[Reality Blurs] Old School Fantasy 3: Hunger of the Iron Mage (SW Edition) erschienen

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Old School Fantasy #3: Hunger of the Iron Mage (Savage Worlds Edition)
Model: REBOSF3SW
Author: Dave Olson
Page Count: 19
Price: €3.53 (DriveThruRPG)


Something lurks in the shadows beneath the mountain. Something hungry. A twisted secret from a lost dwarven hall creeps up from the depths, and a party of stalwart heroes must brave the dangers of the Jagged Reaches to put an end to its machinations. Will you take up the mantle of hero and face off against the horrors that dwell in the mountain's shadow, or will you fall victim to ... the hunger of the Iron Mage?

Hunger of the Iron Mage is designed for a party of four to six characters of any experience level, and serves as a continuation of the Old School Fantasy series, a nice one-off, or a side trek to drop into your ongoing fantasy campaign. It is an adventure filled with danger, adventure, an insane wizard, secret tunnels, and more troglodytes than you can shake a stick at. Remember those days when sometimes you just wanted to let your hair down, grab some dice, and have an excuse to kill things? Good. This one's for you. Remember, Reality Blurs.
 
AW: [Reality Blurs] Old School Fantasy 3: Hunger of the Iron Mage (SW Edition) erschi

Wie gehabt: Ausgesprochen UN-"old school"-iges "Szenen-Abklappern".

Ich kann Old-School-Interessierten jede Menge anderer Publikationen - die alten Wilderlands-Sachen, Glgnfzs Larm-Chroniken, sogar die für 3E erschienenen Dungeon Crawl Classics - (trotz Konvertierungsaufwands) eher empfehlen als diese "fehletikettierte" Abenteuerreihe.
 
AW: [Reality Blurs] Old School Fantasy 3: Hunger of the Iron Mage (SW Edition) erschi

Wie gehabt: Old-schoolige Story in moderner Darstellung. Es gibt hier vier Blöcke: 1. Auftrag, 2. Reise durchs Gebirge, 3. Der Turm des Zauberers, 4. Der Dungeon. Und diese Blöcke sind evtl noch in einzelne Abschnitte, eben Szenen, aufgeteilt. In den Blöcken gibt es genügend Platz, um sich auch anderweitig auszutoben, aber hier wird eben nur die Story selbst den Szenen nach abgehandelt.

Das Abenteuer ist eigentlich ganz OK, allerdings ohne rechte Höhepunkte. Standardkost! Da würde ich auch eher auf die Empfehlungen von Zornhau zurückgreifen, denn da ist zumeist mehr Fleisch auf den Rippen.

GROSSES MANKO: Wieder keine Karten für die Umgebung und vor allem den Dungeon am Ende. Nicht mal ne grausige Skizze. Nichts! Allerdings ist dieses Manko auch gleichzeitig die Gelegenheit eigene Ideen zwischen und in die Szenen zu stopfen, ohne dass man von den Vorgaben eingeschränkt wird. Es mindert allerdings drastisch den LOSSPIELFAKTOR!

Resümee: Wer sich an dem bedingt zutreffenden Etikett "Old School" nicht allzusehr hochzieht, bekommt ein halbwegs unterhaltsames Standardabenteuer mit einigen Macken, in das noch einige Arbeit gesteckt werden sollte. Die Dungeon Crawl Classics und Wilderlands sind hier durch die Bank wesentlich besser, haben Karten und liefern mehr bang for the buck!
 
AW: [Reality Blurs] Old School Fantasy 3: Hunger of the Iron Mage (SW Edition) erschi

Old-schoolige Story
Old-School != vorgekaute, häppchenweise portionierte Story. - Daher: ETIKETTENSCHWINDEL.

Und ein "Old-School"-Abenteuer, inklusive eines Dungeons, OHNE KARTEN anzubieten ist einfach eine Frechheit!
 
AW: [Reality Blurs] Old School Fantasy 3: Hunger of the Iron Mage (SW Edition) erschi

Diese Diskussion hatten wir doch schon bei den letzten beiden Abenteuern, oder? Ich schrieb daher auch "old-schoolige", da die Versatzsstücke eben nicht in der klassischen offenen Form dargebracht werden... Wir könnten es auch "OS inspiriert" nennen. Letzlich geht es aber nicht um die Form, sondern die genutzten klassischen Versatzsstücke.

Bei den fehlenden Karten sind wir aber zum Glück einer Meinung! ;)
 
AW: [Reality Blurs] Old School Fantasy 3: Hunger of the Iron Mage (SW Edition) erschi

Diese Diskussion hatten wir doch schon bei den letzten beiden Abenteuern, oder?
Ja, und schon da war es ein Etikettenschwindel. - Da wurde das HOHE Qualität suggerierende "Old School"-Etikett auf uninspirierten "Geschichtenerzähl"-Schrott gepappt.

Wir könnten es auch "OS inspiriert" nennen.
Wir könnten es auch einfach NICHT-IM-GERINGSTEN-OLD-SCHOOLIG nennen. Das wäre tatsächlich zutreffend.

Wir könnten es auch einfach ETIKETTENSCHWINDEL nennen. Das wäre auch 100% korrekt.

Ohne das "Old School"-Etikett wäre diese Abenteuer-Reihe einfach eine Reihe nicht gerade besonders beeindruckender D&D-like-Fantasy-Abenteuer.
 
AW: [Reality Blurs] Old School Fantasy 3: Hunger of the Iron Mage (SW Edition) erschi

Dann gebe ich hier mal die Erklärung von Sean von Reality Blurs zum Besten, was seine Jungs und er unter "Old School Fantasy" verstehen...

Sean Preston schrieb:
On our Facebook page, one fan, Andrew McColl asked this particular question:

"What exactly do the fine folks at RB define as 'old school' when it comes to fantasy? Adventures that start invariably in an inn? Very basic racial package? Attacking the darkness with Magic Missiles?"

I asked for a topic to talk about earlier today, and got a few humorous questions, but this one made me pause. Interesting. I was in the midst of writing up the next Old School Fantasy adventure, but set that aside to articulate what I considered old school.
I posted an exceedingly lengthy response, and was asked to put it in the Notes section, but paused again. I needed to write up something for The Razorwise Report, so thought it was a good place to put it, so here ya go.
While Old School can contain senseless violence, that was never the gaming style that we (here I'm referring to my gaming group "back in the day") preferred to play. There were monsters aplenty, there were magic items, and gold pieces around every corner, but more than anything there was mystery, excitement, and adventure. So, while I'm not trying to evoke a feeling of nostalgia, one may certainly exist…
I recall the rules not getting in the way of the game - at least not for us - and it was a realm where we could let our imaginations soar. Old School was not strictly D&D, but whatever fantastical systems allowed us to tell the stories we wanted to tell best. Old School was sometimes over the top, but that was sometimes necessary to get the stories out. Old School, for us, evolved.
Old School contains dungeons. Old School contains ancient wizards in lofty towers, and hippogriff mounts, and armies of kobolds attacking you in the night. For us, however, Old School is about continuity. The best GMs didn't award the most treasure or have you hack about killing the most monsters. The best GMs gave you the opportunity to share a story; they allowed you to shape your destiny; they gave you a world to escape into; they provided flexibility to situations that were unmapped, that went beyond the rules, and they manifested the common sense to bend, and not break those rules.
We (that's you and I now) are fortunate, however, to be living in a modern world that has some very evolved game systems, and revolutions in design take place all the time, but the core essence of the experience, from my perspective is not tied to a particular system. There are some companies and friends of ours out there that are having wonderful successes with their product lines that hearken back to those systems, but I felt there was a space for us to combine the modern design sensibilities of systems, such as Savage Worlds and Fantasy Craft, and couple them with those experiences that existed in the primordial ooze of our industry's roots. By taking these experiences into different systems from the original, there is a subtle change to them, an evolution of them, caused by the contextual shift which is very interesting and, ultimately, very liberating. These two systems - Savage Worlds and Fantasy Craft - are able to deftly handle things within their respective systems in ways that make the GMs job easier and allows everyone to collectively have a thoroughly enjoyable experience.
This is the reason that I wanted to move forward with the Old School Fantasy line. This was conceptualized late last summer, and was crystallized in my mind after being approached by Pat and Alex of Crafty Games about the possibility of us doing some development for their system. What can I say? I read the book out loud on the way from Gen Con (ultimately losing what little I had left of my voice for a week), while Stacy drove us back to Memphis. We were both thrilled about the possibilities, and this game wanted us to get into fantasy, something that Reality Blurs had steered clear of for quite awhile, as we worked on our own twisted visions of things.
So Old School Fantasy is certainly going to herald back to some of the traditional tropes, but I want you folks to remember who you're dealing with, and rest assured we'll manage to sneak some sort of twistiness or our style within the pages of anything we release.


Regards,
Sean
 
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