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Post by The Semi-Retired Gamer on Mar 31, 2023 18:30:16 GMT -5
Inspired by this thread started by Morose recently, I decided to go into some detail on the latest version of The Dark Eye. I've been meaning to for a while but work got super busy. Here it goes. The Dark Eye: CORE RULES is a 414 page softcover book. This digest-sized volume is full color throughout and priced at only $19.99. I opted for the three digest-sized softcover books rather than purchasing the single hardcover core rulebook due to how close in price they are in comparison. The CORE RULES has the following contents. Preface Chapter 1: Introduction Chapter 2: Core Mechanics Chapter 3: Hero Creation Chapter 4: Races Chapter 5: Cultures Chapter 6: Professions Chapter 7: Advantages & Disadvantages Chapter 8: Skills Chapter 9: Combat Chapter 10: Magic Chapter 11: Work of the Gods Chapter 12: Detailed Rules Chapter 13: Bestiary Chapter 14: Equipment Chapter 15: Game Tips Appendix The posts to follow in this thread will go into detail on the contents of the individual chapters.
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Post by Morose on Mar 31, 2023 18:31:31 GMT -5
Have an Exalt!
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Post by The Semi-Retired Gamer on Mar 31, 2023 20:16:59 GMT -5
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Post by The Semi-Retired Gamer on May 20, 2023 11:21:33 GMT -5
The preface is only one page in length, but it contains some interesting information. First, The Dark Eye is over 30 years old. Adding my own personal observation, TDE is mostly known outside of the United States but I would like that to change. Second, the authors point out that what sets TDE apart is the fact that it is a living game. A few quotes will explain what they mean.
"Time marches on in this fantasy world, and epic adventures have lasting effects on in-game history, society, and everyday life.". While there are other games have time passing between adventures, editions, etc. there is another fact that really sets this game apart. This is because "Unlike with other game lines, the authors and editors of The Dark Eye are not the only ones who keep Aventuria alive. TDE also evolves via the creativity of the players, who can influence the game in several ways, such as by writing articles for the Aventurian Herald, the in-game and out of game news magazine for TDE. Player ideas have a chance of becoming canon and contributing to the wealth of detail that makes the game feel real. Some truly devoted players know Aventurian plants, wildlife, and geography, or the laws of the Middenrealm, better than they know their earthly equivalents.".
Sounds intriguing!
More in the upcoming posts...
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Post by The Perilous Dreamer on May 20, 2023 18:27:06 GMT -5
Wow, I've never heard of this one and missed the initial post.
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Post by The Semi-Retired Gamer on May 20, 2023 19:06:47 GMT -5
Wow, I've never heard of this one and missed the initial post. Basically, it's "Germany's D&D". TDE has had 5 editions so far and it was first translated into English on the 4th edition. There are also related board games, card games, video games, and certainly more.
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Post by simrion on Jun 20, 2023 4:26:27 GMT -5
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Post by The Semi-Retired Gamer on Jun 24, 2023 16:56:56 GMT -5
The introduction is a 9-page chapter. The subjects covered in this chapter are typical of this sort of section and includes a brief overview of the game, what the gamemaster does, the adventuring world, some of the deities, a game play example and some more. Basically, a quick overview and introduction related to TDE.
The Basic Rules is a 21-page chapter covering topics such as gaming material, how to perform checks in the game, attributes, attack and defense, skills, derived characteristics, fate points, conditions, and states. The 49-page Hero Creation chapter covers exactly what you think and is broken up into 3 sections. The first section, Creating a Hero in Fifteen Steps, walks the reader through each step of the character creation process. One unique thing about this section is choosing your experience level from inexperienced to legendary. Of course, it should be campaign appropriate but there are some standard rules for generating higher experience characters. The second section, Your Hero's Background Story, lists 17 questions to help you determine your hero's background story; these are used for inspiration only and it is not expected for you to answer each one. Some examples include "How was your hero raised?", "Why did your hero start adventuring?", and "What is your hero's dark secret?". The final section, Sample Characters, lists a variety of sample characters.
More to come...
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Post by The Semi-Retired Gamer on Jun 25, 2023 8:38:33 GMT -5
RACES is an 8-page chapter covering Human, Elf, Half-Elf, and Dwarf races. It's pretty standard stuff but there is some variance within single races based on which part of the world they originate from; a touch of realism without being a burden. This makes sense when you consider real world examples and the difference in diets, workloads, climate, etc. between two regions. TDE does this without the boring real-world information to sort through.
CULTURES is a 29-page chapter with details on human, elf, and dwarf cultures. Each entry lists the culture by name and then gives information on their occurrence & lifestyle, worldview & religion, Customs, garb & weapons.
PROFESSIONS is a 33-page chapter with information on Mundane, Magical, and Blessed professions. In effect, mundane professions include fighters and other occupations of the mundane such as crafters. In contrast, magical professions are only available to heroes with the spellcaster advantage and Blessed professions are only available to heroes with the blessed advantage; basically, mage and priest. Mundane professions provided in the book include bard, courtier, gladiator, guard, healer, hunter, knight, mercenary, merchant, performer, rogue, sailor, spy, tribal warrior, and warrior. Magical professions included in the book are spellweaver, wyldrunner, cat witch, raven witch, toad witch, black mage, gray mage, guildless mage, and white mage. Blessed professions include blessed one of Boron, Hesinde, Peraine, Phex, Praios, and Rondra; priests specialized according to deity.
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Post by The Semi-Retired Gamer on Jun 30, 2023 5:55:50 GMT -5
Advantages and Disadvantages is a 21-page chapter detailing a character's inherent boons and banes. They are typically only selected during character creation but there are some situations that may allow a new advantage or disadvantage to be added later on during gameplay. Some examples of advantages include ambidextrous, immune to poison, and needs no sleep. Some examples of disadvantages include bad luck, deaf, and sleepwalker.
Skills is a 41-page chapter detailing the skills available in TDE. This chapter not only includes a list of skills and their descriptions but also covers skill use, applying skills in new ways, and trade secrets.
Combat is a 25-page chapter covering combat with topics such as close-range combat, long range combat, the combat round, initiative, options in combat, targeting, critical success, botch, combat special abilities, and more.
More to come...
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Post by The Semi-Retired Gamer on Jul 1, 2023 4:41:01 GMT -5
Magic is a 53-page chapter covering magic in TDE. In addition to rules for spellcasting, this chapter also includes information on casting rituals, summoning, artifact magic, alchemy, magical traditions, guild mages, witches, familiars, the witch's broom, curses, magic elven songs, special abilities, cantrips, spells, and rituals. Magic is unique in this game. Guild Mages approach magic in a more scientific approach. Familiars are basically just animal companions. Witches do fly on brooms in TDE. Elves have magic in their veins and use song in their magic. Those are just a few quick examples on the different approaches to magic in TDE.
Work of the Gods is a 31-page chapter discussing the priests, the Blessed Ones, of the various gods. These priests gain their power to perform miraculous deeds from the patron they choose to serve. There are also rules for blessing mundane objects with divine powers. Interestingly, it says that weapons are never blessed. The priests in TDE are unique rather than a generic all-encompassing single occupation or class.
Detailed Rules is a 15-page chapter is a mix of additional rules expanding on the basic rules and some optional rules as well. Some examples of the topics included in this chapter are social status, healing, damage sources, disease, healing herbs, visibility, high and long jumps, and experience.
to be continued...
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Post by The Semi-Retired Gamer on Jul 1, 2023 9:52:52 GMT -5
Bestiary is a 9-page chapter presents details on monsters, Aventurian wildlife, creatures, demons, and some elementals as well. My impression is that it's a short list compared to most other fantasy role-playing games but there are many more of these available in the Aventurian Almanac and Aventurian Bestiary. This book provides a general list with just an example or two from different categories, so it makes sense. The illustrations are really well done and go a long way towards showing vivid representations of the monsters and other challenges. Equipment is a 19-page chapter covering everyday equipment, currency, weight, measurements, equipment packages, services, and the Aventurian tavern. Many of the items are illustrated throughout this chapter. Game Tips is an 8-page chapter with tips for the GM and Players as well as a checklist for a successful game night and a section on preparing and playing your adventures. The GM and Player advice is only 3 pages in length, but they are worthwhile because they are not overly wordy. The checklist for a successful game night is also short at only one page in length but it has practical advice and things to consider. Preparing and playing your adventure is 4 pages discussing types of adventures, themes, adventure structure, antagonists, rewards, and adventure points. The Appendix is the last 22 pages of the rulebook. The opening section is a checklist of optional rules. This is followed by a list of abbreviations and then a bunch of tables which could basically serve as a GMs screen. The appendix is 8 and 1/2 pages long and should assist you in finding anything in the book. The final section of the book is a character sheet and it's very comprehensive as should be expected from the rest of the rules.
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Post by muddywater on Mar 27, 2024 21:52:22 GMT -5
Thanks for the writeup. So many games, so little time. After a while, you just have to stop and do some gaming.
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