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This site is about Roleplay. What it is, how it's done and why.

Profile...
Introduction to Roleplay...
Roleplaybooks I collected...
Roleplay, the technique...
Roleplayrealm...
D&D Solarsystem
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Introduction

Let me introduce you into the world of Roleplaying. At first, it isn't possible to tell everything in just this little intro, but I'll trie to make clear the rough lines of the game. Yes, Roleplay is a game. It's a fantastic game of the mind. It let's you imagine everything in the game. That is to say, all information you get from the DM (Dungeon Master) and if you have a good Dungeon Master (more about that later), you must be able to see everything in high detail. You can play with about four to seven gamers and one Dungeon or Games Master. The game isn't about winning and that's one of the factors that makes Roleplay such a relaxing game. It isn't however, a game to play in a half an hour. A better gues would be half a day! I can see you don't believe it, but it is normal to play this game about four or five hours in one session. Oof, not realy half a day. If you are going to play a session of Roleplay, than you will soon learn this is a reasonable time to spend playing.

A world you never imagined there could be. The world of Roleplay is insubstantial. It only exists in your mind and if you are playing realy good, you must be able to see every little detail the DM tells you about you surroundings and people. It can steal your mind completely and if not paid attention to, it can become an adiction. That is to say, I was, for instance, an addict (or was I?). Some time ago, I could only think of Roleplay, and since I always am the Dungeon Master (I will refer to Dungeon Master as DM from now on), I think up the story, or better called, scenario. I love to do it and I love to see when everyone is satisfied with my adventures. They even go so far as giving me a grade for my adventures. My lowest was a six and my highest was a nine.

I will now give an example of play. This example was played by the WFRP-System (Warhammer Fantasy Roleplaying System).

Dungeon Master (DM): Bert.

Dwarf Fighter (Player): Kazadum (Played by Bart).

Elven Wizzard (Player): Artea (Played by Tom).

Dwarf Fighter (Player): Doqnach (Played by Peter).

Human Fighter (Player): Forrest law (Played byLucas).

The moment this example begins, the group is standing at a trap-door in a small cabbin that leads down a dark, unlit staircase. Intricate carvings make the hall look very old. The Elf and Dwarfs can see in the darkness, but the Human Forrest Law can't. They were send to this place by a wizzard who wants another wizzard moved out of the way. He didn't give a reasonable explanation, but he pays well, and that has motivated the adventurers to trie and defeat the enemy wizzard.

When the players roll dice to see if they do things right or wrong, the DM tells them ahead of time if they have to roll high or low.

The adventure begins now:

DM:You stand before the trap-door, what do you do?
Kazadum: I walk down the stairs. I pay extra attention to the walls, do I see something unusual?
DM: The staircase and walls are all very old and dusty. Furthermore, they are crafted beautifully. Most likely by Dwarves.
Forrest Law: I lite a torch and start following Kazadum.
Artea: No need to do that Forrest, I've got a light spell. DM, I cast Light (a spell witch makes some object shine like a torch).
DM: Ok, on what item?
Artea: Well, let's see. The point of my staff wil do I think.
DM: Right, make an intelligence test. Try to keep your results as low as possible.

-Artea gets two dice with ten sides each. Together it rolls a result of between 1 and 100. The next time someone needs to roll such a dice, I will refer to it as a D100 (D=Dice, 100=maximum number you can attain with it). The DM knows this spell isn't too difficult, so Artea doesn't have to roll that low. He has the time of the world too, so a result of 69 or less will succeed.

Artea: It's a 34!
DM: Ok Artea, The point of your staff begins to glow brightly and it lits the whole cabbin you're standing in.
Artea: I go after the others.
Doqnach: I'll go ahead of Artea, I'm a lot stronger.
Forrest Law: Then I'll go after the Elf, I don't see that good with this light.

DM: After some time climbing down the stairs you enter an empty room. I'ts probably 3 by 5 meter in size with the seiling at 2 meters high. There is nothing exept dust and a door at the north. It's directly opposit of the way you came. Due to Artea's light spell, you can see everything in the room. It's walls are the same as the staircase. Dwarven craftsmenship.

Doqnach: I search the walls for secret doors.
Artea: I'll help you.
Forrest Law: Me too.
Kazadum: I'll go to the door. Is it locked?
DM: Wait a sec Kazadum, I'll do the search check first.

-The DM rolls some dice behind his DM screen, so the rest can't see the results. Then, he askes everyone to roll a D6 (An ordinary dice with six sides).

Artea: I got a 6!
Doqnach: Shit! A mere 2...
Forrest Law: A 5. Maybe enough DM?
DM: Sorry guys, You don't find enything. Doqnach, you DO notice in the far left corner of the room, left to the door, a possible holow spot. It sounds rather empty after some research.
Kazadum, the door isn't locked. Do you open it?
Kazadum: Yes, of course. I put my head around the corner. Suspicious of anything. I close the door if I see creatures.
Doqnach: I give up. I don't tell enyone about my discovery. It may be something for on the way back. I stand behind Kazadum and look what's behind the door.

DM: You see a small corridor that springs out in a room after about a meter. The room is somewhat of five by five meters in square. The sealing is higher as the last room. To the north of this room is another corridor. Much like the one you're standing in now. Further, this room is empty too. The differance is that this room only has hewn stone as walls.

Kazadum: I go through the door.
Artea: Me too.
Doqnach: Me too.
Forrest Law: Me too. But I don't trust it. Wait guys, there might be a trap in the middle of this room. Artea, poke the ground with your staff in the middle to see if there is a trap.
Artea: Do it yourself man! You've got a spear right? Right??
Forrest Law: Allright allready. (Mumbles incoherently) I shuffle to the middle of the room slowly, my spear constant on the ground.
DM: Make a D100 roll. Trie to keep it low!
Forrest Law: Come on... -Sound of rolling dice- Yes! A 12!
DM: A part of the soil in the middle of the room collapses about a meter from you. Your spear has triggered a trap!

If you think you want to do it sometimes, just buy a starterset of some system in a gamestore near you. These cost about 10 to 15 dollar, so if it is a failure, it dusn't matter. If you DO like it, I advice the D&D third edition books. They are cheap, hardcover and litterd with all kinds of great artwork. The three books are shown below with some other roleplaybooks. I'll give an expanation for all of them by just clicking on them.

The following books are all books I posses. The row in wich they stand indicates wich sysem they belong to:
-Row 1: Dungeons & Dragons third edition (D&D)
-Row 2: Middle Earth Roleplaying (MERP)
-Row 3: Warhammer Roleplaying (WFRP)
-Row 4: Generic Universal Roleplaying System (GURPS)

Just click!! Come on, you sissy!! Click me!! Yeah, wanna see some monsters?

The best system ever made!!!! All creatures of the MERP system by JRR Tolkien! The beautifull Elves of Middle Earth. Spells for Wizards. Clericish spells.

One of my favorites!

Spectacle picture!


Roleplay, the technique


Roleplayrealm


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