QUOTE (DocTaotsu @ Aug 27 2008, 02:41 AM)
Go SR!
It has suffered a lot due to the edition change and even more so the fact that FanPro collapsed and we haven't had a German publisher until last Tuesday, but i hope it will be recovering now.
QUOTE
Does The Dark Eye have a set metaplot and setting? In my mind that's D&D's weakest element, their stock setting is pretty goddamn lame when held up against virtually any other setting.
TDE is all about setting and metaplot.
It is set mostly on very small, plain-vanilla fantasy continent, Aventuria, that is described in excruciating detail and has a very prominent metaplot, including a bi-monthly magazine that is written in an ingame perspective mostly and a whole bunch of campaigns dealing with events from world-shaking invasions by demigod mages to political intrigue in renaissance city states.
Supplements are full of inuendo to the ingame mythology and history and ingame texts that put great strain on creating a unique, pseudo-medieval, but decidedly non-earthly idiom.
In fact, TDE setting is a science in itself, even more so than with other RPGs.
There's players who will imediately recognize that a star constellation has changed when you show them a map of the TDE nightsky and who can name the ancestors of every nobleman in the game world.
When the current edition's run of setting description sourcebooks is complete, it will contain 13 all-fluff hardcovers with over 200 pages each- for a continent that is smaller than Western Europe.
And that's just one of the 4 continents, although many players despise Myranor (the other previously described continent, an antiquity-meets arcanopunk-furries-setting) with a fervor that makes the most bitter anti-Eberron rethoric look tame.
I haven't taken a closer look at it yet, but it seems interesting, especially as it is much more open than Aventuria.
There's also a campaign for the exploration of Uthuria, the third continent, in the making and a fan project for the 4th continent Riesland, which is deliberately left undescribed.
All in all, great fluff, although it is hard for newcomers to get through the multitudes of setting material and many fans are rabidly opposing anything that does not fit into their view of the setting, accusing slightly innovative characters of being "unaventurian".
Many of the older campaign modules have a strong focus on railroading, pet NSC and sightseeing, too, combined with an almost paranoid fear of powergamers (and broken rules...).
TDE gamer culture has a strong emphasis on GM omnipotence and handwaving in many groups (unless they have also played a lot of SR or D&D).
There's also a strong focus on social interaction instead of combat and...well, a love for details that can lead to groups spending 10 hours sitting in a tavern and having ingame conversations in the Aventurian version of renfair dialect...
The rules system started out as a usual early 80s attempt to make a slightly more realistic D&D, with active parry and damage-absorbing armor instead of AC and a magic system using astral points instead of Vancian memorization (it also had no clerics originally- oh, and all elfs are casters).
In second edition, it acquired an elaborate, albeit clumsy skill system that has in the meantime grown to absurd proportions, with seperate skills for heraldry, pottery, farming- and about 30 different combat skills in the current 4th edition.
It used to be a very simple class system (with elfs and dwarves as the only nonhumans, who where treated as seperate classes in the first three editions), many hardcore gamers in fact looked down upon it as "that newbie RPG", but has now switched to extremely rules-heavy and GURPS-style point buy, with a combination of race, culture and profession as the core of chargen (and several non-human PC races made available, though not nearly as many as D&D).
There's also cultural variants, in some regions for every major city or every existing ork tribe- as i said, rules-heavy.
The current combat system attempts to be hyperrealistic and has included several feat trees now, for two-handed fighting, dual wielding, dual wielding with parry weapons and shields, martial arts and whatnot.
Magic is very rich in fluff for all traditions, especially hermetic mages.
It is also extremely complex (who would have thought?), with several hundred spells that can be modified on the fly and rules for summoning demons that are so detailed they give you modifiers for wearing the wrong kind of shoes (i'm not making this up, seriously!).
Summoning elementals is so complicated that nine out of ten groups wouldn't know how to do it correctly and handwave it (like decking, but worse).
Divine "magic" is a subsystem with completely different (and similarly elaborate) rules and some players will lynch you if you call liturgies magic...
All in all, the full ruleset has about 1500 pages and groups who do not use the much lighter basic rules (who are actually workable and less complex than SR and include a brief introduction to the setting, but are sadly out of print in English) either are the greatest rules lawyers imaginable, use only half of the rules or just handwave everything (and some of the campaign authors used to fall in the latter category, unfortunately).
All in all, i do have a lot of troubles with TDE4, which i gave up playing some years ago, but if i feel nostalgic, i still love to pick up my first edition books.
And the setting...well, it just feels like home.
I'd recommend picking up the TDE4 basic rules (or if you're into old school, the first edition) to give it a try if you find them in a used bookstore or on ebay, but the greatest strenght of the system, the rich setting material, has never been translated, so it would rather be a brief hint at what TDE is about.
Well, so much for German RPGing for tonight.