quality. The Shattering weapon affects weapons with a Defensive Bonus first. Reducing a weapon's Defensive Bonus or an armor's Armor Bonus to 0 destroys it. Slow A Slow weapon is cumbersome and difficult to wield with speed and grace. You may not make Divided Attacks using Slow weapons. Staggering The force of a Staggering weapon's hit can knock a foe senseless. Whenever you attain two or more degrees with a successful Fighting test using a Staggering weapon, you may sacrifice one degree to prevent your foe from taking a Greater Action on his next turn. Two-Handed Large weapons need both hands to be wielded properly in combat. If you use only one hand, you take –2D on your Fighting test. Unwieldy An Unwieldy weapon is tough to use while mounted, so when astride a steed, you take –2D on Fighting or Marksmanship tests made to attack with this weapon. Vicious Some weapons are so good at what they do that fighting with them produces ugly outcomes. If you defeat a foe when wielding a Vicious weapon, the consequences of defeat are always death. A victim may burn a Destiny Point, as normal, to avoid this fate.
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| Статья написана 17 июля 2008 г. 13:28 |
Green Ronin продолжает публикацию предрелизных статей о системе. На сей раз уже не столько об общей механике, сколько о реализации самого сеттинга — Великие (и не очень) Дома в игре. цитата The Noble HouseWith a world as large and rich as the world of Westeros, figuring just how to build stories in this complex framework of characters, places, and cultures can be a bit daunting. There are all sorts of tales you can tell: For instance, you might construct a brutish and violent saga of wildlings battling the horrors of the far-flung north. You might run a convoluted intrigue where each player takes the role of a noble house and conspires against fellow players to advance the house's fortunes, or perhaps a mercenary campaign with the players taking the parts of cast-offs, exiles, and soldiers fighting for gold in the interminable wars of the Free Cities. The possibilities are pretty much open-ended. When we sat down to design this game, Chris Pramas put forward the idea the players would all play parts of a single noble house. While I clamored for a Machiavellian-style game (I love drinking the tears of defeated rivals after all; Diplomacy tainted me I suppose), I couldn't deny the merits of this approach: the players would have a ready-made reason to work together, they'd have a "base of operations," and they'd have something to fight for. It didn't take too much convincing and we moved ahead. Here's a heaping spoonful of the noble house rules from A Song of Ice and Fire Roleplaying: House and Lands Family, blood, and history are of paramount importance to the people of Westeros. A person's family often says as much or more than do the merits of the individual, shrouding the person in the deeds, actions, and legends of a family's past. A person born to a noble family with a history of honor, fairness, and courage often inherits those same attributes, at least in the eyes of those they meet. Similarly, an individual born to a house noted for being corrupt, brutal, and bloodthirsty bears these stains on their person even if actually kind, innocent, and peaceful. In many cases, the heritage of one's family is so strong even those who have none of the inclinations attributed to their house develop them anyway, in response to expectations, necessity, or some other circumstance. The element binding player characters together is the shared loyalty to a common family, be they blood relations to that family, wards, or retainers who swear their swords to the defense of a noble bloodline. This common purpose is what unites the often fractious and divisive interactions between those of powerful birth and gives the players a strong foundation from which they can explore the Seven Kingdoms and play the game of thrones. The group's noble house, though, is more than just a cement to bind the characters together; it is a means of grounding them in the setting, helping players to realize their characters are as much a part of the Seven Kingdoms as the Starks, Boltons, Freys, Liddles, and everyone in between. The noble house the players control gives them a thread in the grand tapestry of blood and relation, making their characters feel as though they have a place in the world—and the ability to change it. Ultimately, the noble house is, in many ways, another character, a sort of "meta-character" controlled by all the players. It has a history, a place, and a function. It has quantifiable attributes reflecting its strengths and weakness, and can grow and thrive or wither and die. But for as much as the house is integral to the characters, it also stands apart, functioning in the background as they carve out their places in history. The house has lived long before the characters, and, unless disaster strikes, it will live long after they are all dust and legend. Degrees of Focus The rules are designed to help shape the attitudes and objectives of the player characters. While it's possible to play in a campaign where the focus on the noble house is much greater, the rules are intentionally basic and serve to enhance game play rather than define it. Thus, the extent to which a house influences the game depends entirely on the players' and the Narrator's tastes. Some games may dispense with the noble house entirely, focusing on the deeds and actions of the characters, and if the house exists at all, it does so merely as a background element. Other games may take a top-down approach, where the noble house is everything, and the individual characters are unimportant in comparison. In such games, each player might each control their own noble house and have a stable of characters to facilitate the interests of their house and its survival, and when game play focuses on characters, it does so using only those pertinent to the greater story. Most games, though, take a middle-ground approach, where the players interact with the setting with just one character, and their house, while important, is not as vital as the development of the individual characters and the unfolding of their stories. The House in Action A created noble house is not frozen in time; rather, the process of house creation is a moment in its life, defining it as it stands at the beginning of your campaign. As you undertake adventures, navigate the perils of intrigue, fight battles, wage wars, and more, your house will blossom and grow or wither and die. Your actions and choices determine the fate of your house. If you exploit its resources, wringing your holdings for every resource to increase your Wealth or Power, your lands suffer and eventually die. On the other hand, if you have care and cultivate your holdings, you can grow them through alliances, battles you win, and the acclaim your family achieves. However, your house is a vehicle to creating adventures, a place to call home, and the inspiration driving you to reach for greatness, but it should not define the play experience, for SIFRP is a game about characters and not governance and shrewd accounting of one's resources. Thus, most of the house rules are necessary abstractions designed to reflect change and to create consequences and rewards for your actions. Months and Actions Time is measured for the purposes of using your house in months. Each month is about four weeks long, and during that time, your house has one House Fortune roll and one House Action. House Fortunes are briefly described below, while House Actions are covered in A Song of Ice and Fire Roleplaying. House Fortunes A House Fortune is an event affecting your lands, either improving or diminishing one or more resources, revealing a complication or disaster, or awarding a greater turn of events or a boon. A house must roll for a House Fortune at least one month of every three, but no more than one House Fortune roll can take place for each month. You must decide at the start of each month. If you choose not to roll for a House Fortune, you may instead increase any resource by 1 point. Otherwise, the steward or acting steward must roll a Status test (bonus dice from Stewardship apply, plus modifiers from holdings) and compare the result to the House Fortunes Table. The table describes the nature of the fortune. The Narrator determines the specific outcomes of these fortunes, which manifest themselves sometime during the four weeks of the month. Example: House Orlych of Rimehall Liege Lord: Lord Karstark of Karhold Defense 30 Rimehall (Hall, 20) Vigilant Spire (Tower, 10) Influence 35 Heir (20) Daughter (10) Expendable 5 Lands 46 Forested Coastline with Hamlet (19) Woodland with Ruin (9) Woodland (6) Woodland (6) Woodland (6) Law 18 House Fortunes –5 Population 19 House Fortunes +0 Power 17 Household Guard (Trained Garrison; 5 Power); Easy (3) Discipline at home or Challenging (9) away; Awareness 3, Endurance 3, Fighting 3 Smallfolk Foot (Green Peasant Levies; 1 Power; Population –2); Formidable (12) Discipline; Awareness 3 Fleet (Green Warship; 11 Power); Formidable (12) Discipline; Awareness 3 Wealth 17 Godswood (5, 2d6–6 House Fortunes) Maester (10, +3 House Fortunes) Total House Fortune Modifier 2d6–8 Family and Retainers NC Lord Brandon Orlych, Lord of Rimehall, a middle-aged man of 50 years NC Lady Mercena, Lady of Rimehall, formerly of a lesser branch of House Karstark, a middle-aged woman of 44 years. PC Ser Gerald Orlych, heir to Rimehall, a young man of 19 years. PC Lady Rene Orlych, daughter of Rimehall, a young woman of 14 years. PC Ser Byron Rivers, hedge knight, bastard son of minor house in the Riverlands, an adult of 28 years. PC Mikael, master-of-the-hunt, retainer of Rimehall, a middle-aged man of 32 years. NC Maester Tyren, formerly of a lesser branch of House Frey in the Riverlands. NC Ser Deved Joren, household knight and master-of-arms, a middle-aged man of 42 years.
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| Статья написана 3 июля 2008 г. 13:10 |
Интересно, кто-нибудь из читающих эту колонку DM-ит? А то можно было бы сыграть на форуме по этому Quick-Start-у ... Занятно могло бы получиться. Из меня самого DM не ахти:( Да играл в послдний раз давненько.
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| Статья написана 3 июля 2008 г. 13:05 |
Green Ronin Publishing выложили на своем сайте pdf-файл с "демонстрационной" версией новой игры. цитата «День бесплатных игр», который прошел 21 июня на территории отдельно взятых магазинов, торгующих ролевой продукцией, компания Green Ronin Publishing встретила раздачей всем желающим печатной копии «быстрых» правил своей новой игры A Song of Ice and Fire по фентезийному сериалу Джорджа Мартина. Теперь же те, кому не досталось твердых копий, могут скачать на официальном сайте электронную версию Ice and Fire Quick-start. Меж тем, компания сообщила, что выход игры переносится на октябрь. Ранее планировалось, что игра выйдет к фестивалю GenCon, но оказалось, что новая книга сериала, «Танец с драконами», до фестиваля не выйдет, и Green Ronin решили «придержать» выход игры до выхода книги. Впрочем, вполне возможно, что полная электронная версия SIFRP появится раньше октября. За новость спасибо Rolemancer. Посмотреть на эту новость на сайте Green Ronin можно тут. Скачать Quick-Start старт — тут. (осторожно — pdf!)
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| Статья написана 25 июня 2008 г. 14:17 |
Игровой дизайнер Robert J. Schwalb продолжает делиться особенностями грядущей ролевой игры по "Песне льда и пламени" Джорджа Мартина. цитата One of the most important resources available to your SIFRP character is Destiny. In effect, Destiny, or rather your Destiny Points, let you to seize control of story aspects to control your fate and modify your fortunes. Your character is a protagonist after all, and it wouldn't do to lose your hero (or villain) to an errant quarrel flung from a careless crossbow. Read on to learn more about how you can control your destiny in A Song of Ice and Fire Roleplaying. Destiny Destiny is the ability to shape the outcomes of your experiences by subtly altering the story in ways to let you overcome adversity and lift yourself above the fickle fortunes of mere luck. As your character grows older and more accomplished, you may invest your destiny into qualities, which manifest as specific advantages, but also ground you, binding you to the fabric of the setting. Each time you acquire a quality, you bring yourself closer to realizing your destiny. Of course, you might resist, you might flee your fate, but then who's to say your flight wasn't planned all along? Your fate lives in Destiny Points. Through them, you take control of the story, create opportunities where none exist, escape near certain death, or use them to advance their own cause. You may use your Destiny Points in one of three ways: Spend, Burn, or Invest. You spend a Destiny Point to change the game in a minor way. You burn a Destiny Point to change the game in a significant way. Or, you invest a Destiny Point to acquire a permanent benefit, a quality. Younger characters have more Destiny Points, while older characters have fewer, because they have invested or burned more of them. Investing Destiny Points is detailed in the A Song of Ice and Fire Roleplaying rulebook, while spending and burning Destiny Points are described here. Spending Destiny Points The easiest and most conservative use of Destiny Points is to spend them. When you spend a Destiny Point, you adjust your circumstances. You might alter the outcome of a test, or assume narrative control over the story in some minor way. Once you spend the Destiny Point, you cannot use it again until you achieve a story goal, the climax of a particular chapter in your character's life. Since you should be able to achieve a story goal in one or two game sessions, you are rarely without Destiny Points for long. You can spend a Destiny Point at any time, even when it's not your turn, though it's polite to let other players finish their turns first. You may only spend a single Destiny Point at a time for any one of the following effects. * Gain +1 bonus die on a test. This die can exceed the normal limits on bonus dice. * Convert one of your bonus dice into a test die. * Remove a –1 penalty die. * Bestow a –1 penalty die on an opponent for one test. * Take an extra Lesser Action. * Ignore your Armor Penalty for one round. * Improve or worsen another character's disposition by one-step (see the Intrigue section). * Negate another character's use of a spent Destiny Point. Add a minor detail to a scene, such as a shoddy lock, a minor clue, or some other useful but small element to can help move the story along. Burning Destiny Points When spending a Destiny Point is not enough, you can "burn" a Destiny Point for a much greater effect. Burning a Destiny Point permanently reduces the number of Destiny Points you have. In effect, they function like "extra lives," giving you much more control over the dice when they turn against you. Destiny Points are rare and precious commodities, so burn them wisely. As with spending Destiny Points, you may only burn one at a time. A burned Destiny Point can achieve any one of the following results. * Convert all of your bonus dice into test dice for one test. * Add +5 to one of your test results. * Automatically succeed on one test as if you had rolled the Difficulty exactly (without any extra degrees of success). * Remove all damage and injuries (though not wounds). * When defeated, decide the consequences of your own defeat. * Transform another character's successful test into a failed test. * Automatically compel another character in an intrigue. * Permanently remove the penalties associated with a negative quality. * Negate the effects of another character's burned Destiny Point. * Add a significant detail to a scene, such as gaining a major clue, finding a way out of a nasty predicament, or some other significant and useful element that shifts the story in your favor. * Avoid certain death. When you use this option, you character is presumed dead and removed from the story until such time as the Narrator deems it appropriate for the character's return.
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