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Sentinel schrieb:Wobei Logos ja eh relativ unwichtig sind, gell?
blut_und_glas schrieb:Jein.
Ich finde Dinge wie Logos und Namen (!) werden viel zu oft unterschätzt...
(Aber das nur am Rande.)
Sentinel schrieb:Du machst das absichtlich, oder?
Wir sind natürlich wieder mal einer Meinung, nämlich das Spieltitel und Layout (und damit auch Logodesign) durchaus bedeutend sind, was ich meinte war, das es in relation zu anderen dingen (z.b. solchen kleinigkeiten wie Setting und System) relativ unwichtig ist und auch nicht meine Kaufentscheidung beeinflusst.
Ich muss in Zukunft wohl besser aufpassen, wie ich meine Sätze formuliere...
Skar schrieb:Im Forum von Ex Libris Nocturnis wurde folgendes gesagt:
*Snip*
[font=Arial, Helvetica, sans-serif][size=-1]Storytelling System 101[/size][size=-1] – This week we’re going to take a look at the core game system that underlies all play in the new World of Darkness, namely the Storytelling System. That’s right Storytelling, not Storyteller (which was the name for the system running through most White Wolf games to this point). The new name exists to show that this rules set is an evolution of the systems White Wolf games have used before, but completely overhauled. Dots on the character sheet and 10-sided dice are still there, but Bill Bridges and the rest of the design team have streamlined and simplified areas that were needlessly complex and reworked parts of the system that were “statistically challenged.” The Storytelling System runs better, faster and truer than anything we’ve published, and it still exists to support and enhance stories rather than eclipse them. But let’s get into the details, shall we?[/size][/font]
[font=Arial, Helvetica, sans-serif][size=-1]Traits – In terms of game traits, the core of the Storytelling System consists of nine Attributes (three Mental, three Physical, and three Social) and 24 Skills (again divided into Mental, Physical and Social). Each of these traits is rated in dots (•), ranging from 1 to 5, much like the "five-star" system many critics use to rate movies. For example, a character might have a Dexterity Attribute of ••• (3 dots) and a Firearms Skill of •• (2 dots). Attributes and Skills are combined to do almost everything in the game.[/size][/font]
[font=Arial, Helvetica, sans-serif][size=-1]Beyond that are advantages and Merits. Advantages are usually derived from other traits and cover such things as Health, Willpower, Speed and Defense. Merits are special edges (such as an unerring sense of direction, or friends in the right places), which either your character is born with or he accumulates in his lifetime. Put it all together, and you have (at least mechanically) a complete character – it’s up to you to bring that character to life.
sprich der w10 bleibt doch erhalten???Dots on the character sheet and 10-sided dice are still there
[font=Arial, Helvetica, sans-serif]Dice Rolling – One of the great things about the new Storytelling System is how straightforward dice rolling is. For your character to do something, you roll a number of 10-sided dice. That number – your dice pool – is almost always equal to the relevant Attribute and Skill. When your character shoots a gun, you add his Dexterity ••• to his Firearms •• for a total of five dice – one die per dot. If any die comes up with an 8 or more, you succeed. If not, you fail.[/font]
[font=Arial, Helvetica, sans-serif]The dice pool can be modified, of course. Special tools and favorable conditions give you extra dice; poor conditions take them away. But 8 remains the magic number to succeed.
Virtues & Vices
– Every character in the Storytelling System has a Virtue and a Vice. These traits, chosen from the traditional list of seven deadly sins and corresponding virtues, help you define your character. Is he jealous but hopeful? Wrathful and just? Mechanically, Virtues and Vices are tied to Willpower. Willpower is a pool of points you can spend for bonuses and other purposes – and those points run low awfully quick. Your character regains Willpower when she follows her core instincts (her Virtue or her Vice) to the detriment of her better (or more immediate) interests. Let’s imagine a character named Eva, whose Virtue is Hope.[/font]
[font=Arial, Helvetica, sans-serif]The activists' anger was palpable as Eva entered the room.[/font]
[font=Arial, Helvetica, sans-serif]"I know you see me as the enemy – Trent Thorson’s daughter. The truth is, I may own Thorson Lumber, but I don’t control it or I’d shut it down. If my uncle has his way, I’ll never have that chance.[/font]
[font=Arial, Helvetica, sans-serif]"I know his lawyers and thugs are pressuring you to stop the protest, but you can’t give up. You feel the power of that forest. There's something there, something bigger than any of us, and it needs to be protected.[/font]
[font=Arial, Helvetica, sans-serif]"All I came here to say is don’t lose hope. I’ll feed you what information I can from the inside to keep you one step ahead of them. If you give up now, there’ll be nothing left to save."[/font]
[font=Arial, Helvetica, sans-serif]By supporting the activists at her own personal expense and risk, Eva regains any spent Willpower.
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