Artesia - Adventures in the Known World

Silvermane

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Tja, manchmal passiert es. Es kommt ein neues RPG auf den Markt, und der olle Silver weiß nix davon. So wie dieses hier:

Artesia - Adventures in the Known World.
http://www.theknownworld.com/


Ich kann nicht viel darüber sagen, außer das es wohl klassische Sword & Sorcery ist, auf FUZION, oder besser, Interlock(tm) basiert (Also Attribut+Skill+1W10) und die Charaktererschaffung über Ein Lifepath-System funktioniert, ähnlich wie Cyberpunk 2020.

Das Setting basiert auf einem gleichnamigen Comic, welcher, so mich Amazon.com nicht im Stich läßt, zumindest hervorragende Kritiken bekommen hat. Die Hauptakteurin rennt auch nicht herum wie ein Unterwäschemodel, was IMHO schon mal ein üppiger Bonuspunkt für meine kettenhemdbikinigeschädigten Augen ist, sondern wie jemand der Ahnung vom Kriegshandwerk hat. :]

Technisch gesehen scheint das ganze ein 350 Seiten schweres Hardcover zu werden, welches für ca. 40$ US über die Ladentheke wandert und wohl gegen Ende September/Anfang Oktober erscheinen wird. Auf dem diesjährigen GenCon gabs eine Softcover-Prereleaseversion käuflich zu erwerben, also scheint der Releasetermin wohl gesichert.


So, kann mir jemand was näheres zum Comic, dem Setting oder dem RPG sagen, oder hab' ich wieder mal den Exoten des Jahres aufgestöbert? ?(

-Silver, mag Plattenpanzer.
 
AW: Artesia - Adventures in the Known World

Die Comics zumindest mag ich sehr, und als ich die specials mit Karten zur Welt, Historie von Schöpfung an (mit historischen Karten) und Texte sowie dazugehörige Bilder (Städte, typische Bewohner, und zwar zu jeder Stadt so eine ganze Reihe, 20 verschiedene Leute, Oberschicht, Unterschicht, Priesterschaft, whatever!) verschiedenen Kulturen gesehen und gelesen hab, ahnte ich schon: Entweder wollen die was im Format des Herrn der Ringe in Comicform herausbringen oder das ist die Vorbereitung für ein Rollenspiel. Oder beides. Ich bin jedenfalls dafür. ;)
 
AW: Artesia - Adventures in the Known World

Kleines Update nach Befragung der Allwissenden Müllhalde:

John Marron/www.RPG.net schrieb:
Andy - I think what I mentioned to you was that the setting and comic had a definite feminist streak to them, and that the author cited a critical film theorist as his initial inspiration for the setting. I'll stick by the feminist comment (and I mean that in a good way). The lead character in the comic is a strong woman warrior with magical abilities and ties to the spirit world who has carved herself out a queendom (I originally wrote kingdom, thus confirming the power of language to uphold the patriarchy . The old pagan religion of the setting (which is portrayed in the comics in a very positive light) is headed by Yhera, a creator goddess, and most of the big players in the pantheon are female. This plays off the decidedly more male oriented rival Divine King religion (which is sort of a cross between christianity and mithraism).

As for the game, I share people's concerns about the Fuzion rules (believe me, Over the Edge is about as complex a rules set as I would normally run), but I'm sold enough on the setting to put the effort into learning the system. Mark has integrated the setting material so thoroughly into the system, that I'm not going to pull my usual trick of using the setting with OTE rules. So far, the Fuzion adaptation looks functional, if a bit old-fashioned, overly detailed, and clunky from my perspective. One of my players who is more familiar with the various incarnations of Fuzion/Interlok/Hero says that this version looks like a nice implementation.

We did chargen last Friday night for my small group (myself running and two players). It took way longer than I'm used to (the players are still working out their skills and spending arcana (experience) points on gifts, etc.), but man was the lifepath fun. You come out of the chargen process with so much detailed history and story hooks that is is a GM's dream in terms of doing a character centric game. I'll outline our session so folks can get an idea of how it runs.

First, we determined that we had two options in terms of how to approach chargen. We could come up with an initial situation (type of story to run) and do some heavy tweaking of the lifepath results to get characters that would work with that situation, or we could do completely random lifepaths and see what kind of story we could work the resulting characters into. We chose the latter. (I should note here that in the game as written, you have the option of rolling or choosing all lifepath entries, with some advice for GM's on limiting players from getting too powerful that reads a little old skool to my post-forge player-empowerment ears).

You start the lifepath process by determing which of the five ethnic or cultural groups in the core region that you come from (for those of you familiar with the comic, the game is centered in the same region of the Middle Kingdoms, and beginning characters can be Athairi, Aurian, Daradjan Highlander, Danian, or from the Watchtower Kings). You then determine what kind of settlement you came from (ranging from wilderness hovel to Capitol city with lots of options in between, and all specific to your culture/region). Next you roll your social level (modified by your birthplace), and determine your parents occupations based on that social level. Next you roll for your lineage, i.e., whether you had any notable ancestors. (At this point I should note that ALL of your stats are determined through lifepath results, although you also get EPs through the process which you can spend to tweak stats of your choice later. There is no random stat generation OR point allocation. Various lineages and other lifepath results modify your stats, which all start out at the average value of 5.)

After determining where you come from, we get to your birth, and roll to see if there were any unusual omens when you came into the world. These are very colorful, and provide stat mods as well (you can choose a moundane or heroic campaign, with birth omens much more prevelant for the heroic). You figure out your birth sign, and how strong was it's influence (again, this modifies stats). Childhood is handled by rolling for one notable event, then it is on to adulthood at 16.

For each year from 16 to your starting age (which defaults to 21, although you can roll randomly, which we did), you determine if a noteable event occured. These are tied to the setting beautifully, and can add lots of cool backstory to the character. It is assumed that you will follow in the career of your same sex parent, but you can roll once per year to try and switch to another career in the same or lower social level (and some lifepath events allow you to switch temporarily or permanently to a new career). You start your adult life with a pool of money and skill points which you can spend on default (everyman) skills, your cultural skills, and your personal skill (chosen by the player). Each year as an adult you gain points to spend on skills, arcana (experience) points to spend within your arcana (experience paths based on the setting's version of the tarot, which basically cxhannel your experience into things related to your career but with a nice metaphysical feel), and some money.

The first character we rolled up was a Daradjan Highlander from a decrepit wilderness hovel whose father was a Thug. Not a very auspicious beginning for a PC, and he had no birth omens (we rolled on the mundane table). However, it turned out that he was descended form a Highland hero of the Age of Legends and gained some mystical powers from his blood (ability to see spirits and insight when choosing between two paths). He started out following in dad's footsteps as a Thug, but after his first year of adult life (16), the player made the roll to switch careers (in the same or lower social level), and got recruited into one of the Highland's infamous Brigand Bands. He spent the next six years living the life of a romantic highwayman, and ALL of his lifepath events were from the Romance table (lots of partners, a romantic rivalry, two-timed by a lover, and finally, his lover mysteriously dissapeared). Needless to say, the player chose Seduction as his personal skill... That last lifepath event gave me the story hook I needed to decide what kind of story we would play, which I'll describe below.

Our second character was a woman from the Watchtower Coast, born in a small coastal town to a household servant mother and scout father. She was descened from two hero lines including a Spring-Queen from the ancient Golden Kingdom from whom she inherited great beauty and an alluring form. Her childhood event was an encounter with faeries or earth spirits, which marked her as otherworldly and may have set her on her eventual career path. Her adulthood was relatively uneventful (the player rolled lots of "no significant event" results), with just a busy year of dating at 16 and nothing else until her starting age of 21. Not wanting to start out life as a servant, the player made her roll to switch careers and entered the scandalous career of witch, dissapointing her Freeman parents (her homeland, the Watchtower Kingdoms, is nominally a Divine King worshipping area and witches are sometime burned at the stake). I suggested that in the course of her busy dating year she had approached the local hedge witch for a love potion, who noticed her otherwordliness and took her on as an apprentice. Her stats worked out well for perfroming Folk Magic, and it looks like she'll be a pretty accomplished magic user in that tradition.

In terms of campaign structure, we decided to go for a traditional style game with individual "adventures" based on the character's histories at first, and slowly work in the big events of the setting (the default starting year in the game is the year before the comics start, and Mark provides lots of hints about big events in the making for the setting as potential campaigns, including the war from the comics). At this point I want to praise Mark for including something I think should be mandatory for games with detailed, intricate settings. He has included a two page spread of interesting events that have occured during the last 25 years for each of the PC homelands, the wider world, and the backstory of the comic. Given that you can determine the specific year of the setting in which your lifepath events took place, this allows you to tie your character solidly into the canon past of the setting (my test character got involved in a war, and there happeend to be a war on the chart during that year in his culture area which was also part of the backstory of the comic, which I found pretty cool).

For our first adventure, I decided that the Brigand's missing love had disappeared into the west, beyond the Watchtower Wall into Lost Uthedmael or possibly the Isliklid kingdoms (a magically blasted area of the setting chock full of nasty evilness). The area is also home ot the Vale of Barrows, ancient resting ground of kings, and an area that the highland brigands sometimes frequent. Given the witch's interest in magic, I think I can rationalize her presence in the area, and that's our starting point.

Sorry for the ridiculously long post, but I hope some folks get a better feel for the setting and chargen out of it. I'm more excited about this game amd setting than I have been about any game for a long time, and I'm really looking forward to playing.

Nightshade/www.theknownworld.com schrieb:
Note: Most of what I write here comes from the comic series.
But it seems that the creator wants to keep game and series in continuity, so I guess it will be similar in many ways.

The setting is basically a mideaval feudal society, with several ethnicies, cultures and landscapes.
Religion plays a big part, both in politics and in real life with the faiths on many old deities clashing with the more (seemingly) monotheistical newer cults.

No demihumans so far.
But you may run across pixies, angels, spirits and stuff like that. The spirit world is also pretty important.
Magic is nearly omnipresent, but sometimes heavily regulated. Magic is pretty down-to-earth in the form of incantations, enchantments, blessings, curses and summoning of spirits. Much of it is working with runes.
You will not see any thrown fireballs here.

The level of technology is pretty evenly distributed, on first look even the "barbarian" cultures are not very apart from the "civilized" areas when it comes to weaponry, armors or general lifestyle.
Industrialization is slightly hinted, but in very different ways. Palatia for example, has a huge weapons factory that is famous for the magical armors and weapons it produces. (blacksmiths are almost always enchanters)
The thessid army is told to have "alchemical engines" and cannons.
I suspect that you will not run across any of these in the game.

Personally, I have only flipped through the rules during the beta tests.

From what little I have seen, I think the game's biggest strength is the way experience is handled.
Depending on the circumstances, points are distributed among some sort of Tarot system.
For example, you get "Death" points either by killing, by seeing dead people, by mourning for the dead, attend burials, exorcisms, or by dying.
That way the way you play has direct effects on how the characters develop.

-Silver
 
AW: Artesia - Adventures in the Known World

Hört sich ziemlich nach Mittelalter-Märchen Fantasy an.
 
AW: Artesia - Adventures in the Known World

Hat auf alle Fälle einen gewissen Reiz. Mal sehen, daß ich ein paar Comic-Abhängigen mal auf die Füße steige, ob sie mir da was zum "Reinschnuppern" haben.

Ich bleibe da mal zumindest interessiert an weiteren Meinungen/Rezensionen/...
 
AW: Artesia - Adventures in the Known World

*mal gespannt ist ob der große meister wieder siene RPG bullemie bekommt"
 
AW: Artesia - Adventures in the Known World

*mal gespannt ist ob der große meister wieder siene RPG bullemie bekommt"

Hat sie schon. Jetzt beginnt die Beschaffungskriminalität. Da das Spiel (noch) nicht draussen ist und von den gängigen RPG-Wasserlöchern noch keiner davon gehört hat wird's dieses mal etwas kniffliger.

Aber ich habe bisher immer bekommen was ich wollte.:D


Und hier ein paar kleine Updates von der allwissenden Müllhalde:

John Marron/RPG.net schrieb:
OK, here goes. The Gencon Preview Edition is 351 pages of fairly dense (but readable) text and beautiful painted watercolor Mark Smylie art. The Table of Contents:

Introduction.....................................6
Map of the Known World.................6-7

A History of the Known World....................10
The Age of Creation..................................10
The Golden Age.........................................12
The Age of Legend....................................21
The Bronze Age.........................................27
The Age of Iron and Fire............................32
The Last 25 years.......................................38-39
A Map of the KNown world in the Present Year..40-41

The Known World Today..............................42
The Middle Kingdoms.................................43
A Map of the Middle Kingdoms...................44-45
Daradja..................................................... .50
A Map of Lost Uthedmael...........................54
The Isliklid Kingdoms..................................56
Palatia..................................................... ...58
The League................................................61
The Empire.................................................64
The Unknown World...................................66

Character Sheet...........................................70-71

Playing the Game.........................................72
Character Basics..........................................73
Your Characteristics.....................................74
Your Skills....................................................74
Characteristic Tests and Skill Tests.............81
Difficulty Ratings..........................................81
What Affects My Roll?..................................85
Modifiers to Actions and Skill Use................85
Your Relations.............................................86
The Relations Table.....................................89
Your Gifts.....................................................90
Your Bindings...............................................96
Pollution [as in ritual pollution - John]..........97
Rolling the Dice: Critical Success.................100
...and Failure (The Fumble)..........................101

The Book of Dooms: Experience and Character Improvement..102
Training Points............................................102
The Arcana..................................................103
The Book of Dooms.....................................105

Creating Your Character................................131
Lifepath Step One: Your Culture and Social Class..132
Lifepath Culture Table.................................132
Lifepath Step Two: Your Lineage and Birth..144
The Star Signs............................................146
The Celestial Calendar................................147
Lifepath Step Three: Your Family and Childhood..150
Lifepath Step Four: Your Previosu Experience..152
Occupations List........................................153
Lifepath Events Table................................158

Playing the Game: Actions and Movement..166

Playing the Game: Combat..........................168
Modifiers to Combat Actions.......................172
Damage...................................................... 172
Hit Locations Table......................................173
Weapons..................................................... 173
Ranged Attacks...........................................176
Armor....................................................... ...177
Wounds...................................................... 182
NPC Morale.................................................186

Playing the Game: Magic..............................188
Incantations................................................ 192
Rituals..................................................... ....196
The Available Power of Magical and Sacred Sites..206
Enchantments.............................................210
Runes and Sigils..........................................215
Making Potions............................................219
Addictive Substances..................................222
Alchemy..................................................... .223
Divination.................................................. .230

Playing the Game: Religion.........................234
The Cult of Yhera.......................................236
The Cult of Islik..........................................240
The Cult of Adjia........................................244

A Map of the Cosmos................................246

The World Around You.................................247
The Inner Worlds.......................................248
The Otherworld.........................................251
The Dreamworld........................................253
Limbo....................................................... .255
The Underworld........................................257
The Heavens.............................................261
The Calendars..........................................263
The Durean Lunar Calendar.....................264
The Imperial Avelan Calendar..................265

A Bestiary of the Known World..................266
Natural Beasts.........................................268
Supernatural Beasts................................272
Spirit Matter.............................................274
Dream Matter..........................................281
Unnatural Things.....................................282
Unique Things..........................................286
Hit Location Tables...................................288

For the Guide: Adventuring in the Known World..290

The Witch's Price [example adventure - John]..292
A Map of Western Erid Dania...................297
An Illustration and map of the Village of Belward..302-303
The Witch of Belbog...................................313
Non-Player Characters...............................320

Final Note.....................................................331

Appendix A: Lineage Tables........................332
A Map of the Isliklid Kingdoms......................345
Appendix B: An Enemy Culture [Isliklid, Maelite, and Dumeghal chargen - John]..346
Appendix C: The Economy of the Known World [coinage and prices - John]..348

Whew! Thats a lot of typing. Hope that helps and whets your appetite for the game's full release.

John Marron

In terms of pacing, the book seems to be moving a little slow. I know that sounds crazy as we have numerous characters bouncing back here and there, but it's like an iceburg. I keep getting the feeling that there's so much more going on than we can see. Because of this, I'm curious to see where the role playing game will put the reader. Is it during events of her life? Is it before her lover turns on her in the first book? Is it when she's queen?



I found the pacing OK, but of course am frustrated that it will be a while before the next series gets out and I can keep reading them. Given that the author's stated goal is to produce 22 six issue series, I'll cut him some slack in terms of pacing, as long as he follows through on his plan. As for timing, the default "current year" for the game is i1471, the year before the events of the first comic series start. So far, there is no indication that there will be any metaplot (thank god) or that the game will assume that the events of the comics take place. There are suggestions in the game book on incorporating events in the comics into your game if you want to, though (and a note about an upcoming mass combat supplement that will allow you to integrate the war into your game). I think the author wants you to center your game around your characters and their stories, whether they tie in to the comics or not. Characters in the game can become quite powerful, and there are even rules for ascending as a god if you manage to get a Hero cult built up around your PC, so your own stories should certainly be as world-shaking as you want them to be.



Quote:
Originally Posted by Joe_G_Kushner

Ah yes, her quote in book three where she mentions that she's promised to sleep with the army. She's quite free with her favors in that aspect and I'll be curious to see if there are any effects from it latter on. Jealous lovers or thigns of that nature.

I'll be curious to see how this is handled in the RPG. Will it be like Blue Rose, mentioned and pretty much glossed over or given more details as to what's appropriate for each culture?


I've only skimmed the game core book once (I'm doing my detailed, learn the system read through now), but I don't think that cultural attitudes towards sex are covered in depth. However, there are mechanical effects of all relationships (Love, Hate, etc.), and you can develop a Jealousy Binding (disadvantage). The game has more built in mechanical effects of interpersonal relationships than Blue Rose, I think (I played BR but we switched systems after 1 session, so I can't be sure).


Quote:
One thing I'll be interested to see, if how the spirit gifts work for the characters. The main character here has so many little abilities, that I'm wondering how starting characters will compare. Since it's Fuzion, unless I'm misremembering though, there will probably be options to start at several different power levels.



There is only one "power level" for starting PCs in the game. About the only place you can tweak this that I have noticed is by choosing to roll on the Mundane or Heroic Birth Omens tables. I'm not that familiar with other versions of Fuzion, but I think the implementation in Artesia AKW might change a few aspects of the generic system. The core mechanic is stat+skill+d10, if that helps determine which version of Fuzion it uses.


Quote:
I'll also be interested to see how it handles magic items. Her sword for example, is noted as being some odd 800 to a thousand years old and that she took it from a dead warrior woman.


I've only briefly glanced at the rules for enchanting items, but given the prevalence of enchanted armor and weapons in the setting (as well as bound spirits, etc.), I assume that the game will handle them well.


Quote:
Mass combat? Awesome.

Become a god through a Hero cult? Awesome.

Far too many games don't incorporate those elements and they are huge!




Both of those look like they will be very cool, but it will be a long, long time before any starting PCs get to the point of ascending (I think you need some stats and skills at 10, some major gifts, and a cult of NPCs who actually worship you.


Quote:
It will be, I hate saying interesting again, but interesting, to see how permanent wounds and things of that nature are handled as one of Artesia's main comrades has suffered a bit from war. The whole spirit eating issue is also going to bear watching in terms of characters dying or coming near death and encountering mythological entitites.


The combat system does include called shots and hit locations, and grievous wounds which are long-term and effect stats. The metaphysics of death, spirits, and afterlife are well covered in the game, and there are some mechanical rules dealing with these issues also.


-Silver, auf dem Fantasy-Trip.
 
AW: Artesia - Adventures in the Known World

LamiaVampir schrieb:
*mal gespannt ist ob der große meister wieder siene RPG bullemie bekommt"

Nenn das bitte anders, ich weigere mich die sprichwörtliche Kotze von Silvermane zu kaufen :D
 
AW: Artesia - Adventures in the Known World

Klingt auf jeden Fall interessant genug. Is' gekauft. Das Spiel zumindest, bei den Comics reicht mir das Leihweise (je nach Kosten...).
 
AW: Artesia - Adventures in the Known World

Und hier die letzte der angeforderten Informationen:

Mark Smylie schrieb:
Silvermane schrieb:
Greetings.

I'm totally unfamiliar with the beta rules, having learned about this fine game by chance through rpg.net.

I'm familiar with Fuzion, though (or, at least a few of it's incarnations), so I have a few questions about the implementation used in AAKW.


I assume that most basic Fuzion rules concerning combat, hit points and skill checks are used in the standard way. However, I'd like to know how magic (especially enchanting) is dealt with, rules-wise.

Also, how many skills are there available? Are they rather broad or more specialized? Are there any combat-related knacks like Sengoku's Okuden available?

The experience system also intrigues me. As far as I understand, you gain points in 22 categories based on the major arcana. I assume points from a certain arcana may only be used to improve upon a certain subset of skills/attributes?



And, on a related note: Will there be an option of buying directly from the publisher? I'm stuck here in germany, and sadly, none of the local Gaming Stores have even heard about AAKW.

-Silver

Hi, Silvermane --

There have been a few changes to the basic Fuzion rules, but yes, most of the system mechanics are the same or close enough that they should seem familiar. For magic, you memorize incantations or rituals (or use charms or spell books) and cast them by expending either Mind or Spirit points (your Characteristics are grouped into Body, Mind, and Spirit in the Artesia game). How many points you can spend to cast magic is based on your Skill Level in the particular Lore traditions that you have studied; the higher your Skill Level, the more points you can spend and the more powerful the magic becomes.

There is a fairly extensive list of around 70 individual Skills, following more or less the same basic categories as in regular Fuzion (Awareness, Body, Fighting, Social, Performance, Trade, and Scholarly Skills). You can also have Specialties in some Skills, giving you a chance to futher detail your Character's Skill set if you want. There isn't really anything like the 'knack' system in place for the Artesia RPG, though.

And yes, you are correct that points earned in each of the 22 Arcana can be spent to improve related Characteristics, Skills, and Gifts, or reduce the effects of Bindings (negative things about your Characters such as Grief, Guilt, Lust, Ambition, etc.).

While ASP will not have direct purchase available, I hope we will be able to direct you to online ordering sites where you can have it shipped overseas; though one of the reasons none of your local gaming stores haven't heard of the game yet is probably because it hasn't been printed and made available yet to US (let alone foreign) distributors. The RPGnet discussions are based just on the preview edition that was available at GenCon. Look for the hardcover release of the RPG in October, we'll post links to online vendors that are carrying it on both the Known World site (www.theknownworld.com) and the ASP company site (www.archaiasp.com).

Thanks!

Mark

-Silver
 
AW: Artesia - Adventures in the Known World

Was ist das Alleinstellungsmerkmal? Was kann Artesia, was die anderen nicht können? Weshalb sollte ich, nein, besser: Weshalb sollte man Artesia spielen wollen?
 
AW: Artesia - Adventures in the Known World

Weil man auf die Comics steht.

(Das ist ja auch beispielsweise einer der Gründe aus denen man The Red Star oder Metabarons spielen sollte.)

mfG
bvh
 
AW: Artesia - Adventures in the Known World

Ach, dann sind also auf einmal alle RPGs die einen Comic haben oder auf einem basieren, toll?
Ich frag nochmal:
Was ist das Alleinstellungsmerkmal?
 
AW: Artesia - Adventures in the Known World

Zu diesem Thema was in einer Review von RPGnet.

Vorsicht, das ist ein Review der Comics, nicht des RPGs.

Burncrow schrieb:
Was ist das Alleinstellungsmerkmal? Was kann Artesia, was die anderen nicht können? Weshalb sollte ich, nein, besser: Weshalb sollte man Artesia spielen wollen?

Es ist das offizielle RPG zum Artesia-Comic. Das wäre das Alleinstellungsmerkmal. Kein anderes RPG bietet das, ob es nun gut ist, sei dahingestellt.

Desweiteren verdient das Lifepath-System eventuell noch Erwähnung, welches die neuerschaffenen Charaktere ziemlich fest ins Setting integriert, ebenso wie die Tarot-Untertöne bei der Charakterentwicklung für mich recht interessant erscheinen.

Ansonsten freue ich mich über jedes elfenfreie Fantasy-RPG, das nicht auf D20 basiert. YMMV.

-Silver
 
AW: Artesia - Adventures in the Known World

Burncrow schrieb:
Ach, dann sind also auf einmal alle RPGs die einen Comic haben oder auf einem basieren, toll?

Immer unter der Vorraussetzung, dass die Comics toll sind... ;)

(Und ja, The Red Star (das Rollenspiel) ist unter anderem deshalb so toll, weil The Red Star (das Comic) so toll ist.)

mfG
bvh
 
AW: Artesia - Adventures in the Known World

blut_und_glas schrieb:
Weil man auf die Comics steht.
Zum Comic:
Also der erste Artesia-Comic-Sammelband hat mir sehr gefallen. Insbesondere die recht üppige Götterwelt und das direkte Wirken des Übernatürlichen als "ganz natürlich" für die Menschen dort hat reichlich von dem, was ich an Glorantha schätze. Kein Wunder: ist Glorantha doch vom Autoren/Zeichner als eine der Inspirationsquellen benannt worden.

Das macht auf alle Fälle Lust auf ein Rollenspiel in der "Known World" von Artesia.

Zum Rollenspiel "Artesia: Adventures in the Known World":
Gibt es da eigentlich irgendetwas Neues zu berichten? - Die Vorabversionen von Gencon sind zwar die Basis für manch einen Web-Beitrag, doch ist - zumindest für mich - nicht einmal auf der Homepage des Rollenspiels ersichtlich, wann denn nun ein Hardcover (oder von mir aus auch Softcover) erhältlich sein wird.

Wer weiß da mehr?
 
AW: Artesia - Adventures in the Known World

Da ich das Ding vor kurzem aus dem Previews bestellt hab (monatlicher Katalog für so ziemlich alle in den USA erscheinenden Comics, Rollenspielsachen und einiger anderer Dinge) sollte es wohl im Dezember bis Januar draussen sein.
 
AW: Artesia - Adventures in the Known World

aus dem Previews bestellt hab (monatlicher Katalog für so ziemlich alle in den USA erscheinenden Comics, Rollenspielsachen und einiger anderer Dinge
Wo krieg ich den? (eigenes Thema?)
 
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