Added Zisterne der Auferstehung, Licensing clarified,
Salt'n'Tar goes to future issue.
This commit is contained in:
@@ -35,15 +35,49 @@
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\section{Vorwärts!}
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Hier das Vorwort. Aber erst wenn alles andere fertig ist ...
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Sören erzählt, wie er zur Gruppe stieß und neue Erfahrungen mit dem alten Konzept der Open Tables machte.
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Alex und Peter erklären, worum es sich bei den Open Tables handelt
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Alex berichtet von den Exkursionen in die Steinhölle.
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\by{lkh}
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\section{Was wird gespielt?}
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\section{Altes Konzept für Neue Welten}
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Von einem offenen Tisch (Open Table) hatte ich schon gehört, aber bis
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zu jenem schicksalhaften Abend im Juni 2022 hatte ich noch nie direkt
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damit zu tun gehabt. (Denn auch wenn ich diesem Hobby schon seit mehr
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als 25 Jahren fröne, war es Mitte der 90er auf dem platten Land noch
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nicht weit her mit der Anzahl der Spielenden.) Und so kam es, dass ich
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mir ziemlich spontan eine Figur ausgesucht und meine erste Runde bei Alex
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gespielt habe. Zuerst war ich skeptisch ob ein zusammengewürfelter Haufen
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von Menschen in der Kürze der Zeit überhaupt ein zufriedenstellendes
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Spielerlebnis bieten würde, aber ich wurde eines besseren belehrt.
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Hier finden sich Infos und Beschreibungen zu den Spielen die aktuell
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im Dunstkreis des Grenzlandes gespielt werden.
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Die Kürze der Termine (zwei Stunden) sorgte dafür, dass die volle
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Konzentration aller Menschen am (virtuellen) Tisch vorhanden war. Gerade
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beim Onlinespiel habe ich die Erfahrung gemacht, dass weniger oft
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mehr ist. Nicht nur sind zwei Stunden viel einfacher, auch unter der
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Woche, einzuplanen, sondern es ist auch weniger anstrengend mit voller
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Konzentration dabei zu sein.
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\subsection{Ein offener Tisch mit Mehrpersonenspielleitung}
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Durch den offenen Tisch war es auch egal wer der anderen Spielenden (und
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sogar der Spielleitung) am nöchsten Termin Zeit hatte. Ausschlaggebend
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war nur, dass sich genügend Menschen fanden die Bock hatten zu
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spielen. Nicht wenige Termine fanden mit nur ein paar Stunden Vorlauf
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für die Planung statt, was mit einer festen Gruppe von Spielenden
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ziemlich sicher an anderen Terminen gescheitert wäre.
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Ein dreiviertel Jahr später habe ich mit den unterschiedlichsten
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Menschen gespielt und einige Ausflüge in die Steinhölle, das
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Hügelgräberlabyrinth und die Zisterne der Auferstehung hinter mir und
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ich bin wieder dabei wenn es zeitlich passt. Auch bin ich mir sicher,
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dass das "alte" Konzept des offenen Tisches sich sehr gut für die "neuen"
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Welten des Onlinespiels eignet, da beider Stärken in meinen Augen sehr
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gut ineinandergreifen.
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\by{ff}
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\section{Ein offener Tisch mit Mehrpersonenspielleitung}
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Ein “offener Tisch” ist ein Organisationsform für Pen-\&-Paper-Rollenspiele.
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Die Spielercharaktere befinden sich an einem “sicheren” Ort, meistens einer
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@@ -87,7 +121,7 @@ Discord-Server beitreten und sich im Kanal \#montag melden!
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\by{alex,~phf}
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\textbf{Titel:} Steinhölle (Stonehell Dungeon)
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\section{Die Steinhölle (Stonehell Dungeon)}
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\textbf{Referee}: Alex
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@@ -130,7 +164,7 @@ Discord-Server beitreten und sich im Kanal \#montag melden!
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\by{alex,~phf}
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\textbf{Titel:} Hügelgräberlabyrinth (Barrowmaze)
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\section{Das Hügelgräberlabyrinth (Barrowmaze)}
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\textbf{Referee:} Peter
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@@ -168,365 +202,72 @@ gut wie sicher dass viele der im Barrowmaze operierenden Kultisten selbst
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in Selina's Harbor wohnen\dots{}
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\by{phf}
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\section{Mini-Game: Salt'n'Tar}
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These rules for sailed movement on gaming tables are inspired by the
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1968 3M Game \emph{Regatta}. Numbers are adjusted to work well with the
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original fantasy role-playing games of the 1970's: speed is always given
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in tabletop inches (``).
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\subsection{Initial Wind strength and
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direction}
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On a playing surface without a grid, or a square grid, use 8 points of
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wind directions: 1 = North, 2 = Northeast, 3 = East, 4 = Southeast, 5 =
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South, 6 = Southwest, 7 = West, 8 = Northwest,
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on a hexagonal grid, use 6 points of wind directions, if hexagons are
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aligned vertically: 1 = North, 2 = Northeast, 3 = Southeast, 4 = South,
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5 = Southwest, 6 = Northwest,
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or, if hexagons are aligned horizontally: 1 = Northwest, 2 = Northeast,
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3 = East, 4 = Southeast, 5 = Southwest, 6 = West
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Thus, the initial Wind Direction may be diced for with a d6 or d8.
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The initial Wind Speed may be determined by rolling on this table:
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\begin{tabularx}{\columnwidth}{cZ}
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1d6 & Wind Speed (WS) \\
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1 & Wind Speed = 1 (light breeze) \\
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2 & Wind Speed = 1 \\
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3 & Wind Speed = 2 (moderate breeze) \\
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4 & Wind Speed = 2 \\
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5 & Wind Speed = 3 (strong breeze) \\
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6 & Wind Speed = 3 \\
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\end{tabularx}
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\subsection{Ship types}
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\subsubsection{Large Galley}
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A Trireme or Quadrireme, ships with three to four rowing benches and
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probably more then one lateen rigged mast:
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\smallmap{img/Trireme.jpg}
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 9 \\
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Broad Reaching & 10 \\
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Quarter Reaching & 8 \\
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Beating & 3 \\
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Luffing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Small Galley}
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A Bireme or smaller, ships with one or two rowing benches and a single
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lateen rigged mast.
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 8 \\
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Broad Reaching & 9 \\
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Quarter Reaching & 7 \\
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Beating & 2 \\
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Luffing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Viking Longship}
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A fast square rigged sailer, one mast:
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\smallmap{img/Longship.png}
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 11 \\
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Broad Reaching & 12 \\
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Quarter Reaching & 9 \\
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Beating & 4 \\
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Backing & 2 (backwards) \\
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\end{tabularx}
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\subsubsection{Large Merchant}
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A square rigged trading vessel with full lines and two to three masts. A
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Hulk, Carrack or Caravel.
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\smallmap{img/Galleon.png}
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 9 \\
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Broad Reaching & 10 \\
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Quarter Reaching & 8 \\
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Beating & 3 \\
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Backing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Small Merchant}
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A small trading vessel with full lines, and usually just one mast. A
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Cog.
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\smallmap{img/Cog.jpg}
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 8 \\
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Broad Reaching & 9 \\
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Quarter Reaching & 7 \\
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Beating & 3 \\
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Backing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Sailed Warship}
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A Galleon or Man-'o-War, a massive ship with three or four masts, the
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fore- and mainmast are always square rigged. One or more gun decks or at
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least multiple catapults.
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\smallmap{img/Carrack.png}
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 10 \\
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Broad Reaching & 11 \\
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Quarter Reaching & 10 \\
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Beating & 4 \\
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Backing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Cutter}
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A fore-n-aft rigged single masted boat.
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\smallmap{img/Cutter.jpg}
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 6 \\
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Broad Reaching & 8 \\
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Quarter Reaching & 7 \\
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Beating & 5 \\
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Luffing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Schooner}
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A fore-n-aft rigged boat with two or more masts. The foremast may have
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square sails.
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\smallmap{img/Schooner.jpg}
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 10 \\
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Broad Reaching & 12 \\
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Quarter Reaching & 11 \\
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Beating & 8 \\
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Luffing & 1 (backwards) \\
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\end{tabularx}
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\subsection{Movement}
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Each ships speed in tabletop inches is derived by multiplying Wind Speed
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(WS) and Bearing Number (BN). The latter refers to each ships bearing
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relative to the direction of the wind:
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Bearings in the 8 point wind system:
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\smallmap{img/movemnt8pt.png}
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Bearings in the 6 point wind system:
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\smallmap{img/movemnt6pt.png}
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When moving ships may normally change direction by one point per turn.
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Changing direction by two points per turn is dangerous and causes Strain
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(see below).
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\subsubsection{Examples}
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At Wind Speed 2 a quarter reaching small galley would sail at speed 14''
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per round.
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At that same wind speed a viking long ship would be at an advantage and
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make 18'' per round.
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At Wind Speed 3 a proud Galleon would have a hard time beating with no
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more then 12'', while the fore-n-aft rigged Schooner would race to
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windward making 24''.
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\subsection{Playing the Game}
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\subsubsection{Game Turn when Racing and
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Chasing}
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\begin{enumerate}
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\item
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One player or the referee rolls a d6 to determine wind speed and
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possible change in wind direction (see Wind Roll below).
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\item
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Each side \emph{may} roll a luck die (see Luck Roll below)
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\item
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Each vessel that has marked Strain \emph{must} do a Strain Roll (see
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below).
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\item
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Both sides move their full move according to the movement rules,
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possibly changing direction by one point.
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\item
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Next turn starts at 1.
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\end{enumerate}
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\subsubsection{Game Turn in Naval Combat}
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\begin{enumerate}
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\item
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One player or the referee does the Wind Roll.
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\item
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Each side \emph{may} roll a Luck Roll.
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\item
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Each vessel that has marked Strain \emph{must} do a Strain Roll.
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\item
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If some kind of initiative system is being used, roll for initiative
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now!
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\item
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Both sides make their first half move, possibly changing direction by
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one point. In case of initiative being used, sides move in reverse
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order of initiative. The side with the highest initiative moves last.
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\item
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Both sides may launch missile attacks, magic spells in the order of
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initiative.
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\item
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Both sides move the second half of their move in reverse initiative
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order, possibly changing direction by 1 point. Any ship that does a
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second change of direction must mark 1 Strain!
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\item
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Roll for ramming, boarding and any kind of other actions allowed by
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the combat system being used.
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\item
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Next turn starts at 1.
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\end{enumerate}
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Optionally, at the end of each game turn ships may declare a maneuver:
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\begin{itemize}
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\item
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Reef: reduce speed by half. It takes another turn to unreef the sails.
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\item
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Furl: drop sails, the vessel is now adrift, down wind at Wind Speed.
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It takes two game turns to set sails again.
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\item
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Anchor: the ship drops it's anchor, and will stop drifting. Only ships
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with furled sails can anchor, lest they have to do an immediate Strain
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Roll. It takes two game turns to thus come to a full stop, and three
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game turns to light the anchor and set sail again.
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\end{itemize}
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\subsubsection{The Wind Roll}
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A single roll of the d6 decides, how the wind changes in direction and
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strength.
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\begin{tabularx}{\columnwidth}{cZ}
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1d6 & Effect \\
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1 & Direction change clockwise \\
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2 & Wind Speed = 1 \\
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3 & Wind Speed = 2 \\
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4 & Wind Speed = 2 \\
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5 & Wind Speed = 3 \\
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6 & Direction change counter clockwise \\
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\end{tabularx}
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\subsubsection{The Luck Roll}
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A gust of wind might prove fortuitous to gain that extra speed needed,
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then again, bad things happen at see \ldots{}
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\begin{tabularx}{\columnwidth}{cZ}
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1d6 & Effect \\
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1 & Sails luff: Wind Speed -1 \\
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2 & no change \\
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3 & no change \\
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4 & no change \\
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5 & a fortuitous gust: Wind Speed +1 \\
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6 & Wind Speed +2, mark 1 Strain \\
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\end{tabularx}
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Wind Changes due to Luck Rolls usually only apply to the ship the die
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was rolled for. However Luck Rolls may change things for everyone, if
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two or more sides roll the same result:
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\begin{itemize}
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\item
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Two or more rolls of a 1: ``Sails luff \ldots{}'' cause the wind to
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reduce by 1 for \emph{everyone}.
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\item
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Two or more rolls of a 6: ``Wind Speed +2 \ldots{}'' increases the
|
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overall windspeed by 1 for \emph{everyone} (thus, those who rolled a
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six still have the advantage of Wind Speed +1 compared to those who
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didn't roll a 6).
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\end{itemize}
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By way of a cumulation of luck rolls, wind speeds of 0 = Calm, or 4+ =
|
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Storm are possible. In case no other rules are provided for these
|
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situations use these:
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\textbf{Calm} no sailing is possible, ships drift. Oared movement, or
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some other kind of propulsion may be possible.
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|
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\textbf{Gale} Wind Speed of four or more (4+) makes sailing difficult
|
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and dangerous. With sails furled or masts broken, ships drift downwind
|
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at Wind Speed. Ships with their sails still up may sail downwind at Wind
|
||||
Speed plus (!) Bearing Number for Running, but have to mark 1 Strain
|
||||
every round.
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\subsubsection{The Strain Roll}
|
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|
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The forces of wind and waves are taxing on ships and crew. It's
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dangerous to overstrain. Any ships that have marked Strain, have to roll
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a d6 every turn and add their current Strain to the roll:
|
||||
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||||
\begin{tabularx}{\columnwidth}{cZ}
|
||||
d6 + Strain & Effect \\
|
||||
5- & no effect \ldots{} not yet! \\
|
||||
6 & spars and stays creak: mark 1 extra strain \\
|
||||
7 & ship makes water: reduce all speed by 3'' ongoing \\
|
||||
8 & stays snap, mark 1 extra strain \\
|
||||
9 & deck's awash, reduce active crew by 10\% \\
|
||||
10 & sails tear, reduce all speed by 3'' ongoing \\
|
||||
11 & a mast breaks, reduce all speed by 3'' or drift \\
|
||||
12+ & it's over, ship's sinking in 1d6 turns \\
|
||||
\end{tabularx}
|
||||
|
||||
With an effective Strain Roll of 12 it depends on whether it's a one
|
||||
masted ship or not. Naturally one masted ships without a mast can only
|
||||
drift. A ship with more masts may still sail downwind at reduced speed.
|
||||
Whenever the resultant speed reaches 0 or less, the ship can only drift
|
||||
downwind at Wind Speed.
|
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\by{lkh}
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||||
\section{Die Zisterne der Auferstehung}
|
||||
|
||||
\textbf{Referee:} Olupo
|
||||
|
||||
\textbf{Zahlen:} 11 Sessions mit jeweils 150 bis 210 Minuten Spielzeit von
|
||||
September 2022 bis April 2023. Die Anzahl der Spieler variiert zwischen
|
||||
2 und 4 Spielern. Der Dungeon ist ausgelegt für Spielfiguren mit Stufe
|
||||
2+, Stufe 1 Spielfiguren waren aber auch mit dabei.
|
||||
|
||||
\textbf{Beschreibung:} Olupo leitet die Zisterne der Auferstehung von
|
||||
Olupo. Die grundlegende Idee des Dungeons kommt von einem europäischen
|
||||
Sci-Fi Klassiker und einem Kinderbuch. Ungefähr 90\% wurden geschrieben
|
||||
und gezeichnet während der Autor im Zug saß. Der Dungeon besteht bisher
|
||||
aus den Ebenen 0, 1 und 2, die bisher mehr oder weniger vollständig
|
||||
erkundet wurden. Es folgen aber noch weitere Ebenen die während der
|
||||
zukünftigen Zugfahrent ausgearbeitet werden. Der Spielleiter stellt
|
||||
die Idee das Autors, eine Jauchegrube als einen Zugang zu Ebene 2 zu
|
||||
verwenden, grundsätzlich infrage. Außerdem bemängelt der Spielleiter
|
||||
das teilweise Fehlen der Geldwerte bei Edelsteine und Schmuck. Doch der
|
||||
Autor bleibt Stur und antwortet: "Der Zug ist abgefahren!".
|
||||
|
||||
Die Abenteurer haben bisher einem falschen Prediger den garaus gemacht,
|
||||
ein großes Problem mit einem Wasserbecken gelöst, einen alten
|
||||
Dachsgötzen gefunden, ein Abkommen mit dem Werrattenaführer getroffen,
|
||||
eine alte in der Erde vergrabene Siedlung erforscht und einen in Bernstein
|
||||
gefangen Drachen gefunden. Dabei liefen sie Gefahr unter dem magischen
|
||||
Einfluss des falschen Predigers zu geraten, in einem Wasserbecken
|
||||
zu ertrinken, von Riesenspitzmäusen oder Raubfliegen in die Flucht
|
||||
geschlagen zu werden, von Medusen versteinert, von riesigen Metallschlange
|
||||
zerquetscht zu werden oder von Höllenhunde verbrannt zu werden.
|
||||
|
||||
Um in die nächsten Ebene zu gelangen müssen die Abenteurer nun
|
||||
entweder lange die Luft anhalten um sehr tief tauchen zu können oder
|
||||
durch das Loch im Baumstumpf, der zusammen mit dem Drachen im Bernstein
|
||||
eingeschlossen ist. Der Anführer der Werratten ist noch bezaubert von
|
||||
einer der Spielfiguren. Die Frage ist nur, wie lange noch. Er möchte
|
||||
verhindern das der Zugang zum Loch im Baumstumpf geöffnet wird.
|
||||
\by{olupo}
|
||||
|
||||
\end{multicols}
|
||||
|
||||
\input{halloween}
|
||||
|
||||
\input{sessionform}
|
||||
|
||||
\begin{multicols}{2}
|
||||
|
||||
\input{zisterne}
|
||||
|
||||
|
||||
\end{multicols}
|
||||
|
||||
\section{Impressum}
|
||||
|
||||
\textbf{Autoren}:
|
||||
|
||||
phf -- Peter H. Fröhlich, @phf@tabletop.social
|
||||
|
||||
alex -- Alex Schröder, @kensanata@tabletop.social
|
||||
|
||||
lkh -- Laurens Kils-Hütten, @wandererbill@tabletop.social
|
||||
|
||||
olupo -- Olupo, @Olupo@rollenspiel.social
|
||||
|
||||
phf -- Peter H. Fröhlich, @phf@tabletop.social
|
||||
|
||||
ff -- Sören Kohlmeyer, @fastfox@pnpde.social
|
||||
|
||||
\textit{Grenzland} wird editiert und
|
||||
herausgegeben von Laurens Kils-Hütten,
|
||||
a.k.a. Wanderer Bill
|
||||
|
||||
Reference in New Issue
Block a user