martes, 12 de agosto de 2014

1

Lone Wolf: The Roleplaying Game

Creo que ha quedado clara mi postura respecto al sistema D20 y compañia en muchas de las entradas que podeis encontrar en este blog, y mas cuando de repente todo diox empezo a utilizar el sistema de marras para cualquier cosa... y una vez mas, nos encontramos con una ambientacion fabulosa que tiene que sufrir dicho sistema, y me referio a Lone Wolf.
Si no conoces esta ambientacion, es que no has tenido una niñez friki, esta claro. Este juego, publicado por la editorial Mongoose en el 2004, se basa en los librojuegos de Lobo Solitario que muchos hemos podido disfrutar cuando eramos enanos, es una lastima que se pubicasen en nuestro idioma solo unos pocos de la larga serie de libros de los que consta la saga de Joe Dever. Vamos, que me encantaban, como con muchos otros librojuegos con los que disfrute por aquellas epocas... y van los de Mongoose, y editan esto. Vale, por lo menos podemos verlo ahora en formato rol, pero ¿sistema D20? joer... si, le hacen algunos cambios menores al sistema -el uso del dado de resistencia como puntos de vida, por ejemplo, o que no existan proezas, aunque es una mentira, ya que las disfrazan como habilidades de clase, bonus a habilidades o poderes especiales-, pero es ese sistema.

Ademas, en un sistema que utiliza tanto lo de los alienamientos, tienes que ser BUENO. Vale, eso lo acepto, ya que en los librojuegos se suponia que eras uno de los monjes-guerreros, un Señor del Kai, que defendia el Reino de Sommerlund frente a los malvados esbirros de Naar, el dios malefico de la Oscuridad. Claro que aqui, en este juego, puedes ser tambien otras cosas, como un Hermano de la Estrella de Cristal, Bucaneros de Shadaki, Caballeros del Reino de Sommerlund, Guerreros Telchos, Magos de Dessi... y el unico no humano, enanos de Bor.

Bueno, la cosa es que el juego tampoco debio de funcionar bien con ese sistema, ya que unos cuantos años mas tarde la misma editorial volvia a utilizar esta ambientacion en otro juego, utilizando un sistema mas sencillo y parecido al que se utilizaba en los librojuegos...
Lone Wolf: The Roleplaying Game
Core Rulebook

Lone Wolf, The Roleplaying Game is an entire sourcebook and roleplaying game encompassed within a single tome. Every rule and roleplaying suggestion is included in the spirit of the original Lone Wolf series, updated to OGL rules and expanded to incorporate both North and South Magnamund.

Over 100 pages are dedicated to the Gazetteer and Bestiary sections, with detailed descriptions of the many realms, races and monsters that make up Magnamund. Notes on cultures, encounters and the inevitable dangers of the land will be at your fingertips. Want to travel into the Jungle of Horrors? This guide will let you know what plants are edible and which ones might try to eat you instead and discover why you should stock up on your laumspur potions before taking a trip to Ruel. Statistics for dozens of terrible beasts and vile henchmen are given, to throw at those foolish enough to oppose the rise of the Darklords. From skulking Giaks to the raging might of the Mawtaw, these foes will pose quite a challenge for anyone determined to play a hero in a world destined to fall before the might of Helgedad and its shadowy hordes.

Lone Wolf: The Roleplaying Game
Blood Moon Rising

Twice a year in the skies over Sommerlund, Ishir’s face turns a deep, brooding red. These nights, the five long nights of the Blood Moon, are rumoured to be when terrible beasts walk the face of Magnamund. The wise remain indoors waiting for Kai’s light to banish the monsters once more. Those caught outside during the Blood Moon are often never seen again.

Lone Wolf: The Roleplaying Game
Dawn of Destruction

Dawn of Destruction is an introductory adventure for 1st level characters that leads by example, kick-starting a campaign with an epic quest that involves every core character class.

The adventure itself takes place in the magnificent city of Toran, the heart of human accomplishment in Sommerlund, seat of its most powerful guilds and a symbol of man's defiant strength in Northern Sommerlund. When horror threatens its mighty walls, will those with the blood of heroes take up the challenge?

From the roguish Shadaki Buccaneer to the noble Knight of Sommlending, Dawn of Destruction is a tale worth of every kind of hero. Opportunities abound to save innocent lives, battle hideous evil, face impossible odds and cleave a path of righteous fury through the insidious agents of Darklords.

Lone Wolf: The Roleplaying Game
Magic of Magnamund

Magic of Magnamund is a sourcebook for Players and Games Masters alike; it contains new character classes, spells, magical powers, equipment and even creatures drawn from or expanded out of the Lone Wolf settings. Everything here is in some way part of the magical tapestry that is Magnamund; each one chosen because of the special powers or cultures they represent. While it is quite possible to run a very diverse campaign using just the character classes presented in the Lone Wolf core rulebook, this tome should allow for a much greater range of play - at least where spell casters are concerned.

Lone Wolf: The Roleplaying Game
The Darklands

This book definitively lists every single Darklord, including their statistics weapons, description and image, combat style and personality. Their powers, their provinces and their legions are all described in detail. There is no force of darkness in Magnamund greater than the Darklords. Incarnations of evil born of pure malice and hatred, they are the personifications of evil brought forth into the world by Naar, the true Lord of Evil and the greatest of the Dark Gods.
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1 comentario:

doclusifer dijo...

Es una muy buen hambientacion