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Games We Play

Advanced Dungeons and Dragons 3rd Edition
GreyHawk Adventures
Ravenloft Adventures
Forgotten Realms Adventures
DragonLance Adventures
Spellfire: Master The Magic

Hail and well met, my friends!
Upon these pages one can learn all about the
Herbert H. Lehman High School Role-Playing Club.
The different games played, the club members, and all the information you need to join is right here. If you have any questions, you can ask the dragon at the bottom of the page.






Other Games


Magic:The Gathering
Vampire:The Masquerade
GunSmoke
StarGate
GemStone


Information
What Is A Role-Playing Game?
How Can I Join the LHS RPC?
General Information
Club Officers and Members
Recent News
LHS RPC Glossary






Helpful Links
Wizards of the Coast
The Official RPGA Site
Stargate Command
Steve Jackson Games
Adventurer's Guild Online Living Greyhawk
Egroups: Keoland
The Verbobonc Home Page
The Keoland Home Page




Official Home of the Dancing Kokopeli

Last updated October 2000
Magic: The Gathering

Madame Mim: "Do you want to fight? Do you want to have a Wizard's Duel?"
Merlin: "Ach, as you wish Madam"
Madame Mim: "Well come on... step outside"
Merlin: "After you, Madam"
They march out of Mim's house to a forest clearing and the Owl and the Apprentice look on excitedly
Owl: "What what what what... what's up boy? What's going on?"
Apprentice: "They're having a wizard's duel, what's that mean?"
Owl: "Oh, it's a battle of wits..."

Extract from "The Sword in the Stone", ©The Walt Disney Company

Game System: Strategic Collectable Card Game

The Campaign

Magic is a card game which allows the wizards (players) to test out their spell books (decks) against each other, just like the duel Merlin and Madame Mim have in The Sword in the Stone

Each player takes the part of a wizard, and uses a deck of cards to represent the wizard's spell book.

Each player uses a deck constructed of around 60 cards from a pool of over 1400 possible cards.

Because of the random nature of the cards used in play, the game is always different, always new. Each game is likely to introduce the player to cards he/she has not seen before, so the player is constantly learning, absorbing new aspects of game play.

Some cards represent spells or powers, while others represent the land (mana) which makes the spell or power happen. Like an electronic game machine needs batteries to run, the spell cards need land (mana) to run. Each card is different, the text on the card tells the player what it does and how and when to use it. Reading through the rule book once will give players an understanding of the basic game, and is highly recommended.

The winner is the first player to reduce his/her opponent to zero points, both players start with 20 each.

The Learning Opportunities

In a typical game, each player will use varying skills and abilities of his/her own while deciding which card to use, as chess players do when deciding which piece to move. Naturally, through practise these skills are improved. Indeed, we know of many families who have written to us, to tell us of their children overcoming various learning difficulties through playing Magic.

  • Strategy
  • Arithmetic
  • Maths, particularly comparative and combinatory
  • Communication
  • Decision Making
  • Social Interaction

In deck-building, where each player selects which cards will go into the deck from his/her total pool, care must be taken. Cards chosen to go well together will form a more effective deck than simple random selection. Making the choice of which cards to combine involves not only maths, but also an awareness of resource management - some spells are more expensive than others, needing more land (mana) cards. The player must decide on a balance of cards to create the deck. Naturally new players will have a limited card pool and will probably be restricted in the positive choices they can make at first.

  • Resource Management
  • Decision making
  • Arithmetic
  • Maths, particularly comparative and combinatory
To reach a greater card pool, to build more effective decks, many players trade cards with one another, in much the same way as football cards or stickers are traded. This builds the player's communication and negotiating skills, enhancing self image and confidence. As in any trading situation, the player needs an awareness of the value of their own 'goods' as well as those with whom they are trading. Further, they must be able to decide which 'goods' they are prepared to part with and for what 'price'. When trading marbles a child may well declare a "steelie" to be worth "four glassies", similarly Magic players have been heard to declare a "rare card" to be worth "3 Uncommons" or "11 Commons".
  • Value judgements
  • Decision Making
  • Communication
  • Negotiation
  • Arithmetic
  • Social Interaction
The imagery and setting used in the game and depicted through lavish artwork is, in and of itself fascinating to the players. It is a gateway into a land of fabulous tales, and has given rise to associated fiction detailing the stories behind some of the more interesting characters depicted on the cards. This has proven to be invaluable to parents and teachers in encouraging children to read more.
  • Increased reading age
  • Appreciation of reading as a pastime
In conclusion, it is perhaps not surprising that a game designed for fun has been deemed worthy of recognition by MENSA, who named Magic one of the top five mind games in 1994. As a learning tool, teachers and parents alike appreciate a game which is thoroughly acceptable and fascinating for children, and in no way suffers from being "obviously" an educational game. As a means to increase family and generation-gap spanning communication, the letters we receive are testimony to the ability of the game to encourage interaction and enhance relationships.

In short, this game is good. It's good fun to play, and it's a good education opportunity for the players.

supplied by E. Paganotti

Back tomain page Greyhawke

A bird of prey circles above. The stench of burnt dwellings and death still cling to you. The dark one, Iuz the evil, has driven you from your home, as he has with so many others before you. You must fight back. You swear upon your blade to the gods of vengance and continue on to adventure. Welcome to Greyhawke.

Game System: Advanced Dungeons and Dragons

Campaign Setting: Greyhawke

Character Level: 5-8

Current Status: ACTIVE

Game Master: Paganotti

LHS RPC Members in Game: 6

The Campaign
The world of Greyhawke is a fantasy setting for the AD&D game, where your character embarks on high adventure through the world of Oerth. Here magic courses through the air, wielded by powerful sorcerers. The constant ring of steel can be heard over scores of battlefields as nations grapple for power. Your character joins the adventure to fight alongside the powers of justice and virtue, and in doing so, joins a rich tradition of epic fantasy.

From the good kingdom of Tarantia, ruled by the paladin-king Dalan Rex, to the tortured lands of pain ruled by the demon-prince Iuz, there are adventures awaiting your arrival. In the center is the fabled free city of Greyhawke, where all powers meet equally on neutral ground. Here, heroes are made, but fools die quickly. In the city, you can share a tankard of ale and stories with the great wizard Mordenkainen, or wind up on the wrong side of the nearly all-powerful thieves guild.

Adventurers like yourself are welcome here in the city of Greyhawke. Legendary figures such as Lord Dorian, Perryman Sunstar, and Baron Sysyphus Cain have at times called this place home. The reclusive groups of wizards known as the Circle of Eight guard it from the constantly threatening daggers and spells from the assassins of the Scarlet Brotherhood.

So take upon your steed, adventurer, for there is treasure and fame to be had. Along the way you will meet friend and foe, and danger, of course, lies behind every corner. Merry met, and I bid you well!

Week's Clue:

Fighter, mage, rogue, monk, bard
The road you travel is sure to be hard
A Hand and an Eye are the powers you seek
And with such power, the strong will be meek

written by E. Paganotti

Back tomain page

Ravenloft

"I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was good and just. I thundered across the land like the wrath of a just god. But the war years and the killing years wore down my soul as the wind wears stone into sand... all goodness slipped from my life."
From "The Tome of Strahd"

Game System: Advanced Dungeons and Dragons

Campaign Setting: Ravenloft

Character Level: any

Current Status: Semi-active

Game Master: Paganotti

LHS RPC Members in Game: 6

The Campaign
Enter Ravenloft. A game world for the AD&D game in which your worst nightmares become reality! Gothic horror breathes its cold breath into the AD&D game with in the borders of an isolated demi-plane of dread known only as Ravenloft.

Ravenloft, like traditional gothics, is a world of startling beauty, seductive settings that have at once allure and a cold, lonely edge. By day, the settings are breathtaking. But when night falls, she cloaks the world in impenetrable darkness. A chill rises from the soil and contaminates the air. A mist forms from nowhere. Horror and madness on levels you cannot fathom assault your defenseless mind. You try to run, but cannot. You try to fight off the growing paranoia, but fail. You are being watched...followed...stalked...

Can you last until the dawn?

Week's Clue:
"Do you believe that I have given up my quest for freedom? Ignorant fools! I have not forgotten you. My vengeance shall overwhelm you. Your pathetic lives shall be mine. I shall be free of this accursed realm of nightmares soon…very soon. And then you shall know fear."

written by E. Paganotti

Back tomain page Forgotten Realms

Game System: Advanced Dungeons and Dragons

Campaign Setting: Forgotten Realms

Player Level: 7-11

Current Status: Active

Game Master: Zablocki

LHS RPC Members in Game: 6

The Campaign
Enter a world of amazement and intrigue. Of laughter and loss. In this world there are no boundaries or limits, go where you wish, do as you want. Live and learn, or fail and perish. Those are your options.
Fight through ancient dungeons or travel through the vast cities throught the land of Toril. Have tea with Volo, or clash swords with The Zhentarem, or even catch a glimpse of the legendary Elminster. A lands of mystery and wonder await your eyes. Would you like to take that first step and trek into uncharted lands or travel amongst legends and see the unspeakable?
Time lasts forever for those who truly seek adventure.

written by R. Zablocki

Back tomain page Stargate SG-1


"The President of the Unites States has ordered the formation of nine teams whose duties are to perform reconnaissance, determine threats, and, if possible, make peaceful contact with the people of these world. These teams will operate on a covert, top secret basis. No one will know of their existance except the President of the United States and the Joint Chiefs of Staff. Colonel, your team will be designated SG-9, Special Operations. You will be given a wide bearth concerning the use of force. Get the job done...that's what we need."
--General George Hammond, USAF

Game System: G.U.R.P.S.

Current Status: inactive

The Campaign
Stargate SG-1 is a scenario designed by Erich Paganotti for the G.U.R.P.S. system. Based on the movie Stargate and the original Showtime series Stargate SG-1, the game has developed into a military based science fiction in which the players take on the role of top notch special operations commandos from the U.S. Army Rangers, Navy Seals, the Air Force Special Operations, or the Marine Force Recon, with the mission of covert reconnaissance into the thousands of Stargates leading to who knows where...

Materials
Several 6-sided (basic) dice are needed for this game.
Familiarity with the movie Stargate and the series Stargate SG-1 are required for playing this game.

written by E. Paganotti

Back tomain page SpellFire: Master the Magic

Game System: TSR

LHS RPC Members in Game: 4

The Game
The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. As each player is trying to build his empire, other players are trying to destroy it. Players use fantasy heroes (from our favorite AD&D campaign settings) to attack and defend their empires. These champions are aided by spells, magical items, artifacts, events, and allies. If the attack is successful, a part of the defender's empire is "razed," or defeated.
In any game, the idea is to have fun. Don't get hung up on rules, technicalities, or play "touch rules." No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn't understand what was going on. Remember, it's just a game!

Terms

  • Abyss : Cards which are sent to the abyss are out of play for the rest of the current game. A card can't be retrieved from the abyss by any means.

  • Allies : By playing these cards you can increase a champion's level in combat. Some allies give the champion additional special powers, too.

  • Artifacts : An artifact is a special device, which can only be attached to a champion from the same world. Most artifacts give the champion additional special abbilities and/or increase his level.

  • Champion : A champion is a card with a hero, cleric, wizard, monster, psionicist, or thief icon in the upper left corner of the card. Only champions can attack or defend a realm.

  • Cleric : A cleric is a champion, who is able to cast cleric spells.

  • Heroes : A hero is a champion, who is able to use unarmed combat cards.

  • Monsters : A monster is another kind of champion, who, in most cases, is unable to cast any spells.

  • Thieves : A thief is a champion who is able to use thief skills. Thieves were introduced in the Nightstalkers booster set.

  • Psionicist : A psionicist is a champion who is able to use psionic powers, usually with another granted ability.

  • Wizards : Wizards are champions, who are able to cast wizard spells.

  • Events : Event-cards can be played at any time. The special power of an event takes effect immediately. After being played an event is not discarded, it is sent to the abyss.

  • Flyers : Flyers are able to attack any realm (not only the front realm in the formation), as long as it is not immune to flyers.

  • Formation : The arrangement of realm cards in front of a player is called formation. It looks like a pyramid with the base facing the owning player. In a standard-game you'll have a six-card pyramid. (see Setting)

  • Holdings : Holdings are always attached to realms. They give the realms additional powers, or the defending champions additional levels. Holding and realm must be from the same world.

  • Limbo : Limbo is where the cards go when they are not in play, but cannot be placed in the player's hand, discard pile, or draw pile. They are generally placed on the left side of the formation, face down. Cards in Limbo are considered out of play until they return (depending on the situation which put them there in the first place).

  • Magical Item : A magical item card has a ring as icon in the upper left corner. Items can be carried by a champion, who gets extra level or powers by the item.

  • Pool : The pool is the place where all champions, artifacts and magical items are kept, if they are not in combat or in the player's hand. There is no limit for the number of cards in a pool. If a player has no realm, he can have no pool.

  • Realms : A realm is a kingdom or place owned by a player. A realm can be attacked by the opposing player and defended by the owning player. If a realm is succsessfully attacked (the owning player did not defend) the realm is razed, which means it is placed face down.

  • Setting :

  • Spells : Spells can be cast by clerics or wizards. The icon of the spell and the champion must be the same (except for the color). Spells give the champion additional levels and/or powers.

    Materials
    At least two SpellFire card decks are needed. This isn't a problem since they are usually sold in packs of two. Any standard deck is acceptable, but many people prefer to use a personalized deck.

    written by M. Rodriguez

    Back tomain page
    Vampire: The Masquerade

    "Bela Lugosi's dead and so am I. But what's left of Bela is rotting in a pine coffin somewhere, while I have the opportunity to sit here on the balcony, enjoy my drink and look at you. Correct me if I'm being presumptious, but I suspect that I have the better end of the deal.
    I can tell by looking at you that you're not comprehending. Of course you're not... These are cynical, rational times, and you're not going to believe that I'm a dead man just because I say so. A century ago it would have been different... Well, it was quite different the last time I had this little talk with someone... but this is the age of
    Facts. And the facts are that corpses don't move, don't walk, don't talk. I'm terribly sorry, my dear, but I have a suprise for you: This corpse does."
    --from A Gathering of Beasts

    Game System: White Wolf

    Campaign Setting: anywhere the night may settle

    Current Status: inactive

    The Campaign
    Vampire the Masquerade is a fantasy role playing game where you get to take on the role of a vampire in a modern day city. Most groups will consist of 2 to 6 players with one player taking on the role of the storyteller. The storyteller sets the scene and like a dungeon master, is basicly in charge of every other character in the city except for the players. The players are in charge of their Characters and everything they can do. As they earn experience (through good role playing) they can learn more powerful Vampyric traits. But no matter how powerful they get, they must remember to never break the masquerade. The masquerade is the hiding of the fact that Vampires exist to humans. Should your vampire break the masquerade he probably won't survive the evening. But what's one little rule like the masquerade in exchange for eternal life? (or unlife if you prefer) Either way it's a whole lot better then rotting away in a pine box somewhere. So bring your 10-sided dice and your imagination and join the masquerade.

    written by M. Hall

    Back tomain page The Lehman High School Role Playing Club


    Games We Play

    Advanced Dungeons and Dragons 3rd Edition
    GreyHawk Adventures
    Ravenloft Adventures
    Forgotten Realms Adventures
    DragonLance Adventures
    Spellfire: Master The Magic

    Hail and well met, my friends!
    Upon these pages one can learn all about the
    Herbert H. Lehman High School Role-Playing Club.
    The different games played, the club members, and all the information you need to join is right here. If you have any questions, you can ask the dragon at the bottom of the page.






    Other Games


    Magic:The Gathering
    Vampire:The Masquerade
    GunSmoke
    StarGate
    GemStone


    Information
    What Is A Role-Playing Game?
    How Can I Join the LHS RPC?
    General Information
    Club Officers and Members
    Recent News
    LHS RPC Glossary






    Helpful Links
    Wizards of the Coast
    The Official RPGA Site
    Stargate Command
    Steve Jackson Games
    Adventurer's Guild Online Living Greyhawk
    Egroups: Keoland
    The Verbobonc Home Page
    The Keoland Home Page




    Official Home of the Dancing Kokopeli

    Last updated October 2000
    Magic: The Gathering

    Madame Mim: "Do you want to fight? Do you want to have a Wizard's Duel?"
    Merlin: "Ach, as you wish Madam"
    Madame Mim: "Well come on... step outside"
    Merlin: "After you, Madam"
    They march out of Mim's house to a forest clearing and the Owl and the Apprentice look on excitedly
    Owl: "What what what what... what's up boy? What's going on?"
    Apprentice: "They're having a wizard's duel, what's that mean?"
    Owl: "Oh, it's a battle of wits..."

    Extract from "The Sword in the Stone", ©The Walt Disney Company

    Game System: Strategic Collectable Card Game

    The Campaign

    Magic is a card game which allows the wizards (players) to test out their spell books (decks) against each other, just like the duel Merlin and Madame Mim have in The Sword in the Stone

    Each player takes the part of a wizard, and uses a deck of cards to represent the wizard's spell book.

    Each player uses a deck constructed of around 60 cards from a pool of over 1400 possible cards.

    Because of the random nature of the cards used in play, the game is always different, always new. Each game is likely to introduce the player to cards he/she has not seen before, so the player is constantly learning, absorbing new aspects of game play.

    Some cards represent spells or powers, while others represent the land (mana) which makes the spell or power happen. Like an electronic game machine needs batteries to run, the spell cards need land (mana) to run. Each card is different, the text on the card tells the player what it does and how and when to use it. Reading through the rule book once will give players an understanding of the basic game, and is highly recommended.

    The winner is the first player to reduce his/her opponent to zero points, both players start with 20 each.

    The Learning Opportunities

    In a typical game, each player will use varying skills and abilities of his/her own while deciding which card to use, as chess players do when deciding which piece to move. Naturally, through practise these skills are improved. Indeed, we know of many families who have written to us, to tell us of their children overcoming various learning difficulties through playing Magic.

    • Strategy
    • Arithmetic
    • Maths, particularly comparative and combinatory
    • Communication
    • Decision Making
    • Social Interaction

    In deck-building, where each player selects which cards will go into the deck from his/her total pool, care must be taken. Cards chosen to go well together will form a more effective deck than simple random selection. Making the choice of which cards to combine involves not only maths, but also an awareness of resource management - some spells are more expensive than others, needing more land (mana) cards. The player must decide on a balance of cards to create the deck. Naturally new players will have a limited card pool and will probably be restricted in the positive choices they can make at first.

    • Resource Management
    • Decision making
    • Arithmetic
    • Maths, particularly comparative and combinatory
    To reach a greater card pool, to build more effective decks, many players trade cards with one another, in much the same way as football cards or stickers are traded. This builds the player's communication and negotiating skills, enhancing self image and confidence. As in any trading situation, the player needs an awareness of the value of their own 'goods' as well as those with whom they are trading. Further, they must be able to decide which 'goods' they are prepared to part with and for what 'price'. When trading marbles a child may well declare a "steelie" to be worth "four glassies", similarly Magic players have been heard to declare a "rare card" to be worth "3 Uncommons" or "11 Commons".
    • Value judgements
    • Decision Making
    • Communication
    • Negotiation
    • Arithmetic
    • Social Interaction
    The imagery and setting used in the game and depicted through lavish artwork is, in and of itself fascinating to the players. It is a gateway into a land of fabulous tales, and has given rise to associated fiction detailing the stories behind some of the more interesting characters depicted on the cards. This has proven to be invaluable to parents and teachers in encouraging children to read more.
    • Increased reading age
    • Appreciation of reading as a pastime
    In conclusion, it is perhaps not surprising that a game designed for fun has been deemed worthy of recognition by MENSA, who named Magic one of the top five mind games in 1994. As a learning tool, teachers and parents alike appreciate a game which is thoroughly acceptable and fascinating for children, and in no way suffers from being "obviously" an educational game. As a means to increase family and generation-gap spanning communication, the letters we receive are testimony to the ability of the game to encourage interaction and enhance relationships.

    In short, this game is good. It's good fun to play, and it's a good education opportunity for the players.

    supplied by E. Paganotti

    Back tomain page Greyhawke

    A bird of prey circles above. The stench of burnt dwellings and death still cling to you. The dark one, Iuz the evil, has driven you from your home, as he has with so many others before you. You must fight back. You swear upon your blade to the gods of vengance and continue on to adventure. Welcome to Greyhawke.

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Greyhawke

    Character Level: 5-8

    Current Status: ACTIVE

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    The world of Greyhawke is a fantasy setting for the AD&D game, where your character embarks on high adventure through the world of Oerth. Here magic courses through the air, wielded by powerful sorcerers. The constant ring of steel can be heard over scores of battlefields as nations grapple for power. Your character joins the adventure to fight alongside the powers of justice and virtue, and in doing so, joins a rich tradition of epic fantasy.

    From the good kingdom of Tarantia, ruled by the paladin-king Dalan Rex, to the tortured lands of pain ruled by the demon-prince Iuz, there are adventures awaiting your arrival. In the center is the fabled free city of Greyhawke, where all powers meet equally on neutral ground. Here, heroes are made, but fools die quickly. In the city, you can share a tankard of ale and stories with the great wizard Mordenkainen, or wind up on the wrong side of the nearly all-powerful thieves guild.

    Adventurers like yourself are welcome here in the city of Greyhawke. Legendary figures such as Lord Dorian, Perryman Sunstar, and Baron Sysyphus Cain have at times called this place home. The reclusive groups of wizards known as the Circle of Eight guard it from the constantly threatening daggers and spells from the assassins of the Scarlet Brotherhood.

    So take upon your steed, adventurer, for there is treasure and fame to be had. Along the way you will meet friend and foe, and danger, of course, lies behind every corner. Merry met, and I bid you well!

    Week's Clue:

    Fighter, mage, rogue, monk, bard
    The road you travel is sure to be hard
    A Hand and an Eye are the powers you seek
    And with such power, the strong will be meek

    written by E. Paganotti

    Back tomain page

    Ravenloft

    "I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was good and just. I thundered across the land like the wrath of a just god. But the war years and the killing years wore down my soul as the wind wears stone into sand... all goodness slipped from my life."
    From "The Tome of Strahd"

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Ravenloft

    Character Level: any

    Current Status: Semi-active

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    Enter Ravenloft. A game world for the AD&D game in which your worst nightmares become reality! Gothic horror breathes its cold breath into the AD&D game with in the borders of an isolated demi-plane of dread known only as Ravenloft.

    Ravenloft, like traditional gothics, is a world of startling beauty, seductive settings that have at once allure and a cold, lonely edge. By day, the settings are breathtaking. But when night falls, she cloaks the world in impenetrable darkness. A chill rises from the soil and contaminates the air. A mist forms from nowhere. Horror and madness on levels you cannot fathom assault your defenseless mind. You try to run, but cannot. You try to fight off the growing paranoia, but fail. You are being watched...followed...stalked...

    Can you last until the dawn?

    Week's Clue:
    "Do you believe that I have given up my quest for freedom? Ignorant fools! I have not forgotten you. My vengeance shall overwhelm you. Your pathetic lives shall be mine. I shall be free of this accursed realm of nightmares soon…very soon. And then you shall know fear."

    written by E. Paganotti

    Back tomain page Forgotten Realms

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Forgotten Realms

    Player Level: 7-11

    Current Status: Active

    Game Master: Zablocki

    LHS RPC Members in Game: 6

    The Campaign
    Enter a world of amazement and intrigue. Of laughter and loss. In this world there are no boundaries or limits, go where you wish, do as you want. Live and learn, or fail and perish. Those are your options.
    Fight through ancient dungeons or travel through the vast cities throught the land of Toril. Have tea with Volo, or clash swords with The Zhentarem, or even catch a glimpse of the legendary Elminster. A lands of mystery and wonder await your eyes. Would you like to take that first step and trek into uncharted lands or travel amongst legends and see the unspeakable?
    Time lasts forever for those who truly seek adventure.

    written by R. Zablocki

    Back tomain page Stargate SG-1


    "The President of the Unites States has ordered the formation of nine teams whose duties are to perform reconnaissance, determine threats, and, if possible, make peaceful contact with the people of these world. These teams will operate on a covert, top secret basis. No one will know of their existance except the President of the United States and the Joint Chiefs of Staff. Colonel, your team will be designated SG-9, Special Operations. You will be given a wide bearth concerning the use of force. Get the job done...that's what we need."
    --General George Hammond, USAF

    Game System: G.U.R.P.S.

    Current Status: inactive

    The Campaign
    Stargate SG-1 is a scenario designed by Erich Paganotti for the G.U.R.P.S. system. Based on the movie Stargate and the original Showtime series Stargate SG-1, the game has developed into a military based science fiction in which the players take on the role of top notch special operations commandos from the U.S. Army Rangers, Navy Seals, the Air Force Special Operations, or the Marine Force Recon, with the mission of covert reconnaissance into the thousands of Stargates leading to who knows where...

    Materials
    Several 6-sided (basic) dice are needed for this game.
    Familiarity with the movie Stargate and the series Stargate SG-1 are required for playing this game.

    written by E. Paganotti

    Back tomain page SpellFire: Master the Magic

    Game System: TSR

    LHS RPC Members in Game: 4

    The Game
    The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. As each player is trying to build his empire, other players are trying to destroy it. Players use fantasy heroes (from our favorite AD&D campaign settings) to attack and defend their empires. These champions are aided by spells, magical items, artifacts, events, and allies. If the attack is successful, a part of the defender's empire is "razed," or defeated.
    In any game, the idea is to have fun. Don't get hung up on rules, technicalities, or play "touch rules." No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn't understand what was going on. Remember, it's just a game!

    Terms

  • Abyss : Cards which are sent to the abyss are out of play for the rest of the current game. A card can't be retrieved from the abyss by any means.

  • Allies : By playing these cards you can increase a champion's level in combat. Some allies give the champion additional special powers, too.

  • Artifacts : An artifact is a special device, which can only be attached to a champion from the same world. Most artifacts give the champion additional special abbilities and/or increase his level.

  • Champion : A champion is a card with a hero, cleric, wizard, monster, psionicist, or thief icon in the upper left corner of the card. Only champions can attack or defend a realm.

  • Cleric : A cleric is a champion, who is able to cast cleric spells.

  • Heroes : A hero is a champion, who is able to use unarmed combat cards.

  • Monsters : A monster is another kind of champion, who, in most cases, is unable to cast any spells.

  • Thieves : A thief is a champion who is able to use thief skills. Thieves were introduced in the Nightstalkers booster set.

  • Psionicist : A psionicist is a champion who is able to use psionic powers, usually with another granted ability.

  • Wizards : Wizards are champions, who are able to cast wizard spells.

  • Events : Event-cards can be played at any time. The special power of an event takes effect immediately. After being played an event is not discarded, it is sent to the abyss.

  • Flyers : Flyers are able to attack any realm (not only the front realm in the formation), as long as it is not immune to flyers.

  • Formation : The arrangement of realm cards in front of a player is called formation. It looks like a pyramid with the base facing the owning player. In a standard-game you'll have a six-card pyramid. (see Setting)

  • Holdings : Holdings are always attached to realms. They give the realms additional powers, or the defending champions additional levels. Holding and realm must be from the same world.

  • Limbo : Limbo is where the cards go when they are not in play, but cannot be placed in the player's hand, discard pile, or draw pile. They are generally placed on the left side of the formation, face down. Cards in Limbo are considered out of play until they return (depending on the situation which put them there in the first place).

  • Magical Item : A magical item card has a ring as icon in the upper left corner. Items can be carried by a champion, who gets extra level or powers by the item.

  • Pool : The pool is the place where all champions, artifacts and magical items are kept, if they are not in combat or in the player's hand. There is no limit for the number of cards in a pool. If a player has no realm, he can have no pool.

  • Realms : A realm is a kingdom or place owned by a player. A realm can be attacked by the opposing player and defended by the owning player. If a realm is succsessfully attacked (the owning player did not defend) the realm is razed, which means it is placed face down.

  • Setting :

  • Spells : Spells can be cast by clerics or wizards. The icon of the spell and the champion must be the same (except for the color). Spells give the champion additional levels and/or powers.

    Materials
    At least two SpellFire card decks are needed. This isn't a problem since they are usually sold in packs of two. Any standard deck is acceptable, but many people prefer to use a personalized deck.

    written by M. Rodriguez

    Back tomain page
    Vampire: The Masquerade

    "Bela Lugosi's dead and so am I. But what's left of Bela is rotting in a pine coffin somewhere, while I have the opportunity to sit here on the balcony, enjoy my drink and look at you. Correct me if I'm being presumptious, but I suspect that I have the better end of the deal.
    I can tell by looking at you that you're not comprehending. Of course you're not... These are cynical, rational times, and you're not going to believe that I'm a dead man just because I say so. A century ago it would have been different... Well, it was quite different the last time I had this little talk with someone... but this is the age of
    Facts. And the facts are that corpses don't move, don't walk, don't talk. I'm terribly sorry, my dear, but I have a suprise for you: This corpse does."
    --from A Gathering of Beasts

    Game System: White Wolf

    Campaign Setting: anywhere the night may settle

    Current Status: inactive

    The Campaign
    Vampire the Masquerade is a fantasy role playing game where you get to take on the role of a vampire in a modern day city. Most groups will consist of 2 to 6 players with one player taking on the role of the storyteller. The storyteller sets the scene and like a dungeon master, is basicly in charge of every other character in the city except for the players. The players are in charge of their Characters and everything they can do. As they earn experience (through good role playing) they can learn more powerful Vampyric traits. But no matter how powerful they get, they must remember to never break the masquerade. The masquerade is the hiding of the fact that Vampires exist to humans. Should your vampire break the masquerade he probably won't survive the evening. But what's one little rule like the masquerade in exchange for eternal life? (or unlife if you prefer) Either way it's a whole lot better then rotting away in a pine box somewhere. So bring your 10-sided dice and your imagination and join the masquerade.

    written by M. Hall

    Back tomain page The Lehman High School Role Playing Club


    Games We Play

    Advanced Dungeons and Dragons 3rd Edition
    GreyHawk Adventures
    Ravenloft Adventures
    Forgotten Realms Adventures
    DragonLance Adventures
    Spellfire: Master The Magic

    Hail and well met, my friends!
    Upon these pages one can learn all about the
    Herbert H. Lehman High School Role-Playing Club.
    The different games played, the club members, and all the information you need to join is right here. If you have any questions, you can ask the dragon at the bottom of the page.






    Other Games


    Magic:The Gathering
    Vampire:The Masquerade
    GunSmoke
    StarGate
    GemStone


    Information
    What Is A Role-Playing Game?
    How Can I Join the LHS RPC?
    General Information
    Club Officers and Members
    Recent News
    LHS RPC Glossary






    Helpful Links
    Wizards of the Coast
    The Official RPGA Site
    Stargate Command
    Steve Jackson Games
    Adventurer's Guild Online Living Greyhawk
    Egroups: Keoland
    The Verbobonc Home Page
    The Keoland Home Page




    Official Home of the Dancing Kokopeli

    Last updated October 2000
    Magic: The Gathering

    Madame Mim: "Do you want to fight? Do you want to have a Wizard's Duel?"
    Merlin: "Ach, as you wish Madam"
    Madame Mim: "Well come on... step outside"
    Merlin: "After you, Madam"
    They march out of Mim's house to a forest clearing and the Owl and the Apprentice look on excitedly
    Owl: "What what what what... what's up boy? What's going on?"
    Apprentice: "They're having a wizard's duel, what's that mean?"
    Owl: "Oh, it's a battle of wits..."

    Extract from "The Sword in the Stone", ©The Walt Disney Company

    Game System: Strategic Collectable Card Game

    The Campaign

    Magic is a card game which allows the wizards (players) to test out their spell books (decks) against each other, just like the duel Merlin and Madame Mim have in The Sword in the Stone

    Each player takes the part of a wizard, and uses a deck of cards to represent the wizard's spell book.

    Each player uses a deck constructed of around 60 cards from a pool of over 1400 possible cards.

    Because of the random nature of the cards used in play, the game is always different, always new. Each game is likely to introduce the player to cards he/she has not seen before, so the player is constantly learning, absorbing new aspects of game play.

    Some cards represent spells or powers, while others represent the land (mana) which makes the spell or power happen. Like an electronic game machine needs batteries to run, the spell cards need land (mana) to run. Each card is different, the text on the card tells the player what it does and how and when to use it. Reading through the rule book once will give players an understanding of the basic game, and is highly recommended.

    The winner is the first player to reduce his/her opponent to zero points, both players start with 20 each.

    The Learning Opportunities

    In a typical game, each player will use varying skills and abilities of his/her own while deciding which card to use, as chess players do when deciding which piece to move. Naturally, through practise these skills are improved. Indeed, we know of many families who have written to us, to tell us of their children overcoming various learning difficulties through playing Magic.

    • Strategy
    • Arithmetic
    • Maths, particularly comparative and combinatory
    • Communication
    • Decision Making
    • Social Interaction

    In deck-building, where each player selects which cards will go into the deck from his/her total pool, care must be taken. Cards chosen to go well together will form a more effective deck than simple random selection. Making the choice of which cards to combine involves not only maths, but also an awareness of resource management - some spells are more expensive than others, needing more land (mana) cards. The player must decide on a balance of cards to create the deck. Naturally new players will have a limited card pool and will probably be restricted in the positive choices they can make at first.

    • Resource Management
    • Decision making
    • Arithmetic
    • Maths, particularly comparative and combinatory
    To reach a greater card pool, to build more effective decks, many players trade cards with one another, in much the same way as football cards or stickers are traded. This builds the player's communication and negotiating skills, enhancing self image and confidence. As in any trading situation, the player needs an awareness of the value of their own 'goods' as well as those with whom they are trading. Further, they must be able to decide which 'goods' they are prepared to part with and for what 'price'. When trading marbles a child may well declare a "steelie" to be worth "four glassies", similarly Magic players have been heard to declare a "rare card" to be worth "3 Uncommons" or "11 Commons".
    • Value judgements
    • Decision Making
    • Communication
    • Negotiation
    • Arithmetic
    • Social Interaction
    The imagery and setting used in the game and depicted through lavish artwork is, in and of itself fascinating to the players. It is a gateway into a land of fabulous tales, and has given rise to associated fiction detailing the stories behind some of the more interesting characters depicted on the cards. This has proven to be invaluable to parents and teachers in encouraging children to read more.
    • Increased reading age
    • Appreciation of reading as a pastime
    In conclusion, it is perhaps not surprising that a game designed for fun has been deemed worthy of recognition by MENSA, who named Magic one of the top five mind games in 1994. As a learning tool, teachers and parents alike appreciate a game which is thoroughly acceptable and fascinating for children, and in no way suffers from being "obviously" an educational game. As a means to increase family and generation-gap spanning communication, the letters we receive are testimony to the ability of the game to encourage interaction and enhance relationships.

    In short, this game is good. It's good fun to play, and it's a good education opportunity for the players.

    supplied by E. Paganotti

    Back tomain page Greyhawke

    A bird of prey circles above. The stench of burnt dwellings and death still cling to you. The dark one, Iuz the evil, has driven you from your home, as he has with so many others before you. You must fight back. You swear upon your blade to the gods of vengance and continue on to adventure. Welcome to Greyhawke.

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Greyhawke

    Character Level: 5-8

    Current Status: ACTIVE

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    The world of Greyhawke is a fantasy setting for the AD&D game, where your character embarks on high adventure through the world of Oerth. Here magic courses through the air, wielded by powerful sorcerers. The constant ring of steel can be heard over scores of battlefields as nations grapple for power. Your character joins the adventure to fight alongside the powers of justice and virtue, and in doing so, joins a rich tradition of epic fantasy.

    From the good kingdom of Tarantia, ruled by the paladin-king Dalan Rex, to the tortured lands of pain ruled by the demon-prince Iuz, there are adventures awaiting your arrival. In the center is the fabled free city of Greyhawke, where all powers meet equally on neutral ground. Here, heroes are made, but fools die quickly. In the city, you can share a tankard of ale and stories with the great wizard Mordenkainen, or wind up on the wrong side of the nearly all-powerful thieves guild.

    Adventurers like yourself are welcome here in the city of Greyhawke. Legendary figures such as Lord Dorian, Perryman Sunstar, and Baron Sysyphus Cain have at times called this place home. The reclusive groups of wizards known as the Circle of Eight guard it from the constantly threatening daggers and spells from the assassins of the Scarlet Brotherhood.

    So take upon your steed, adventurer, for there is treasure and fame to be had. Along the way you will meet friend and foe, and danger, of course, lies behind every corner. Merry met, and I bid you well!

    Week's Clue:

    Fighter, mage, rogue, monk, bard
    The road you travel is sure to be hard
    A Hand and an Eye are the powers you seek
    And with such power, the strong will be meek

    written by E. Paganotti

    Back tomain page

    Ravenloft

    "I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was good and just. I thundered across the land like the wrath of a just god. But the war years and the killing years wore down my soul as the wind wears stone into sand... all goodness slipped from my life."
    From "The Tome of Strahd"

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Ravenloft

    Character Level: any

    Current Status: Semi-active

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    Enter Ravenloft. A game world for the AD&D game in which your worst nightmares become reality! Gothic horror breathes its cold breath into the AD&D game with in the borders of an isolated demi-plane of dread known only as Ravenloft.

    Ravenloft, like traditional gothics, is a world of startling beauty, seductive settings that have at once allure and a cold, lonely edge. By day, the settings are breathtaking. But when night falls, she cloaks the world in impenetrable darkness. A chill rises from the soil and contaminates the air. A mist forms from nowhere. Horror and madness on levels you cannot fathom assault your defenseless mind. You try to run, but cannot. You try to fight off the growing paranoia, but fail. You are being watched...followed...stalked...

    Can you last until the dawn?

    Week's Clue:
    "Do you believe that I have given up my quest for freedom? Ignorant fools! I have not forgotten you. My vengeance shall overwhelm you. Your pathetic lives shall be mine. I shall be free of this accursed realm of nightmares soon…very soon. And then you shall know fear."

    written by E. Paganotti

    Back tomain page Forgotten Realms

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Forgotten Realms

    Player Level: 7-11

    Current Status: Active

    Game Master: Zablocki

    LHS RPC Members in Game: 6

    The Campaign
    Enter a world of amazement and intrigue. Of laughter and loss. In this world there are no boundaries or limits, go where you wish, do as you want. Live and learn, or fail and perish. Those are your options.
    Fight through ancient dungeons or travel through the vast cities throught the land of Toril. Have tea with Volo, or clash swords with The Zhentarem, or even catch a glimpse of the legendary Elminster. A lands of mystery and wonder await your eyes. Would you like to take that first step and trek into uncharted lands or travel amongst legends and see the unspeakable?
    Time lasts forever for those who truly seek adventure.

    written by R. Zablocki

    Back tomain page Stargate SG-1


    "The President of the Unites States has ordered the formation of nine teams whose duties are to perform reconnaissance, determine threats, and, if possible, make peaceful contact with the people of these world. These teams will operate on a covert, top secret basis. No one will know of their existance except the President of the United States and the Joint Chiefs of Staff. Colonel, your team will be designated SG-9, Special Operations. You will be given a wide bearth concerning the use of force. Get the job done...that's what we need."
    --General George Hammond, USAF

    Game System: G.U.R.P.S.

    Current Status: inactive

    The Campaign
    Stargate SG-1 is a scenario designed by Erich Paganotti for the G.U.R.P.S. system. Based on the movie Stargate and the original Showtime series Stargate SG-1, the game has developed into a military based science fiction in which the players take on the role of top notch special operations commandos from the U.S. Army Rangers, Navy Seals, the Air Force Special Operations, or the Marine Force Recon, with the mission of covert reconnaissance into the thousands of Stargates leading to who knows where...

    Materials
    Several 6-sided (basic) dice are needed for this game.
    Familiarity with the movie Stargate and the series Stargate SG-1 are required for playing this game.

    written by E. Paganotti

    Back tomain page SpellFire: Master the Magic

    Game System: TSR

    LHS RPC Members in Game: 4

    The Game
    The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. As each player is trying to build his empire, other players are trying to destroy it. Players use fantasy heroes (from our favorite AD&D campaign settings) to attack and defend their empires. These champions are aided by spells, magical items, artifacts, events, and allies. If the attack is successful, a part of the defender's empire is "razed," or defeated.
    In any game, the idea is to have fun. Don't get hung up on rules, technicalities, or play "touch rules." No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn't understand what was going on. Remember, it's just a game!

    Terms

  • Abyss : Cards which are sent to the abyss are out of play for the rest of the current game. A card can't be retrieved from the abyss by any means.

  • Allies : By playing these cards you can increase a champion's level in combat. Some allies give the champion additional special powers, too.

  • Artifacts : An artifact is a special device, which can only be attached to a champion from the same world. Most artifacts give the champion additional special abbilities and/or increase his level.

  • Champion : A champion is a card with a hero, cleric, wizard, monster, psionicist, or thief icon in the upper left corner of the card. Only champions can attack or defend a realm.

  • Cleric : A cleric is a champion, who is able to cast cleric spells.

  • Heroes : A hero is a champion, who is able to use unarmed combat cards.

  • Monsters : A monster is another kind of champion, who, in most cases, is unable to cast any spells.

  • Thieves : A thief is a champion who is able to use thief skills. Thieves were introduced in the Nightstalkers booster set.

  • Psionicist : A psionicist is a champion who is able to use psionic powers, usually with another granted ability.

  • Wizards : Wizards are champions, who are able to cast wizard spells.

  • Events : Event-cards can be played at any time. The special power of an event takes effect immediately. After being played an event is not discarded, it is sent to the abyss.

  • Flyers : Flyers are able to attack any realm (not only the front realm in the formation), as long as it is not immune to flyers.

  • Formation : The arrangement of realm cards in front of a player is called formation. It looks like a pyramid with the base facing the owning player. In a standard-game you'll have a six-card pyramid. (see Setting)

  • Holdings : Holdings are always attached to realms. They give the realms additional powers, or the defending champions additional levels. Holding and realm must be from the same world.

  • Limbo : Limbo is where the cards go when they are not in play, but cannot be placed in the player's hand, discard pile, or draw pile. They are generally placed on the left side of the formation, face down. Cards in Limbo are considered out of play until they return (depending on the situation which put them there in the first place).

  • Magical Item : A magical item card has a ring as icon in the upper left corner. Items can be carried by a champion, who gets extra level or powers by the item.

  • Pool : The pool is the place where all champions, artifacts and magical items are kept, if they are not in combat or in the player's hand. There is no limit for the number of cards in a pool. If a player has no realm, he can have no pool.

  • Realms : A realm is a kingdom or place owned by a player. A realm can be attacked by the opposing player and defended by the owning player. If a realm is succsessfully attacked (the owning player did not defend) the realm is razed, which means it is placed face down.

  • Setting :

  • Spells : Spells can be cast by clerics or wizards. The icon of the spell and the champion must be the same (except for the color). Spells give the champion additional levels and/or powers.

    Materials
    At least two SpellFire card decks are needed. This isn't a problem since they are usually sold in packs of two. Any standard deck is acceptable, but many people prefer to use a personalized deck.

    written by M. Rodriguez

    Back tomain page
    Vampire: The Masquerade

    "Bela Lugosi's dead and so am I. But what's left of Bela is rotting in a pine coffin somewhere, while I have the opportunity to sit here on the balcony, enjoy my drink and look at you. Correct me if I'm being presumptious, but I suspect that I have the better end of the deal.
    I can tell by looking at you that you're not comprehending. Of course you're not... These are cynical, rational times, and you're not going to believe that I'm a dead man just because I say so. A century ago it would have been different... Well, it was quite different the last time I had this little talk with someone... but this is the age of
    Facts. And the facts are that corpses don't move, don't walk, don't talk. I'm terribly sorry, my dear, but I have a suprise for you: This corpse does."
    --from A Gathering of Beasts

    Game System: White Wolf

    Campaign Setting: anywhere the night may settle

    Current Status: inactive

    The Campaign
    Vampire the Masquerade is a fantasy role playing game where you get to take on the role of a vampire in a modern day city. Most groups will consist of 2 to 6 players with one player taking on the role of the storyteller. The storyteller sets the scene and like a dungeon master, is basicly in charge of every other character in the city except for the players. The players are in charge of their Characters and everything they can do. As they earn experience (through good role playing) they can learn more powerful Vampyric traits. But no matter how powerful they get, they must remember to never break the masquerade. The masquerade is the hiding of the fact that Vampires exist to humans. Should your vampire break the masquerade he probably won't survive the evening. But what's one little rule like the masquerade in exchange for eternal life? (or unlife if you prefer) Either way it's a whole lot better then rotting away in a pine box somewhere. So bring your 10-sided dice and your imagination and join the masquerade.

    written by M. Hall

    Back tomain page The Lehman High School Role Playing Club


    Games We Play

    Advanced Dungeons and Dragons 3rd Edition
    GreyHawk Adventures
    Ravenloft Adventures
    Forgotten Realms Adventures
    DragonLance Adventures
    Spellfire: Master The Magic

    Hail and well met, my friends!
    Upon these pages one can learn all about the
    Herbert H. Lehman High School Role-Playing Club.
    The different games played, the club members, and all the information you need to join is right here. If you have any questions, you can ask the dragon at the bottom of the page.






    Other Games


    Magic:The Gathering
    Vampire:The Masquerade
    GunSmoke
    StarGate
    GemStone


    Information
    What Is A Role-Playing Game?
    How Can I Join the LHS RPC?
    General Information
    Club Officers and Members
    Recent News
    LHS RPC Glossary






    Helpful Links
    Wizards of the Coast
    The Official RPGA Site
    Stargate Command
    Steve Jackson Games
    Adventurer's Guild Online Living Greyhawk
    Egroups: Keoland
    The Verbobonc Home Page
    The Keoland Home Page




    Official Home of the Dancing Kokopeli

    Last updated October 2000
    Magic: The Gathering

    Madame Mim: "Do you want to fight? Do you want to have a Wizard's Duel?"
    Merlin: "Ach, as you wish Madam"
    Madame Mim: "Well come on... step outside"
    Merlin: "After you, Madam"
    They march out of Mim's house to a forest clearing and the Owl and the Apprentice look on excitedly
    Owl: "What what what what... what's up boy? What's going on?"
    Apprentice: "They're having a wizard's duel, what's that mean?"
    Owl: "Oh, it's a battle of wits..."

    Extract from "The Sword in the Stone", ©The Walt Disney Company

    Game System: Strategic Collectable Card Game

    The Campaign

    Magic is a card game which allows the wizards (players) to test out their spell books (decks) against each other, just like the duel Merlin and Madame Mim have in The Sword in the Stone

    Each player takes the part of a wizard, and uses a deck of cards to represent the wizard's spell book.

    Each player uses a deck constructed of around 60 cards from a pool of over 1400 possible cards.

    Because of the random nature of the cards used in play, the game is always different, always new. Each game is likely to introduce the player to cards he/she has not seen before, so the player is constantly learning, absorbing new aspects of game play.

    Some cards represent spells or powers, while others represent the land (mana) which makes the spell or power happen. Like an electronic game machine needs batteries to run, the spell cards need land (mana) to run. Each card is different, the text on the card tells the player what it does and how and when to use it. Reading through the rule book once will give players an understanding of the basic game, and is highly recommended.

    The winner is the first player to reduce his/her opponent to zero points, both players start with 20 each.

    The Learning Opportunities

    In a typical game, each player will use varying skills and abilities of his/her own while deciding which card to use, as chess players do when deciding which piece to move. Naturally, through practise these skills are improved. Indeed, we know of many families who have written to us, to tell us of their children overcoming various learning difficulties through playing Magic.

    • Strategy
    • Arithmetic
    • Maths, particularly comparative and combinatory
    • Communication
    • Decision Making
    • Social Interaction

    In deck-building, where each player selects which cards will go into the deck from his/her total pool, care must be taken. Cards chosen to go well together will form a more effective deck than simple random selection. Making the choice of which cards to combine involves not only maths, but also an awareness of resource management - some spells are more expensive than others, needing more land (mana) cards. The player must decide on a balance of cards to create the deck. Naturally new players will have a limited card pool and will probably be restricted in the positive choices they can make at first.

    • Resource Management
    • Decision making
    • Arithmetic
    • Maths, particularly comparative and combinatory
    To reach a greater card pool, to build more effective decks, many players trade cards with one another, in much the same way as football cards or stickers are traded. This builds the player's communication and negotiating skills, enhancing self image and confidence. As in any trading situation, the player needs an awareness of the value of their own 'goods' as well as those with whom they are trading. Further, they must be able to decide which 'goods' they are prepared to part with and for what 'price'. When trading marbles a child may well declare a "steelie" to be worth "four glassies", similarly Magic players have been heard to declare a "rare card" to be worth "3 Uncommons" or "11 Commons".
    • Value judgements
    • Decision Making
    • Communication
    • Negotiation
    • Arithmetic
    • Social Interaction
    The imagery and setting used in the game and depicted through lavish artwork is, in and of itself fascinating to the players. It is a gateway into a land of fabulous tales, and has given rise to associated fiction detailing the stories behind some of the more interesting characters depicted on the cards. This has proven to be invaluable to parents and teachers in encouraging children to read more.
    • Increased reading age
    • Appreciation of reading as a pastime
    In conclusion, it is perhaps not surprising that a game designed for fun has been deemed worthy of recognition by MENSA, who named Magic one of the top five mind games in 1994. As a learning tool, teachers and parents alike appreciate a game which is thoroughly acceptable and fascinating for children, and in no way suffers from being "obviously" an educational game. As a means to increase family and generation-gap spanning communication, the letters we receive are testimony to the ability of the game to encourage interaction and enhance relationships.

    In short, this game is good. It's good fun to play, and it's a good education opportunity for the players.

    supplied by E. Paganotti

    Back tomain page Greyhawke

    A bird of prey circles above. The stench of burnt dwellings and death still cling to you. The dark one, Iuz the evil, has driven you from your home, as he has with so many others before you. You must fight back. You swear upon your blade to the gods of vengance and continue on to adventure. Welcome to Greyhawke.

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Greyhawke

    Character Level: 5-8

    Current Status: ACTIVE

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    The world of Greyhawke is a fantasy setting for the AD&D game, where your character embarks on high adventure through the world of Oerth. Here magic courses through the air, wielded by powerful sorcerers. The constant ring of steel can be heard over scores of battlefields as nations grapple for power. Your character joins the adventure to fight alongside the powers of justice and virtue, and in doing so, joins a rich tradition of epic fantasy.

    From the good kingdom of Tarantia, ruled by the paladin-king Dalan Rex, to the tortured lands of pain ruled by the demon-prince Iuz, there are adventures awaiting your arrival. In the center is the fabled free city of Greyhawke, where all powers meet equally on neutral ground. Here, heroes are made, but fools die quickly. In the city, you can share a tankard of ale and stories with the great wizard Mordenkainen, or wind up on the wrong side of the nearly all-powerful thieves guild.

    Adventurers like yourself are welcome here in the city of Greyhawke. Legendary figures such as Lord Dorian, Perryman Sunstar, and Baron Sysyphus Cain have at times called this place home. The reclusive groups of wizards known as the Circle of Eight guard it from the constantly threatening daggers and spells from the assassins of the Scarlet Brotherhood.

    So take upon your steed, adventurer, for there is treasure and fame to be had. Along the way you will meet friend and foe, and danger, of course, lies behind every corner. Merry met, and I bid you well!

    Week's Clue:

    Fighter, mage, rogue, monk, bard
    The road you travel is sure to be hard
    A Hand and an Eye are the powers you seek
    And with such power, the strong will be meek

    written by E. Paganotti

    Back tomain page

    Ravenloft

    "I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was good and just. I thundered across the land like the wrath of a just god. But the war years and the killing years wore down my soul as the wind wears stone into sand... all goodness slipped from my life."
    From "The Tome of Strahd"

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Ravenloft

    Character Level: any

    Current Status: Semi-active

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    Enter Ravenloft. A game world for the AD&D game in which your worst nightmares become reality! Gothic horror breathes its cold breath into the AD&D game with in the borders of an isolated demi-plane of dread known only as Ravenloft.

    Ravenloft, like traditional gothics, is a world of startling beauty, seductive settings that have at once allure and a cold, lonely edge. By day, the settings are breathtaking. But when night falls, she cloaks the world in impenetrable darkness. A chill rises from the soil and contaminates the air. A mist forms from nowhere. Horror and madness on levels you cannot fathom assault your defenseless mind. You try to run, but cannot. You try to fight off the growing paranoia, but fail. You are being watched...followed...stalked...

    Can you last until the dawn?

    Week's Clue:
    "Do you believe that I have given up my quest for freedom? Ignorant fools! I have not forgotten you. My vengeance shall overwhelm you. Your pathetic lives shall be mine. I shall be free of this accursed realm of nightmares soon…very soon. And then you shall know fear."

    written by E. Paganotti

    Back tomain page Forgotten Realms

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Forgotten Realms

    Player Level: 7-11

    Current Status: Active

    Game Master: Zablocki

    LHS RPC Members in Game: 6

    The Campaign
    Enter a world of amazement and intrigue. Of laughter and loss. In this world there are no boundaries or limits, go where you wish, do as you want. Live and learn, or fail and perish. Those are your options.
    Fight through ancient dungeons or travel through the vast cities throught the land of Toril. Have tea with Volo, or clash swords with The Zhentarem, or even catch a glimpse of the legendary Elminster. A lands of mystery and wonder await your eyes. Would you like to take that first step and trek into uncharted lands or travel amongst legends and see the unspeakable?
    Time lasts forever for those who truly seek adventure.

    written by R. Zablocki

    Back tomain page Stargate SG-1


    "The President of the Unites States has ordered the formation of nine teams whose duties are to perform reconnaissance, determine threats, and, if possible, make peaceful contact with the people of these world. These teams will operate on a covert, top secret basis. No one will know of their existance except the President of the United States and the Joint Chiefs of Staff. Colonel, your team will be designated SG-9, Special Operations. You will be given a wide bearth concerning the use of force. Get the job done...that's what we need."
    --General George Hammond, USAF

    Game System: G.U.R.P.S.

    Current Status: inactive

    The Campaign
    Stargate SG-1 is a scenario designed by Erich Paganotti for the G.U.R.P.S. system. Based on the movie Stargate and the original Showtime series Stargate SG-1, the game has developed into a military based science fiction in which the players take on the role of top notch special operations commandos from the U.S. Army Rangers, Navy Seals, the Air Force Special Operations, or the Marine Force Recon, with the mission of covert reconnaissance into the thousands of Stargates leading to who knows where...

    Materials
    Several 6-sided (basic) dice are needed for this game.
    Familiarity with the movie Stargate and the series Stargate SG-1 are required for playing this game.

    written by E. Paganotti

    Back tomain page SpellFire: Master the Magic

    Game System: TSR

    LHS RPC Members in Game: 4

    The Game
    The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. As each player is trying to build his empire, other players are trying to destroy it. Players use fantasy heroes (from our favorite AD&D campaign settings) to attack and defend their empires. These champions are aided by spells, magical items, artifacts, events, and allies. If the attack is successful, a part of the defender's empire is "razed," or defeated.
    In any game, the idea is to have fun. Don't get hung up on rules, technicalities, or play "touch rules." No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn't understand what was going on. Remember, it's just a game!

    Terms

  • Abyss : Cards which are sent to the abyss are out of play for the rest of the current game. A card can't be retrieved from the abyss by any means.

  • Allies : By playing these cards you can increase a champion's level in combat. Some allies give the champion additional special powers, too.

  • Artifacts : An artifact is a special device, which can only be attached to a champion from the same world. Most artifacts give the champion additional special abbilities and/or increase his level.

  • Champion : A champion is a card with a hero, cleric, wizard, monster, psionicist, or thief icon in the upper left corner of the card. Only champions can attack or defend a realm.

  • Cleric : A cleric is a champion, who is able to cast cleric spells.

  • Heroes : A hero is a champion, who is able to use unarmed combat cards.

  • Monsters : A monster is another kind of champion, who, in most cases, is unable to cast any spells.

  • Thieves : A thief is a champion who is able to use thief skills. Thieves were introduced in the Nightstalkers booster set.

  • Psionicist : A psionicist is a champion who is able to use psionic powers, usually with another granted ability.

  • Wizards : Wizards are champions, who are able to cast wizard spells.

  • Events : Event-cards can be played at any time. The special power of an event takes effect immediately. After being played an event is not discarded, it is sent to the abyss.

  • Flyers : Flyers are able to attack any realm (not only the front realm in the formation), as long as it is not immune to flyers.

  • Formation : The arrangement of realm cards in front of a player is called formation. It looks like a pyramid with the base facing the owning player. In a standard-game you'll have a six-card pyramid. (see Setting)

  • Holdings : Holdings are always attached to realms. They give the realms additional powers, or the defending champions additional levels. Holding and realm must be from the same world.

  • Limbo : Limbo is where the cards go when they are not in play, but cannot be placed in the player's hand, discard pile, or draw pile. They are generally placed on the left side of the formation, face down. Cards in Limbo are considered out of play until they return (depending on the situation which put them there in the first place).

  • Magical Item : A magical item card has a ring as icon in the upper left corner. Items can be carried by a champion, who gets extra level or powers by the item.

  • Pool : The pool is the place where all champions, artifacts and magical items are kept, if they are not in combat or in the player's hand. There is no limit for the number of cards in a pool. If a player has no realm, he can have no pool.

  • Realms : A realm is a kingdom or place owned by a player. A realm can be attacked by the opposing player and defended by the owning player. If a realm is succsessfully attacked (the owning player did not defend) the realm is razed, which means it is placed face down.

  • Setting :

  • Spells : Spells can be cast by clerics or wizards. The icon of the spell and the champion must be the same (except for the color). Spells give the champion additional levels and/or powers.

    Materials
    At least two SpellFire card decks are needed. This isn't a problem since they are usually sold in packs of two. Any standard deck is acceptable, but many people prefer to use a personalized deck.

    written by M. Rodriguez

    Back tomain page
    Vampire: The Masquerade

    "Bela Lugosi's dead and so am I. But what's left of Bela is rotting in a pine coffin somewhere, while I have the opportunity to sit here on the balcony, enjoy my drink and look at you. Correct me if I'm being presumptious, but I suspect that I have the better end of the deal.
    I can tell by looking at you that you're not comprehending. Of course you're not... These are cynical, rational times, and you're not going to believe that I'm a dead man just because I say so. A century ago it would have been different... Well, it was quite different the last time I had this little talk with someone... but this is the age of
    Facts. And the facts are that corpses don't move, don't walk, don't talk. I'm terribly sorry, my dear, but I have a suprise for you: This corpse does."
    --from A Gathering of Beasts

    Game System: White Wolf

    Campaign Setting: anywhere the night may settle

    Current Status: inactive

    The Campaign
    Vampire the Masquerade is a fantasy role playing game where you get to take on the role of a vampire in a modern day city. Most groups will consist of 2 to 6 players with one player taking on the role of the storyteller. The storyteller sets the scene and like a dungeon master, is basicly in charge of every other character in the city except for the players. The players are in charge of their Characters and everything they can do. As they earn experience (through good role playing) they can learn more powerful Vampyric traits. But no matter how powerful they get, they must remember to never break the masquerade. The masquerade is the hiding of the fact that Vampires exist to humans. Should your vampire break the masquerade he probably won't survive the evening. But what's one little rule like the masquerade in exchange for eternal life? (or unlife if you prefer) Either way it's a whole lot better then rotting away in a pine box somewhere. So bring your 10-sided dice and your imagination and join the masquerade.

    written by M. Hall

    Back tomain page The Lehman High School Role Playing Club


    Games We Play

    Advanced Dungeons and Dragons 3rd Edition
    GreyHawk Adventures
    Ravenloft Adventures
    Forgotten Realms Adventures
    DragonLance Adventures
    Spellfire: Master The Magic

    Hail and well met, my friends!
    Upon these pages one can learn all about the
    Herbert H. Lehman High School Role-Playing Club.
    The different games played, the club members, and all the information you need to join is right here. If you have any questions, you can ask the dragon at the bottom of the page.






    Other Games


    Magic:The Gathering
    Vampire:The Masquerade
    GunSmoke
    StarGate
    GemStone


    Information
    What Is A Role-Playing Game?
    How Can I Join the LHS RPC?
    General Information
    Club Officers and Members
    Recent News
    LHS RPC Glossary






    Helpful Links
    Wizards of the Coast
    The Official RPGA Site
    Stargate Command
    Steve Jackson Games
    Adventurer's Guild Online Living Greyhawk
    Egroups: Keoland
    The Verbobonc Home Page
    The Keoland Home Page




    Official Home of the Dancing Kokopeli

    Last updated October 2000
    Magic: The Gathering

    Madame Mim: "Do you want to fight? Do you want to have a Wizard's Duel?"
    Merlin: "Ach, as you wish Madam"
    Madame Mim: "Well come on... step outside"
    Merlin: "After you, Madam"
    They march out of Mim's house to a forest clearing and the Owl and the Apprentice look on excitedly
    Owl: "What what what what... what's up boy? What's going on?"
    Apprentice: "They're having a wizard's duel, what's that mean?"
    Owl: "Oh, it's a battle of wits..."

    Extract from "The Sword in the Stone", ©The Walt Disney Company

    Game System: Strategic Collectable Card Game

    The Campaign

    Magic is a card game which allows the wizards (players) to test out their spell books (decks) against each other, just like the duel Merlin and Madame Mim have in The Sword in the Stone

    Each player takes the part of a wizard, and uses a deck of cards to represent the wizard's spell book.

    Each player uses a deck constructed of around 60 cards from a pool of over 1400 possible cards.

    Because of the random nature of the cards used in play, the game is always different, always new. Each game is likely to introduce the player to cards he/she has not seen before, so the player is constantly learning, absorbing new aspects of game play.

    Some cards represent spells or powers, while others represent the land (mana) which makes the spell or power happen. Like an electronic game machine needs batteries to run, the spell cards need land (mana) to run. Each card is different, the text on the card tells the player what it does and how and when to use it. Reading through the rule book once will give players an understanding of the basic game, and is highly recommended.

    The winner is the first player to reduce his/her opponent to zero points, both players start with 20 each.

    The Learning Opportunities

    In a typical game, each player will use varying skills and abilities of his/her own while deciding which card to use, as chess players do when deciding which piece to move. Naturally, through practise these skills are improved. Indeed, we know of many families who have written to us, to tell us of their children overcoming various learning difficulties through playing Magic.

    • Strategy
    • Arithmetic
    • Maths, particularly comparative and combinatory
    • Communication
    • Decision Making
    • Social Interaction

    In deck-building, where each player selects which cards will go into the deck from his/her total pool, care must be taken. Cards chosen to go well together will form a more effective deck than simple random selection. Making the choice of which cards to combine involves not only maths, but also an awareness of resource management - some spells are more expensive than others, needing more land (mana) cards. The player must decide on a balance of cards to create the deck. Naturally new players will have a limited card pool and will probably be restricted in the positive choices they can make at first.

    • Resource Management
    • Decision making
    • Arithmetic
    • Maths, particularly comparative and combinatory
    To reach a greater card pool, to build more effective decks, many players trade cards with one another, in much the same way as football cards or stickers are traded. This builds the player's communication and negotiating skills, enhancing self image and confidence. As in any trading situation, the player needs an awareness of the value of their own 'goods' as well as those with whom they are trading. Further, they must be able to decide which 'goods' they are prepared to part with and for what 'price'. When trading marbles a child may well declare a "steelie" to be worth "four glassies", similarly Magic players have been heard to declare a "rare card" to be worth "3 Uncommons" or "11 Commons".
    • Value judgements
    • Decision Making
    • Communication
    • Negotiation
    • Arithmetic
    • Social Interaction
    The imagery and setting used in the game and depicted through lavish artwork is, in and of itself fascinating to the players. It is a gateway into a land of fabulous tales, and has given rise to associated fiction detailing the stories behind some of the more interesting characters depicted on the cards. This has proven to be invaluable to parents and teachers in encouraging children to read more.
    • Increased reading age
    • Appreciation of reading as a pastime
    In conclusion, it is perhaps not surprising that a game designed for fun has been deemed worthy of recognition by MENSA, who named Magic one of the top five mind games in 1994. As a learning tool, teachers and parents alike appreciate a game which is thoroughly acceptable and fascinating for children, and in no way suffers from being "obviously" an educational game. As a means to increase family and generation-gap spanning communication, the letters we receive are testimony to the ability of the game to encourage interaction and enhance relationships.

    In short, this game is good. It's good fun to play, and it's a good education opportunity for the players.

    supplied by E. Paganotti

    Back tomain page Greyhawke

    A bird of prey circles above. The stench of burnt dwellings and death still cling to you. The dark one, Iuz the evil, has driven you from your home, as he has with so many others before you. You must fight back. You swear upon your blade to the gods of vengance and continue on to adventure. Welcome to Greyhawke.

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Greyhawke

    Character Level: 5-8

    Current Status: ACTIVE

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    The world of Greyhawke is a fantasy setting for the AD&D game, where your character embarks on high adventure through the world of Oerth. Here magic courses through the air, wielded by powerful sorcerers. The constant ring of steel can be heard over scores of battlefields as nations grapple for power. Your character joins the adventure to fight alongside the powers of justice and virtue, and in doing so, joins a rich tradition of epic fantasy.

    From the good kingdom of Tarantia, ruled by the paladin-king Dalan Rex, to the tortured lands of pain ruled by the demon-prince Iuz, there are adventures awaiting your arrival. In the center is the fabled free city of Greyhawke, where all powers meet equally on neutral ground. Here, heroes are made, but fools die quickly. In the city, you can share a tankard of ale and stories with the great wizard Mordenkainen, or wind up on the wrong side of the nearly all-powerful thieves guild.

    Adventurers like yourself are welcome here in the city of Greyhawke. Legendary figures such as Lord Dorian, Perryman Sunstar, and Baron Sysyphus Cain have at times called this place home. The reclusive groups of wizards known as the Circle of Eight guard it from the constantly threatening daggers and spells from the assassins of the Scarlet Brotherhood.

    So take upon your steed, adventurer, for there is treasure and fame to be had. Along the way you will meet friend and foe, and danger, of course, lies behind every corner. Merry met, and I bid you well!

    Week's Clue:

    Fighter, mage, rogue, monk, bard
    The road you travel is sure to be hard
    A Hand and an Eye are the powers you seek
    And with such power, the strong will be meek

    written by E. Paganotti

    Back tomain page

    Ravenloft

    "I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was good and just. I thundered across the land like the wrath of a just god. But the war years and the killing years wore down my soul as the wind wears stone into sand... all goodness slipped from my life."
    From "The Tome of Strahd"

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Ravenloft

    Character Level: any

    Current Status: Semi-active

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    Enter Ravenloft. A game world for the AD&D game in which your worst nightmares become reality! Gothic horror breathes its cold breath into the AD&D game with in the borders of an isolated demi-plane of dread known only as Ravenloft.

    Ravenloft, like traditional gothics, is a world of startling beauty, seductive settings that have at once allure and a cold, lonely edge. By day, the settings are breathtaking. But when night falls, she cloaks the world in impenetrable darkness. A chill rises from the soil and contaminates the air. A mist forms from nowhere. Horror and madness on levels you cannot fathom assault your defenseless mind. You try to run, but cannot. You try to fight off the growing paranoia, but fail. You are being watched...followed...stalked...

    Can you last until the dawn?

    Week's Clue:
    "Do you believe that I have given up my quest for freedom? Ignorant fools! I have not forgotten you. My vengeance shall overwhelm you. Your pathetic lives shall be mine. I shall be free of this accursed realm of nightmares soon…very soon. And then you shall know fear."

    written by E. Paganotti

    Back tomain page Forgotten Realms

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Forgotten Realms

    Player Level: 7-11

    Current Status: Active

    Game Master: Zablocki

    LHS RPC Members in Game: 6

    The Campaign
    Enter a world of amazement and intrigue. Of laughter and loss. In this world there are no boundaries or limits, go where you wish, do as you want. Live and learn, or fail and perish. Those are your options.
    Fight through ancient dungeons or travel through the vast cities throught the land of Toril. Have tea with Volo, or clash swords with The Zhentarem, or even catch a glimpse of the legendary Elminster. A lands of mystery and wonder await your eyes. Would you like to take that first step and trek into uncharted lands or travel amongst legends and see the unspeakable?
    Time lasts forever for those who truly seek adventure.

    written by R. Zablocki

    Back tomain page Stargate SG-1


    "The President of the Unites States has ordered the formation of nine teams whose duties are to perform reconnaissance, determine threats, and, if possible, make peaceful contact with the people of these world. These teams will operate on a covert, top secret basis. No one will know of their existance except the President of the United States and the Joint Chiefs of Staff. Colonel, your team will be designated SG-9, Special Operations. You will be given a wide bearth concerning the use of force. Get the job done...that's what we need."
    --General George Hammond, USAF

    Game System: G.U.R.P.S.

    Current Status: inactive

    The Campaign
    Stargate SG-1 is a scenario designed by Erich Paganotti for the G.U.R.P.S. system. Based on the movie Stargate and the original Showtime series Stargate SG-1, the game has developed into a military based science fiction in which the players take on the role of top notch special operations commandos from the U.S. Army Rangers, Navy Seals, the Air Force Special Operations, or the Marine Force Recon, with the mission of covert reconnaissance into the thousands of Stargates leading to who knows where...

    Materials
    Several 6-sided (basic) dice are needed for this game.
    Familiarity with the movie Stargate and the series Stargate SG-1 are required for playing this game.

    written by E. Paganotti

    Back tomain page SpellFire: Master the Magic

    Game System: TSR

    LHS RPC Members in Game: 4

    The Game
    The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. As each player is trying to build his empire, other players are trying to destroy it. Players use fantasy heroes (from our favorite AD&D campaign settings) to attack and defend their empires. These champions are aided by spells, magical items, artifacts, events, and allies. If the attack is successful, a part of the defender's empire is "razed," or defeated.
    In any game, the idea is to have fun. Don't get hung up on rules, technicalities, or play "touch rules." No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn't understand what was going on. Remember, it's just a game!

    Terms

  • Abyss : Cards which are sent to the abyss are out of play for the rest of the current game. A card can't be retrieved from the abyss by any means.

  • Allies : By playing these cards you can increase a champion's level in combat. Some allies give the champion additional special powers, too.

  • Artifacts : An artifact is a special device, which can only be attached to a champion from the same world. Most artifacts give the champion additional special abbilities and/or increase his level.

  • Champion : A champion is a card with a hero, cleric, wizard, monster, psionicist, or thief icon in the upper left corner of the card. Only champions can attack or defend a realm.

  • Cleric : A cleric is a champion, who is able to cast cleric spells.

  • Heroes : A hero is a champion, who is able to use unarmed combat cards.

  • Monsters : A monster is another kind of champion, who, in most cases, is unable to cast any spells.

  • Thieves : A thief is a champion who is able to use thief skills. Thieves were introduced in the Nightstalkers booster set.

  • Psionicist : A psionicist is a champion who is able to use psionic powers, usually with another granted ability.

  • Wizards : Wizards are champions, who are able to cast wizard spells.

  • Events : Event-cards can be played at any time. The special power of an event takes effect immediately. After being played an event is not discarded, it is sent to the abyss.

  • Flyers : Flyers are able to attack any realm (not only the front realm in the formation), as long as it is not immune to flyers.

  • Formation : The arrangement of realm cards in front of a player is called formation. It looks like a pyramid with the base facing the owning player. In a standard-game you'll have a six-card pyramid. (see Setting)

  • Holdings : Holdings are always attached to realms. They give the realms additional powers, or the defending champions additional levels. Holding and realm must be from the same world.

  • Limbo : Limbo is where the cards go when they are not in play, but cannot be placed in the player's hand, discard pile, or draw pile. They are generally placed on the left side of the formation, face down. Cards in Limbo are considered out of play until they return (depending on the situation which put them there in the first place).

  • Magical Item : A magical item card has a ring as icon in the upper left corner. Items can be carried by a champion, who gets extra level or powers by the item.

  • Pool : The pool is the place where all champions, artifacts and magical items are kept, if they are not in combat or in the player's hand. There is no limit for the number of cards in a pool. If a player has no realm, he can have no pool.

  • Realms : A realm is a kingdom or place owned by a player. A realm can be attacked by the opposing player and defended by the owning player. If a realm is succsessfully attacked (the owning player did not defend) the realm is razed, which means it is placed face down.

  • Setting :

  • Spells : Spells can be cast by clerics or wizards. The icon of the spell and the champion must be the same (except for the color). Spells give the champion additional levels and/or powers.

    Materials
    At least two SpellFire card decks are needed. This isn't a problem since they are usually sold in packs of two. Any standard deck is acceptable, but many people prefer to use a personalized deck.

    written by M. Rodriguez

    Back tomain page
    Vampire: The Masquerade

    "Bela Lugosi's dead and so am I. But what's left of Bela is rotting in a pine coffin somewhere, while I have the opportunity to sit here on the balcony, enjoy my drink and look at you. Correct me if I'm being presumptious, but I suspect that I have the better end of the deal.
    I can tell by looking at you that you're not comprehending. Of course you're not... These are cynical, rational times, and you're not going to believe that I'm a dead man just because I say so. A century ago it would have been different... Well, it was quite different the last time I had this little talk with someone... but this is the age of
    Facts. And the facts are that corpses don't move, don't walk, don't talk. I'm terribly sorry, my dear, but I have a suprise for you: This corpse does."
    --from A Gathering of Beasts

    Game System: White Wolf

    Campaign Setting: anywhere the night may settle

    Current Status: inactive

    The Campaign
    Vampire the Masquerade is a fantasy role playing game where you get to take on the role of a vampire in a modern day city. Most groups will consist of 2 to 6 players with one player taking on the role of the storyteller. The storyteller sets the scene and like a dungeon master, is basicly in charge of every other character in the city except for the players. The players are in charge of their Characters and everything they can do. As they earn experience (through good role playing) they can learn more powerful Vampyric traits. But no matter how powerful they get, they must remember to never break the masquerade. The masquerade is the hiding of the fact that Vampires exist to humans. Should your vampire break the masquerade he probably won't survive the evening. But what's one little rule like the masquerade in exchange for eternal life? (or unlife if you prefer) Either way it's a whole lot better then rotting away in a pine box somewhere. So bring your 10-sided dice and your imagination and join the masquerade.

    written by M. Hall

    Back tomain page The Lehman High School Role Playing Club


    Games We Play

    Advanced Dungeons and Dragons 3rd Edition
    GreyHawk Adventures
    Ravenloft Adventures
    Forgotten Realms Adventures
    DragonLance Adventures
    Spellfire: Master The Magic

    Hail and well met, my friends!
    Upon these pages one can learn all about the
    Herbert H. Lehman High School Role-Playing Club.
    The different games played, the club members, and all the information you need to join is right here. If you have any questions, you can ask the dragon at the bottom of the page.






    Other Games


    Magic:The Gathering
    Vampire:The Masquerade
    GunSmoke
    StarGate
    GemStone


    Information
    What Is A Role-Playing Game?
    How Can I Join the LHS RPC?
    General Information
    Club Officers and Members
    Recent News
    LHS RPC Glossary






    Helpful Links
    Wizards of the Coast
    The Official RPGA Site
    Stargate Command
    Steve Jackson Games
    Adventurer's Guild Online Living Greyhawk
    Egroups: Keoland
    The Verbobonc Home Page
    The Keoland Home Page




    Official Home of the Dancing Kokopeli

    Last updated October 2000
    Magic: The Gathering

    Madame Mim: "Do you want to fight? Do you want to have a Wizard's Duel?"
    Merlin: "Ach, as you wish Madam"
    Madame Mim: "Well come on... step outside"
    Merlin: "After you, Madam"
    They march out of Mim's house to a forest clearing and the Owl and the Apprentice look on excitedly
    Owl: "What what what what... what's up boy? What's going on?"
    Apprentice: "They're having a wizard's duel, what's that mean?"
    Owl: "Oh, it's a battle of wits..."

    Extract from "The Sword in the Stone", ©The Walt Disney Company

    Game System: Strategic Collectable Card Game

    The Campaign

    Magic is a card game which allows the wizards (players) to test out their spell books (decks) against each other, just like the duel Merlin and Madame Mim have in The Sword in the Stone

    Each player takes the part of a wizard, and uses a deck of cards to represent the wizard's spell book.

    Each player uses a deck constructed of around 60 cards from a pool of over 1400 possible cards.

    Because of the random nature of the cards used in play, the game is always different, always new. Each game is likely to introduce the player to cards he/she has not seen before, so the player is constantly learning, absorbing new aspects of game play.

    Some cards represent spells or powers, while others represent the land (mana) which makes the spell or power happen. Like an electronic game machine needs batteries to run, the spell cards need land (mana) to run. Each card is different, the text on the card tells the player what it does and how and when to use it. Reading through the rule book once will give players an understanding of the basic game, and is highly recommended.

    The winner is the first player to reduce his/her opponent to zero points, both players start with 20 each.

    The Learning Opportunities

    In a typical game, each player will use varying skills and abilities of his/her own while deciding which card to use, as chess players do when deciding which piece to move. Naturally, through practise these skills are improved. Indeed, we know of many families who have written to us, to tell us of their children overcoming various learning difficulties through playing Magic.

    • Strategy
    • Arithmetic
    • Maths, particularly comparative and combinatory
    • Communication
    • Decision Making
    • Social Interaction

    In deck-building, where each player selects which cards will go into the deck from his/her total pool, care must be taken. Cards chosen to go well together will form a more effective deck than simple random selection. Making the choice of which cards to combine involves not only maths, but also an awareness of resource management - some spells are more expensive than others, needing more land (mana) cards. The player must decide on a balance of cards to create the deck. Naturally new players will have a limited card pool and will probably be restricted in the positive choices they can make at first.

    • Resource Management
    • Decision making
    • Arithmetic
    • Maths, particularly comparative and combinatory
    To reach a greater card pool, to build more effective decks, many players trade cards with one another, in much the same way as football cards or stickers are traded. This builds the player's communication and negotiating skills, enhancing self image and confidence. As in any trading situation, the player needs an awareness of the value of their own 'goods' as well as those with whom they are trading. Further, they must be able to decide which 'goods' they are prepared to part with and for what 'price'. When trading marbles a child may well declare a "steelie" to be worth "four glassies", similarly Magic players have been heard to declare a "rare card" to be worth "3 Uncommons" or "11 Commons".
    • Value judgements
    • Decision Making
    • Communication
    • Negotiation
    • Arithmetic
    • Social Interaction
    The imagery and setting used in the game and depicted through lavish artwork is, in and of itself fascinating to the players. It is a gateway into a land of fabulous tales, and has given rise to associated fiction detailing the stories behind some of the more interesting characters depicted on the cards. This has proven to be invaluable to parents and teachers in encouraging children to read more.
    • Increased reading age
    • Appreciation of reading as a pastime
    In conclusion, it is perhaps not surprising that a game designed for fun has been deemed worthy of recognition by MENSA, who named Magic one of the top five mind games in 1994. As a learning tool, teachers and parents alike appreciate a game which is thoroughly acceptable and fascinating for children, and in no way suffers from being "obviously" an educational game. As a means to increase family and generation-gap spanning communication, the letters we receive are testimony to the ability of the game to encourage interaction and enhance relationships.

    In short, this game is good. It's good fun to play, and it's a good education opportunity for the players.

    supplied by E. Paganotti

    Back tomain page Greyhawke

    A bird of prey circles above. The stench of burnt dwellings and death still cling to you. The dark one, Iuz the evil, has driven you from your home, as he has with so many others before you. You must fight back. You swear upon your blade to the gods of vengance and continue on to adventure. Welcome to Greyhawke.

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Greyhawke

    Character Level: 5-8

    Current Status: ACTIVE

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    The world of Greyhawke is a fantasy setting for the AD&D game, where your character embarks on high adventure through the world of Oerth. Here magic courses through the air, wielded by powerful sorcerers. The constant ring of steel can be heard over scores of battlefields as nations grapple for power. Your character joins the adventure to fight alongside the powers of justice and virtue, and in doing so, joins a rich tradition of epic fantasy.

    From the good kingdom of Tarantia, ruled by the paladin-king Dalan Rex, to the tortured lands of pain ruled by the demon-prince Iuz, there are adventures awaiting your arrival. In the center is the fabled free city of Greyhawke, where all powers meet equally on neutral ground. Here, heroes are made, but fools die quickly. In the city, you can share a tankard of ale and stories with the great wizard Mordenkainen, or wind up on the wrong side of the nearly all-powerful thieves guild.

    Adventurers like yourself are welcome here in the city of Greyhawke. Legendary figures such as Lord Dorian, Perryman Sunstar, and Baron Sysyphus Cain have at times called this place home. The reclusive groups of wizards known as the Circle of Eight guard it from the constantly threatening daggers and spells from the assassins of the Scarlet Brotherhood.

    So take upon your steed, adventurer, for there is treasure and fame to be had. Along the way you will meet friend and foe, and danger, of course, lies behind every corner. Merry met, and I bid you well!

    Week's Clue:

    Fighter, mage, rogue, monk, bard
    The road you travel is sure to be hard
    A Hand and an Eye are the powers you seek
    And with such power, the strong will be meek

    written by E. Paganotti

    Back tomain page

    Ravenloft

    "I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was good and just. I thundered across the land like the wrath of a just god. But the war years and the killing years wore down my soul as the wind wears stone into sand... all goodness slipped from my life."
    From "The Tome of Strahd"

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Ravenloft

    Character Level: any

    Current Status: Semi-active

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    Enter Ravenloft. A game world for the AD&D game in which your worst nightmares become reality! Gothic horror breathes its cold breath into the AD&D game with in the borders of an isolated demi-plane of dread known only as Ravenloft.

    Ravenloft, like traditional gothics, is a world of startling beauty, seductive settings that have at once allure and a cold, lonely edge. By day, the settings are breathtaking. But when night falls, she cloaks the world in impenetrable darkness. A chill rises from the soil and contaminates the air. A mist forms from nowhere. Horror and madness on levels you cannot fathom assault your defenseless mind. You try to run, but cannot. You try to fight off the growing paranoia, but fail. You are being watched...followed...stalked...

    Can you last until the dawn?

    Week's Clue:
    "Do you believe that I have given up my quest for freedom? Ignorant fools! I have not forgotten you. My vengeance shall overwhelm you. Your pathetic lives shall be mine. I shall be free of this accursed realm of nightmares soon…very soon. And then you shall know fear."

    written by E. Paganotti

    Back tomain page Forgotten Realms

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Forgotten Realms

    Player Level: 7-11

    Current Status: Active

    Game Master: Zablocki

    LHS RPC Members in Game: 6

    The Campaign
    Enter a world of amazement and intrigue. Of laughter and loss. In this world there are no boundaries or limits, go where you wish, do as you want. Live and learn, or fail and perish. Those are your options.
    Fight through ancient dungeons or travel through the vast cities throught the land of Toril. Have tea with Volo, or clash swords with The Zhentarem, or even catch a glimpse of the legendary Elminster. A lands of mystery and wonder await your eyes. Would you like to take that first step and trek into uncharted lands or travel amongst legends and see the unspeakable?
    Time lasts forever for those who truly seek adventure.

    written by R. Zablocki

    Back tomain page Stargate SG-1


    "The President of the Unites States has ordered the formation of nine teams whose duties are to perform reconnaissance, determine threats, and, if possible, make peaceful contact with the people of these world. These teams will operate on a covert, top secret basis. No one will know of their existance except the President of the United States and the Joint Chiefs of Staff. Colonel, your team will be designated SG-9, Special Operations. You will be given a wide bearth concerning the use of force. Get the job done...that's what we need."
    --General George Hammond, USAF

    Game System: G.U.R.P.S.

    Current Status: inactive

    The Campaign
    Stargate SG-1 is a scenario designed by Erich Paganotti for the G.U.R.P.S. system. Based on the movie Stargate and the original Showtime series Stargate SG-1, the game has developed into a military based science fiction in which the players take on the role of top notch special operations commandos from the U.S. Army Rangers, Navy Seals, the Air Force Special Operations, or the Marine Force Recon, with the mission of covert reconnaissance into the thousands of Stargates leading to who knows where...

    Materials
    Several 6-sided (basic) dice are needed for this game.
    Familiarity with the movie Stargate and the series Stargate SG-1 are required for playing this game.

    written by E. Paganotti

    Back tomain page SpellFire: Master the Magic

    Game System: TSR

    LHS RPC Members in Game: 4

    The Game
    The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. As each player is trying to build his empire, other players are trying to destroy it. Players use fantasy heroes (from our favorite AD&D campaign settings) to attack and defend their empires. These champions are aided by spells, magical items, artifacts, events, and allies. If the attack is successful, a part of the defender's empire is "razed," or defeated.
    In any game, the idea is to have fun. Don't get hung up on rules, technicalities, or play "touch rules." No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn't understand what was going on. Remember, it's just a game!

    Terms

  • Abyss : Cards which are sent to the abyss are out of play for the rest of the current game. A card can't be retrieved from the abyss by any means.

  • Allies : By playing these cards you can increase a champion's level in combat. Some allies give the champion additional special powers, too.

  • Artifacts : An artifact is a special device, which can only be attached to a champion from the same world. Most artifacts give the champion additional special abbilities and/or increase his level.

  • Champion : A champion is a card with a hero, cleric, wizard, monster, psionicist, or thief icon in the upper left corner of the card. Only champions can attack or defend a realm.

  • Cleric : A cleric is a champion, who is able to cast cleric spells.

  • Heroes : A hero is a champion, who is able to use unarmed combat cards.

  • Monsters : A monster is another kind of champion, who, in most cases, is unable to cast any spells.

  • Thieves : A thief is a champion who is able to use thief skills. Thieves were introduced in the Nightstalkers booster set.

  • Psionicist : A psionicist is a champion who is able to use psionic powers, usually with another granted ability.

  • Wizards : Wizards are champions, who are able to cast wizard spells.

  • Events : Event-cards can be played at any time. The special power of an event takes effect immediately. After being played an event is not discarded, it is sent to the abyss.

  • Flyers : Flyers are able to attack any realm (not only the front realm in the formation), as long as it is not immune to flyers.

  • Formation : The arrangement of realm cards in front of a player is called formation. It looks like a pyramid with the base facing the owning player. In a standard-game you'll have a six-card pyramid. (see Setting)

  • Holdings : Holdings are always attached to realms. They give the realms additional powers, or the defending champions additional levels. Holding and realm must be from the same world.

  • Limbo : Limbo is where the cards go when they are not in play, but cannot be placed in the player's hand, discard pile, or draw pile. They are generally placed on the left side of the formation, face down. Cards in Limbo are considered out of play until they return (depending on the situation which put them there in the first place).

  • Magical Item : A magical item card has a ring as icon in the upper left corner. Items can be carried by a champion, who gets extra level or powers by the item.

  • Pool : The pool is the place where all champions, artifacts and magical items are kept, if they are not in combat or in the player's hand. There is no limit for the number of cards in a pool. If a player has no realm, he can have no pool.

  • Realms : A realm is a kingdom or place owned by a player. A realm can be attacked by the opposing player and defended by the owning player. If a realm is succsessfully attacked (the owning player did not defend) the realm is razed, which means it is placed face down.

  • Setting :

  • Spells : Spells can be cast by clerics or wizards. The icon of the spell and the champion must be the same (except for the color). Spells give the champion additional levels and/or powers.

    Materials
    At least two SpellFire card decks are needed. This isn't a problem since they are usually sold in packs of two. Any standard deck is acceptable, but many people prefer to use a personalized deck.

    written by M. Rodriguez

    Back tomain page
    Vampire: The Masquerade

    "Bela Lugosi's dead and so am I. But what's left of Bela is rotting in a pine coffin somewhere, while I have the opportunity to sit here on the balcony, enjoy my drink and look at you. Correct me if I'm being presumptious, but I suspect that I have the better end of the deal.
    I can tell by looking at you that you're not comprehending. Of course you're not... These are cynical, rational times, and you're not going to believe that I'm a dead man just because I say so. A century ago it would have been different... Well, it was quite different the last time I had this little talk with someone... but this is the age of
    Facts. And the facts are that corpses don't move, don't walk, don't talk. I'm terribly sorry, my dear, but I have a suprise for you: This corpse does."
    --from A Gathering of Beasts

    Game System: White Wolf

    Campaign Setting: anywhere the night may settle

    Current Status: inactive

    The Campaign
    Vampire the Masquerade is a fantasy role playing game where you get to take on the role of a vampire in a modern day city. Most groups will consist of 2 to 6 players with one player taking on the role of the storyteller. The storyteller sets the scene and like a dungeon master, is basicly in charge of every other character in the city except for the players. The players are in charge of their Characters and everything they can do. As they earn experience (through good role playing) they can learn more powerful Vampyric traits. But no matter how powerful they get, they must remember to never break the masquerade. The masquerade is the hiding of the fact that Vampires exist to humans. Should your vampire break the masquerade he probably won't survive the evening. But what's one little rule like the masquerade in exchange for eternal life? (or unlife if you prefer) Either way it's a whole lot better then rotting away in a pine box somewhere. So bring your 10-sided dice and your imagination and join the masquerade.

    written by M. Hall

    Back tomain page The Lehman High School Role Playing Club


    Games We Play

    Advanced Dungeons and Dragons 3rd Edition
    GreyHawk Adventures
    Ravenloft Adventures
    Forgotten Realms Adventures
    DragonLance Adventures
    Spellfire: Master The Magic

    Hail and well met, my friends!
    Upon these pages one can learn all about the
    Herbert H. Lehman High School Role-Playing Club.
    The different games played, the club members, and all the information you need to join is right here. If you have any questions, you can ask the dragon at the bottom of the page.






    Other Games


    Magic:The Gathering
    Vampire:The Masquerade
    GunSmoke
    StarGate
    GemStone


    Information
    What Is A Role-Playing Game?
    How Can I Join the LHS RPC?
    General Information
    Club Officers and Members
    Recent News
    LHS RPC Glossary






    Helpful Links
    Wizards of the Coast
    The Official RPGA Site
    Stargate Command
    Steve Jackson Games
    Adventurer's Guild Online Living Greyhawk
    Egroups: Keoland
    The Verbobonc Home Page
    The Keoland Home Page




    Official Home of the Dancing Kokopeli

    Last updated October 2000
    Magic: The Gathering

    Madame Mim: "Do you want to fight? Do you want to have a Wizard's Duel?"
    Merlin: "Ach, as you wish Madam"
    Madame Mim: "Well come on... step outside"
    Merlin: "After you, Madam"
    They march out of Mim's house to a forest clearing and the Owl and the Apprentice look on excitedly
    Owl: "What what what what... what's up boy? What's going on?"
    Apprentice: "They're having a wizard's duel, what's that mean?"
    Owl: "Oh, it's a battle of wits..."

    Extract from "The Sword in the Stone", ©The Walt Disney Company

    Game System: Strategic Collectable Card Game

    The Campaign

    Magic is a card game which allows the wizards (players) to test out their spell books (decks) against each other, just like the duel Merlin and Madame Mim have in The Sword in the Stone

    Each player takes the part of a wizard, and uses a deck of cards to represent the wizard's spell book.

    Each player uses a deck constructed of around 60 cards from a pool of over 1400 possible cards.

    Because of the random nature of the cards used in play, the game is always different, always new. Each game is likely to introduce the player to cards he/she has not seen before, so the player is constantly learning, absorbing new aspects of game play.

    Some cards represent spells or powers, while others represent the land (mana) which makes the spell or power happen. Like an electronic game machine needs batteries to run, the spell cards need land (mana) to run. Each card is different, the text on the card tells the player what it does and how and when to use it. Reading through the rule book once will give players an understanding of the basic game, and is highly recommended.

    The winner is the first player to reduce his/her opponent to zero points, both players start with 20 each.

    The Learning Opportunities

    In a typical game, each player will use varying skills and abilities of his/her own while deciding which card to use, as chess players do when deciding which piece to move. Naturally, through practise these skills are improved. Indeed, we know of many families who have written to us, to tell us of their children overcoming various learning difficulties through playing Magic.

    • Strategy
    • Arithmetic
    • Maths, particularly comparative and combinatory
    • Communication
    • Decision Making
    • Social Interaction

    In deck-building, where each player selects which cards will go into the deck from his/her total pool, care must be taken. Cards chosen to go well together will form a more effective deck than simple random selection. Making the choice of which cards to combine involves not only maths, but also an awareness of resource management - some spells are more expensive than others, needing more land (mana) cards. The player must decide on a balance of cards to create the deck. Naturally new players will have a limited card pool and will probably be restricted in the positive choices they can make at first.

    • Resource Management
    • Decision making
    • Arithmetic
    • Maths, particularly comparative and combinatory
    To reach a greater card pool, to build more effective decks, many players trade cards with one another, in much the same way as football cards or stickers are traded. This builds the player's communication and negotiating skills, enhancing self image and confidence. As in any trading situation, the player needs an awareness of the value of their own 'goods' as well as those with whom they are trading. Further, they must be able to decide which 'goods' they are prepared to part with and for what 'price'. When trading marbles a child may well declare a "steelie" to be worth "four glassies", similarly Magic players have been heard to declare a "rare card" to be worth "3 Uncommons" or "11 Commons".
    • Value judgements
    • Decision Making
    • Communication
    • Negotiation
    • Arithmetic
    • Social Interaction
    The imagery and setting used in the game and depicted through lavish artwork is, in and of itself fascinating to the players. It is a gateway into a land of fabulous tales, and has given rise to associated fiction detailing the stories behind some of the more interesting characters depicted on the cards. This has proven to be invaluable to parents and teachers in encouraging children to read more.
    • Increased reading age
    • Appreciation of reading as a pastime
    In conclusion, it is perhaps not surprising that a game designed for fun has been deemed worthy of recognition by MENSA, who named Magic one of the top five mind games in 1994. As a learning tool, teachers and parents alike appreciate a game which is thoroughly acceptable and fascinating for children, and in no way suffers from being "obviously" an educational game. As a means to increase family and generation-gap spanning communication, the letters we receive are testimony to the ability of the game to encourage interaction and enhance relationships.

    In short, this game is good. It's good fun to play, and it's a good education opportunity for the players.

    supplied by E. Paganotti

    Back tomain page Greyhawke

    A bird of prey circles above. The stench of burnt dwellings and death still cling to you. The dark one, Iuz the evil, has driven you from your home, as he has with so many others before you. You must fight back. You swear upon your blade to the gods of vengance and continue on to adventure. Welcome to Greyhawke.

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Greyhawke

    Character Level: 5-8

    Current Status: ACTIVE

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    The world of Greyhawke is a fantasy setting for the AD&D game, where your character embarks on high adventure through the world of Oerth. Here magic courses through the air, wielded by powerful sorcerers. The constant ring of steel can be heard over scores of battlefields as nations grapple for power. Your character joins the adventure to fight alongside the powers of justice and virtue, and in doing so, joins a rich tradition of epic fantasy.

    From the good kingdom of Tarantia, ruled by the paladin-king Dalan Rex, to the tortured lands of pain ruled by the demon-prince Iuz, there are adventures awaiting your arrival. In the center is the fabled free city of Greyhawke, where all powers meet equally on neutral ground. Here, heroes are made, but fools die quickly. In the city, you can share a tankard of ale and stories with the great wizard Mordenkainen, or wind up on the wrong side of the nearly all-powerful thieves guild.

    Adventurers like yourself are welcome here in the city of Greyhawke. Legendary figures such as Lord Dorian, Perryman Sunstar, and Baron Sysyphus Cain have at times called this place home. The reclusive groups of wizards known as the Circle of Eight guard it from the constantly threatening daggers and spells from the assassins of the Scarlet Brotherhood.

    So take upon your steed, adventurer, for there is treasure and fame to be had. Along the way you will meet friend and foe, and danger, of course, lies behind every corner. Merry met, and I bid you well!

    Week's Clue:

    Fighter, mage, rogue, monk, bard
    The road you travel is sure to be hard
    A Hand and an Eye are the powers you seek
    And with such power, the strong will be meek

    written by E. Paganotti

    Back tomain page

    Ravenloft

    "I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was good and just. I thundered across the land like the wrath of a just god. But the war years and the killing years wore down my soul as the wind wears stone into sand... all goodness slipped from my life."
    From "The Tome of Strahd"

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Ravenloft

    Character Level: any

    Current Status: Semi-active

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    Enter Ravenloft. A game world for the AD&D game in which your worst nightmares become reality! Gothic horror breathes its cold breath into the AD&D game with in the borders of an isolated demi-plane of dread known only as Ravenloft.

    Ravenloft, like traditional gothics, is a world of startling beauty, seductive settings that have at once allure and a cold, lonely edge. By day, the settings are breathtaking. But when night falls, she cloaks the world in impenetrable darkness. A chill rises from the soil and contaminates the air. A mist forms from nowhere. Horror and madness on levels you cannot fathom assault your defenseless mind. You try to run, but cannot. You try to fight off the growing paranoia, but fail. You are being watched...followed...stalked...

    Can you last until the dawn?

    Week's Clue:
    "Do you believe that I have given up my quest for freedom? Ignorant fools! I have not forgotten you. My vengeance shall overwhelm you. Your pathetic lives shall be mine. I shall be free of this accursed realm of nightmares soon…very soon. And then you shall know fear."

    written by E. Paganotti

    Back tomain page Forgotten Realms

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Forgotten Realms

    Player Level: 7-11

    Current Status: Active

    Game Master: Zablocki

    LHS RPC Members in Game: 6

    The Campaign
    Enter a world of amazement and intrigue. Of laughter and loss. In this world there are no boundaries or limits, go where you wish, do as you want. Live and learn, or fail and perish. Those are your options.
    Fight through ancient dungeons or travel through the vast cities throught the land of Toril. Have tea with Volo, or clash swords with The Zhentarem, or even catch a glimpse of the legendary Elminster. A lands of mystery and wonder await your eyes. Would you like to take that first step and trek into uncharted lands or travel amongst legends and see the unspeakable?
    Time lasts forever for those who truly seek adventure.

    written by R. Zablocki

    Back tomain page Stargate SG-1


    "The President of the Unites States has ordered the formation of nine teams whose duties are to perform reconnaissance, determine threats, and, if possible, make peaceful contact with the people of these world. These teams will operate on a covert, top secret basis. No one will know of their existance except the President of the United States and the Joint Chiefs of Staff. Colonel, your team will be designated SG-9, Special Operations. You will be given a wide bearth concerning the use of force. Get the job done...that's what we need."
    --General George Hammond, USAF

    Game System: G.U.R.P.S.

    Current Status: inactive

    The Campaign
    Stargate SG-1 is a scenario designed by Erich Paganotti for the G.U.R.P.S. system. Based on the movie Stargate and the original Showtime series Stargate SG-1, the game has developed into a military based science fiction in which the players take on the role of top notch special operations commandos from the U.S. Army Rangers, Navy Seals, the Air Force Special Operations, or the Marine Force Recon, with the mission of covert reconnaissance into the thousands of Stargates leading to who knows where...

    Materials
    Several 6-sided (basic) dice are needed for this game.
    Familiarity with the movie Stargate and the series Stargate SG-1 are required for playing this game.

    written by E. Paganotti

    Back tomain page SpellFire: Master the Magic

    Game System: TSR

    LHS RPC Members in Game: 4

    The Game
    The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. As each player is trying to build his empire, other players are trying to destroy it. Players use fantasy heroes (from our favorite AD&D campaign settings) to attack and defend their empires. These champions are aided by spells, magical items, artifacts, events, and allies. If the attack is successful, a part of the defender's empire is "razed," or defeated.
    In any game, the idea is to have fun. Don't get hung up on rules, technicalities, or play "touch rules." No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn't understand what was going on. Remember, it's just a game!

    Terms

  • Abyss : Cards which are sent to the abyss are out of play for the rest of the current game. A card can't be retrieved from the abyss by any means.

  • Allies : By playing these cards you can increase a champion's level in combat. Some allies give the champion additional special powers, too.

  • Artifacts : An artifact is a special device, which can only be attached to a champion from the same world. Most artifacts give the champion additional special abbilities and/or increase his level.

  • Champion : A champion is a card with a hero, cleric, wizard, monster, psionicist, or thief icon in the upper left corner of the card. Only champions can attack or defend a realm.

  • Cleric : A cleric is a champion, who is able to cast cleric spells.

  • Heroes : A hero is a champion, who is able to use unarmed combat cards.

  • Monsters : A monster is another kind of champion, who, in most cases, is unable to cast any spells.

  • Thieves : A thief is a champion who is able to use thief skills. Thieves were introduced in the Nightstalkers booster set.

  • Psionicist : A psionicist is a champion who is able to use psionic powers, usually with another granted ability.

  • Wizards : Wizards are champions, who are able to cast wizard spells.

  • Events : Event-cards can be played at any time. The special power of an event takes effect immediately. After being played an event is not discarded, it is sent to the abyss.

  • Flyers : Flyers are able to attack any realm (not only the front realm in the formation), as long as it is not immune to flyers.

  • Formation : The arrangement of realm cards in front of a player is called formation. It looks like a pyramid with the base facing the owning player. In a standard-game you'll have a six-card pyramid. (see Setting)

  • Holdings : Holdings are always attached to realms. They give the realms additional powers, or the defending champions additional levels. Holding and realm must be from the same world.

  • Limbo : Limbo is where the cards go when they are not in play, but cannot be placed in the player's hand, discard pile, or draw pile. They are generally placed on the left side of the formation, face down. Cards in Limbo are considered out of play until they return (depending on the situation which put them there in the first place).

  • Magical Item : A magical item card has a ring as icon in the upper left corner. Items can be carried by a champion, who gets extra level or powers by the item.

  • Pool : The pool is the place where all champions, artifacts and magical items are kept, if they are not in combat or in the player's hand. There is no limit for the number of cards in a pool. If a player has no realm, he can have no pool.

  • Realms : A realm is a kingdom or place owned by a player. A realm can be attacked by the opposing player and defended by the owning player. If a realm is succsessfully attacked (the owning player did not defend) the realm is razed, which means it is placed face down.

  • Setting :

  • Spells : Spells can be cast by clerics or wizards. The icon of the spell and the champion must be the same (except for the color). Spells give the champion additional levels and/or powers.

    Materials
    At least two SpellFire card decks are needed. This isn't a problem since they are usually sold in packs of two. Any standard deck is acceptable, but many people prefer to use a personalized deck.

    written by M. Rodriguez

    Back tomain page
    Vampire: The Masquerade

    "Bela Lugosi's dead and so am I. But what's left of Bela is rotting in a pine coffin somewhere, while I have the opportunity to sit here on the balcony, enjoy my drink and look at you. Correct me if I'm being presumptious, but I suspect that I have the better end of the deal.
    I can tell by looking at you that you're not comprehending. Of course you're not... These are cynical, rational times, and you're not going to believe that I'm a dead man just because I say so. A century ago it would have been different... Well, it was quite different the last time I had this little talk with someone... but this is the age of
    Facts. And the facts are that corpses don't move, don't walk, don't talk. I'm terribly sorry, my dear, but I have a suprise for you: This corpse does."
    --from A Gathering of Beasts

    Game System: White Wolf

    Campaign Setting: anywhere the night may settle

    Current Status: inactive

    The Campaign
    Vampire the Masquerade is a fantasy role playing game where you get to take on the role of a vampire in a modern day city. Most groups will consist of 2 to 6 players with one player taking on the role of the storyteller. The storyteller sets the scene and like a dungeon master, is basicly in charge of every other character in the city except for the players. The players are in charge of their Characters and everything they can do. As they earn experience (through good role playing) they can learn more powerful Vampyric traits. But no matter how powerful they get, they must remember to never break the masquerade. The masquerade is the hiding of the fact that Vampires exist to humans. Should your vampire break the masquerade he probably won't survive the evening. But what's one little rule like the masquerade in exchange for eternal life? (or unlife if you prefer) Either way it's a whole lot better then rotting away in a pine box somewhere. So bring your 10-sided dice and your imagination and join the masquerade.

    written by M. Hall

    Back tomain page The Lehman High School Role Playing Club


    Games We Play

    Advanced Dungeons and Dragons 3rd Edition
    GreyHawk Adventures
    Ravenloft Adventures
    Forgotten Realms Adventures
    DragonLance Adventures
    Spellfire: Master The Magic

    Hail and well met, my friends!
    Upon these pages one can learn all about the
    Herbert H. Lehman High School Role-Playing Club.
    The different games played, the club members, and all the information you need to join is right here. If you have any questions, you can ask the dragon at the bottom of the page.






    Other Games


    Magic:The Gathering
    Vampire:The Masquerade
    GunSmoke
    StarGate
    GemStone


    Information
    What Is A Role-Playing Game?
    How Can I Join the LHS RPC?
    General Information
    Club Officers and Members
    Recent News
    LHS RPC Glossary






    Helpful Links
    Wizards of the Coast
    The Official RPGA Site
    Stargate Command
    Steve Jackson Games
    Adventurer's Guild Online Living Greyhawk
    Egroups: Keoland
    The Verbobonc Home Page
    The Keoland Home Page




    Official Home of the Dancing Kokopeli

    Last updated October 2000
    Magic: The Gathering

    Madame Mim: "Do you want to fight? Do you want to have a Wizard's Duel?"
    Merlin: "Ach, as you wish Madam"
    Madame Mim: "Well come on... step outside"
    Merlin: "After you, Madam"
    They march out of Mim's house to a forest clearing and the Owl and the Apprentice look on excitedly
    Owl: "What what what what... what's up boy? What's going on?"
    Apprentice: "They're having a wizard's duel, what's that mean?"
    Owl: "Oh, it's a battle of wits..."

    Extract from "The Sword in the Stone", ©The Walt Disney Company

    Game System: Strategic Collectable Card Game

    The Campaign

    Magic is a card game which allows the wizards (players) to test out their spell books (decks) against each other, just like the duel Merlin and Madame Mim have in The Sword in the Stone

    Each player takes the part of a wizard, and uses a deck of cards to represent the wizard's spell book.

    Each player uses a deck constructed of around 60 cards from a pool of over 1400 possible cards.

    Because of the random nature of the cards used in play, the game is always different, always new. Each game is likely to introduce the player to cards he/she has not seen before, so the player is constantly learning, absorbing new aspects of game play.

    Some cards represent spells or powers, while others represent the land (mana) which makes the spell or power happen. Like an electronic game machine needs batteries to run, the spell cards need land (mana) to run. Each card is different, the text on the card tells the player what it does and how and when to use it. Reading through the rule book once will give players an understanding of the basic game, and is highly recommended.

    The winner is the first player to reduce his/her opponent to zero points, both players start with 20 each.

    The Learning Opportunities

    In a typical game, each player will use varying skills and abilities of his/her own while deciding which card to use, as chess players do when deciding which piece to move. Naturally, through practise these skills are improved. Indeed, we know of many families who have written to us, to tell us of their children overcoming various learning difficulties through playing Magic.

    • Strategy
    • Arithmetic
    • Maths, particularly comparative and combinatory
    • Communication
    • Decision Making
    • Social Interaction

    In deck-building, where each player selects which cards will go into the deck from his/her total pool, care must be taken. Cards chosen to go well together will form a more effective deck than simple random selection. Making the choice of which cards to combine involves not only maths, but also an awareness of resource management - some spells are more expensive than others, needing more land (mana) cards. The player must decide on a balance of cards to create the deck. Naturally new players will have a limited card pool and will probably be restricted in the positive choices they can make at first.

    • Resource Management
    • Decision making
    • Arithmetic
    • Maths, particularly comparative and combinatory
    To reach a greater card pool, to build more effective decks, many players trade cards with one another, in much the same way as football cards or stickers are traded. This builds the player's communication and negotiating skills, enhancing self image and confidence. As in any trading situation, the player needs an awareness of the value of their own 'goods' as well as those with whom they are trading. Further, they must be able to decide which 'goods' they are prepared to part with and for what 'price'. When trading marbles a child may well declare a "steelie" to be worth "four glassies", similarly Magic players have been heard to declare a "rare card" to be worth "3 Uncommons" or "11 Commons".
    • Value judgements
    • Decision Making
    • Communication
    • Negotiation
    • Arithmetic
    • Social Interaction
    The imagery and setting used in the game and depicted through lavish artwork is, in and of itself fascinating to the players. It is a gateway into a land of fabulous tales, and has given rise to associated fiction detailing the stories behind some of the more interesting characters depicted on the cards. This has proven to be invaluable to parents and teachers in encouraging children to read more.
    • Increased reading age
    • Appreciation of reading as a pastime
    In conclusion, it is perhaps not surprising that a game designed for fun has been deemed worthy of recognition by MENSA, who named Magic one of the top five mind games in 1994. As a learning tool, teachers and parents alike appreciate a game which is thoroughly acceptable and fascinating for children, and in no way suffers from being "obviously" an educational game. As a means to increase family and generation-gap spanning communication, the letters we receive are testimony to the ability of the game to encourage interaction and enhance relationships.

    In short, this game is good. It's good fun to play, and it's a good education opportunity for the players.

    supplied by E. Paganotti

    Back tomain page Greyhawke

    A bird of prey circles above. The stench of burnt dwellings and death still cling to you. The dark one, Iuz the evil, has driven you from your home, as he has with so many others before you. You must fight back. You swear upon your blade to the gods of vengance and continue on to adventure. Welcome to Greyhawke.

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Greyhawke

    Character Level: 5-8

    Current Status: ACTIVE

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    The world of Greyhawke is a fantasy setting for the AD&D game, where your character embarks on high adventure through the world of Oerth. Here magic courses through the air, wielded by powerful sorcerers. The constant ring of steel can be heard over scores of battlefields as nations grapple for power. Your character joins the adventure to fight alongside the powers of justice and virtue, and in doing so, joins a rich tradition of epic fantasy.

    From the good kingdom of Tarantia, ruled by the paladin-king Dalan Rex, to the tortured lands of pain ruled by the demon-prince Iuz, there are adventures awaiting your arrival. In the center is the fabled free city of Greyhawke, where all powers meet equally on neutral ground. Here, heroes are made, but fools die quickly. In the city, you can share a tankard of ale and stories with the great wizard Mordenkainen, or wind up on the wrong side of the nearly all-powerful thieves guild.

    Adventurers like yourself are welcome here in the city of Greyhawke. Legendary figures such as Lord Dorian, Perryman Sunstar, and Baron Sysyphus Cain have at times called this place home. The reclusive groups of wizards known as the Circle of Eight guard it from the constantly threatening daggers and spells from the assassins of the Scarlet Brotherhood.

    So take upon your steed, adventurer, for there is treasure and fame to be had. Along the way you will meet friend and foe, and danger, of course, lies behind every corner. Merry met, and I bid you well!

    Week's Clue:

    Fighter, mage, rogue, monk, bard
    The road you travel is sure to be hard
    A Hand and an Eye are the powers you seek
    And with such power, the strong will be meek

    written by E. Paganotti

    Back tomain page

    Ravenloft

    "I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was good and just. I thundered across the land like the wrath of a just god. But the war years and the killing years wore down my soul as the wind wears stone into sand... all goodness slipped from my life."
    From "The Tome of Strahd"

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Ravenloft

    Character Level: any

    Current Status: Semi-active

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    Enter Ravenloft. A game world for the AD&D game in which your worst nightmares become reality! Gothic horror breathes its cold breath into the AD&D game with in the borders of an isolated demi-plane of dread known only as Ravenloft.

    Ravenloft, like traditional gothics, is a world of startling beauty, seductive settings that have at once allure and a cold, lonely edge. By day, the settings are breathtaking. But when night falls, she cloaks the world in impenetrable darkness. A chill rises from the soil and contaminates the air. A mist forms from nowhere. Horror and madness on levels you cannot fathom assault your defenseless mind. You try to run, but cannot. You try to fight off the growing paranoia, but fail. You are being watched...followed...stalked...

    Can you last until the dawn?

    Week's Clue:
    "Do you believe that I have given up my quest for freedom? Ignorant fools! I have not forgotten you. My vengeance shall overwhelm you. Your pathetic lives shall be mine. I shall be free of this accursed realm of nightmares soon…very soon. And then you shall know fear."

    written by E. Paganotti

    Back tomain page Forgotten Realms

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Forgotten Realms

    Player Level: 7-11

    Current Status: Active

    Game Master: Zablocki

    LHS RPC Members in Game: 6

    The Campaign
    Enter a world of amazement and intrigue. Of laughter and loss. In this world there are no boundaries or limits, go where you wish, do as you want. Live and learn, or fail and perish. Those are your options.
    Fight through ancient dungeons or travel through the vast cities throught the land of Toril. Have tea with Volo, or clash swords with The Zhentarem, or even catch a glimpse of the legendary Elminster. A lands of mystery and wonder await your eyes. Would you like to take that first step and trek into uncharted lands or travel amongst legends and see the unspeakable?
    Time lasts forever for those who truly seek adventure.

    written by R. Zablocki

    Back tomain page Stargate SG-1


    "The President of the Unites States has ordered the formation of nine teams whose duties are to perform reconnaissance, determine threats, and, if possible, make peaceful contact with the people of these world. These teams will operate on a covert, top secret basis. No one will know of their existance except the President of the United States and the Joint Chiefs of Staff. Colonel, your team will be designated SG-9, Special Operations. You will be given a wide bearth concerning the use of force. Get the job done...that's what we need."
    --General George Hammond, USAF

    Game System: G.U.R.P.S.

    Current Status: inactive

    The Campaign
    Stargate SG-1 is a scenario designed by Erich Paganotti for the G.U.R.P.S. system. Based on the movie Stargate and the original Showtime series Stargate SG-1, the game has developed into a military based science fiction in which the players take on the role of top notch special operations commandos from the U.S. Army Rangers, Navy Seals, the Air Force Special Operations, or the Marine Force Recon, with the mission of covert reconnaissance into the thousands of Stargates leading to who knows where...

    Materials
    Several 6-sided (basic) dice are needed for this game.
    Familiarity with the movie Stargate and the series Stargate SG-1 are required for playing this game.

    written by E. Paganotti

    Back tomain page SpellFire: Master the Magic

    Game System: TSR

    LHS RPC Members in Game: 4

    The Game
    The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. As each player is trying to build his empire, other players are trying to destroy it. Players use fantasy heroes (from our favorite AD&D campaign settings) to attack and defend their empires. These champions are aided by spells, magical items, artifacts, events, and allies. If the attack is successful, a part of the defender's empire is "razed," or defeated.
    In any game, the idea is to have fun. Don't get hung up on rules, technicalities, or play "touch rules." No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn't understand what was going on. Remember, it's just a game!

    Terms

  • Abyss : Cards which are sent to the abyss are out of play for the rest of the current game. A card can't be retrieved from the abyss by any means.

  • Allies : By playing these cards you can increase a champion's level in combat. Some allies give the champion additional special powers, too.

  • Artifacts : An artifact is a special device, which can only be attached to a champion from the same world. Most artifacts give the champion additional special abbilities and/or increase his level.

  • Champion : A champion is a card with a hero, cleric, wizard, monster, psionicist, or thief icon in the upper left corner of the card. Only champions can attack or defend a realm.

  • Cleric : A cleric is a champion, who is able to cast cleric spells.

  • Heroes : A hero is a champion, who is able to use unarmed combat cards.

  • Monsters : A monster is another kind of champion, who, in most cases, is unable to cast any spells.

  • Thieves : A thief is a champion who is able to use thief skills. Thieves were introduced in the Nightstalkers booster set.

  • Psionicist : A psionicist is a champion who is able to use psionic powers, usually with another granted ability.

  • Wizards : Wizards are champions, who are able to cast wizard spells.

  • Events : Event-cards can be played at any time. The special power of an event takes effect immediately. After being played an event is not discarded, it is sent to the abyss.

  • Flyers : Flyers are able to attack any realm (not only the front realm in the formation), as long as it is not immune to flyers.

  • Formation : The arrangement of realm cards in front of a player is called formation. It looks like a pyramid with the base facing the owning player. In a standard-game you'll have a six-card pyramid. (see Setting)

  • Holdings : Holdings are always attached to realms. They give the realms additional powers, or the defending champions additional levels. Holding and realm must be from the same world.

  • Limbo : Limbo is where the cards go when they are not in play, but cannot be placed in the player's hand, discard pile, or draw pile. They are generally placed on the left side of the formation, face down. Cards in Limbo are considered out of play until they return (depending on the situation which put them there in the first place).

  • Magical Item : A magical item card has a ring as icon in the upper left corner. Items can be carried by a champion, who gets extra level or powers by the item.

  • Pool : The pool is the place where all champions, artifacts and magical items are kept, if they are not in combat or in the player's hand. There is no limit for the number of cards in a pool. If a player has no realm, he can have no pool.

  • Realms : A realm is a kingdom or place owned by a player. A realm can be attacked by the opposing player and defended by the owning player. If a realm is succsessfully attacked (the owning player did not defend) the realm is razed, which means it is placed face down.

  • Setting :

  • Spells : Spells can be cast by clerics or wizards. The icon of the spell and the champion must be the same (except for the color). Spells give the champion additional levels and/or powers.

    Materials
    At least two SpellFire card decks are needed. This isn't a problem since they are usually sold in packs of two. Any standard deck is acceptable, but many people prefer to use a personalized deck.

    written by M. Rodriguez

    Back tomain page
    Vampire: The Masquerade

    "Bela Lugosi's dead and so am I. But what's left of Bela is rotting in a pine coffin somewhere, while I have the opportunity to sit here on the balcony, enjoy my drink and look at you. Correct me if I'm being presumptious, but I suspect that I have the better end of the deal.
    I can tell by looking at you that you're not comprehending. Of course you're not... These are cynical, rational times, and you're not going to believe that I'm a dead man just because I say so. A century ago it would have been different... Well, it was quite different the last time I had this little talk with someone... but this is the age of
    Facts. And the facts are that corpses don't move, don't walk, don't talk. I'm terribly sorry, my dear, but I have a suprise for you: This corpse does."
    --from A Gathering of Beasts

    Game System: White Wolf

    Campaign Setting: anywhere the night may settle

    Current Status: inactive

    The Campaign
    Vampire the Masquerade is a fantasy role playing game where you get to take on the role of a vampire in a modern day city. Most groups will consist of 2 to 6 players with one player taking on the role of the storyteller. The storyteller sets the scene and like a dungeon master, is basicly in charge of every other character in the city except for the players. The players are in charge of their Characters and everything they can do. As they earn experience (through good role playing) they can learn more powerful Vampyric traits. But no matter how powerful they get, they must remember to never break the masquerade. The masquerade is the hiding of the fact that Vampires exist to humans. Should your vampire break the masquerade he probably won't survive the evening. But what's one little rule like the masquerade in exchange for eternal life? (or unlife if you prefer) Either way it's a whole lot better then rotting away in a pine box somewhere. So bring your 10-sided dice and your imagination and join the masquerade.

    written by M. Hall

    Back tomain page The Lehman High School Role Playing Club


    Games We Play

    Advanced Dungeons and Dragons 3rd Edition
    GreyHawk Adventures
    Ravenloft Adventures
    Forgotten Realms Adventures
    DragonLance Adventures
    Spellfire: Master The Magic

    Hail and well met, my friends!
    Upon these pages one can learn all about the
    Herbert H. Lehman High School Role-Playing Club.
    The different games played, the club members, and all the information you need to join is right here. If you have any questions, you can ask the dragon at the bottom of the page.






    Other Games


    Magic:The Gathering
    Vampire:The Masquerade
    GunSmoke
    StarGate
    GemStone


    Information
    What Is A Role-Playing Game?
    How Can I Join the LHS RPC?
    General Information
    Club Officers and Members
    Recent News
    LHS RPC Glossary






    Helpful Links
    Wizards of the Coast
    The Official RPGA Site
    Stargate Command
    Steve Jackson Games
    Adventurer's Guild Online Living Greyhawk
    Egroups: Keoland
    The Verbobonc Home Page
    The Keoland Home Page




    Official Home of the Dancing Kokopeli

    Last updated October 2000
    Magic: The Gathering

    Madame Mim: "Do you want to fight? Do you want to have a Wizard's Duel?"
    Merlin: "Ach, as you wish Madam"
    Madame Mim: "Well come on... step outside"
    Merlin: "After you, Madam"
    They march out of Mim's house to a forest clearing and the Owl and the Apprentice look on excitedly
    Owl: "What what what what... what's up boy? What's going on?"
    Apprentice: "They're having a wizard's duel, what's that mean?"
    Owl: "Oh, it's a battle of wits..."

    Extract from "The Sword in the Stone", ©The Walt Disney Company

    Game System: Strategic Collectable Card Game

    The Campaign

    Magic is a card game which allows the wizards (players) to test out their spell books (decks) against each other, just like the duel Merlin and Madame Mim have in The Sword in the Stone

    Each player takes the part of a wizard, and uses a deck of cards to represent the wizard's spell book.

    Each player uses a deck constructed of around 60 cards from a pool of over 1400 possible cards.

    Because of the random nature of the cards used in play, the game is always different, always new. Each game is likely to introduce the player to cards he/she has not seen before, so the player is constantly learning, absorbing new aspects of game play.

    Some cards represent spells or powers, while others represent the land (mana) which makes the spell or power happen. Like an electronic game machine needs batteries to run, the spell cards need land (mana) to run. Each card is different, the text on the card tells the player what it does and how and when to use it. Reading through the rule book once will give players an understanding of the basic game, and is highly recommended.

    The winner is the first player to reduce his/her opponent to zero points, both players start with 20 each.

    The Learning Opportunities

    In a typical game, each player will use varying skills and abilities of his/her own while deciding which card to use, as chess players do when deciding which piece to move. Naturally, through practise these skills are improved. Indeed, we know of many families who have written to us, to tell us of their children overcoming various learning difficulties through playing Magic.

    • Strategy
    • Arithmetic
    • Maths, particularly comparative and combinatory
    • Communication
    • Decision Making
    • Social Interaction

    In deck-building, where each player selects which cards will go into the deck from his/her total pool, care must be taken. Cards chosen to go well together will form a more effective deck than simple random selection. Making the choice of which cards to combine involves not only maths, but also an awareness of resource management - some spells are more expensive than others, needing more land (mana) cards. The player must decide on a balance of cards to create the deck. Naturally new players will have a limited card pool and will probably be restricted in the positive choices they can make at first.

    • Resource Management
    • Decision making
    • Arithmetic
    • Maths, particularly comparative and combinatory
    To reach a greater card pool, to build more effective decks, many players trade cards with one another, in much the same way as football cards or stickers are traded. This builds the player's communication and negotiating skills, enhancing self image and confidence. As in any trading situation, the player needs an awareness of the value of their own 'goods' as well as those with whom they are trading. Further, they must be able to decide which 'goods' they are prepared to part with and for what 'price'. When trading marbles a child may well declare a "steelie" to be worth "four glassies", similarly Magic players have been heard to declare a "rare card" to be worth "3 Uncommons" or "11 Commons".
    • Value judgements
    • Decision Making
    • Communication
    • Negotiation
    • Arithmetic
    • Social Interaction
    The imagery and setting used in the game and depicted through lavish artwork is, in and of itself fascinating to the players. It is a gateway into a land of fabulous tales, and has given rise to associated fiction detailing the stories behind some of the more interesting characters depicted on the cards. This has proven to be invaluable to parents and teachers in encouraging children to read more.
    • Increased reading age
    • Appreciation of reading as a pastime
    In conclusion, it is perhaps not surprising that a game designed for fun has been deemed worthy of recognition by MENSA, who named Magic one of the top five mind games in 1994. As a learning tool, teachers and parents alike appreciate a game which is thoroughly acceptable and fascinating for children, and in no way suffers from being "obviously" an educational game. As a means to increase family and generation-gap spanning communication, the letters we receive are testimony to the ability of the game to encourage interaction and enhance relationships.

    In short, this game is good. It's good fun to play, and it's a good education opportunity for the players.

    supplied by E. Paganotti

    Back tomain page Greyhawke

    A bird of prey circles above. The stench of burnt dwellings and death still cling to you. The dark one, Iuz the evil, has driven you from your home, as he has with so many others before you. You must fight back. You swear upon your blade to the gods of vengance and continue on to adventure. Welcome to Greyhawke.

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Greyhawke

    Character Level: 5-8

    Current Status: ACTIVE

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    The world of Greyhawke is a fantasy setting for the AD&D game, where your character embarks on high adventure through the world of Oerth. Here magic courses through the air, wielded by powerful sorcerers. The constant ring of steel can be heard over scores of battlefields as nations grapple for power. Your character joins the adventure to fight alongside the powers of justice and virtue, and in doing so, joins a rich tradition of epic fantasy.

    From the good kingdom of Tarantia, ruled by the paladin-king Dalan Rex, to the tortured lands of pain ruled by the demon-prince Iuz, there are adventures awaiting your arrival. In the center is the fabled free city of Greyhawke, where all powers meet equally on neutral ground. Here, heroes are made, but fools die quickly. In the city, you can share a tankard of ale and stories with the great wizard Mordenkainen, or wind up on the wrong side of the nearly all-powerful thieves guild.

    Adventurers like yourself are welcome here in the city of Greyhawke. Legendary figures such as Lord Dorian, Perryman Sunstar, and Baron Sysyphus Cain have at times called this place home. The reclusive groups of wizards known as the Circle of Eight guard it from the constantly threatening daggers and spells from the assassins of the Scarlet Brotherhood.

    So take upon your steed, adventurer, for there is treasure and fame to be had. Along the way you will meet friend and foe, and danger, of course, lies behind every corner. Merry met, and I bid you well!

    Week's Clue:

    Fighter, mage, rogue, monk, bard
    The road you travel is sure to be hard
    A Hand and an Eye are the powers you seek
    And with such power, the strong will be meek

    written by E. Paganotti

    Back tomain page

    Ravenloft

    "I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was good and just. I thundered across the land like the wrath of a just god. But the war years and the killing years wore down my soul as the wind wears stone into sand... all goodness slipped from my life."
    From "The Tome of Strahd"

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Ravenloft

    Character Level: any

    Current Status: Semi-active

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    Enter Ravenloft. A game world for the AD&D game in which your worst nightmares become reality! Gothic horror breathes its cold breath into the AD&D game with in the borders of an isolated demi-plane of dread known only as Ravenloft.

    Ravenloft, like traditional gothics, is a world of startling beauty, seductive settings that have at once allure and a cold, lonely edge. By day, the settings are breathtaking. But when night falls, she cloaks the world in impenetrable darkness. A chill rises from the soil and contaminates the air. A mist forms from nowhere. Horror and madness on levels you cannot fathom assault your defenseless mind. You try to run, but cannot. You try to fight off the growing paranoia, but fail. You are being watched...followed...stalked...

    Can you last until the dawn?

    Week's Clue:
    "Do you believe that I have given up my quest for freedom? Ignorant fools! I have not forgotten you. My vengeance shall overwhelm you. Your pathetic lives shall be mine. I shall be free of this accursed realm of nightmares soon…very soon. And then you shall know fear."

    written by E. Paganotti

    Back tomain page Forgotten Realms

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Forgotten Realms

    Player Level: 7-11

    Current Status: Active

    Game Master: Zablocki

    LHS RPC Members in Game: 6

    The Campaign
    Enter a world of amazement and intrigue. Of laughter and loss. In this world there are no boundaries or limits, go where you wish, do as you want. Live and learn, or fail and perish. Those are your options.
    Fight through ancient dungeons or travel through the vast cities throught the land of Toril. Have tea with Volo, or clash swords with The Zhentarem, or even catch a glimpse of the legendary Elminster. A lands of mystery and wonder await your eyes. Would you like to take that first step and trek into uncharted lands or travel amongst legends and see the unspeakable?
    Time lasts forever for those who truly seek adventure.

    written by R. Zablocki

    Back tomain page Stargate SG-1


    "The President of the Unites States has ordered the formation of nine teams whose duties are to perform reconnaissance, determine threats, and, if possible, make peaceful contact with the people of these world. These teams will operate on a covert, top secret basis. No one will know of their existance except the President of the United States and the Joint Chiefs of Staff. Colonel, your team will be designated SG-9, Special Operations. You will be given a wide bearth concerning the use of force. Get the job done...that's what we need."
    --General George Hammond, USAF

    Game System: G.U.R.P.S.

    Current Status: inactive

    The Campaign
    Stargate SG-1 is a scenario designed by Erich Paganotti for the G.U.R.P.S. system. Based on the movie Stargate and the original Showtime series Stargate SG-1, the game has developed into a military based science fiction in which the players take on the role of top notch special operations commandos from the U.S. Army Rangers, Navy Seals, the Air Force Special Operations, or the Marine Force Recon, with the mission of covert reconnaissance into the thousands of Stargates leading to who knows where...

    Materials
    Several 6-sided (basic) dice are needed for this game.
    Familiarity with the movie Stargate and the series Stargate SG-1 are required for playing this game.

    written by E. Paganotti

    Back tomain page SpellFire: Master the Magic

    Game System: TSR

    LHS RPC Members in Game: 4

    The Game
    The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. As each player is trying to build his empire, other players are trying to destroy it. Players use fantasy heroes (from our favorite AD&D campaign settings) to attack and defend their empires. These champions are aided by spells, magical items, artifacts, events, and allies. If the attack is successful, a part of the defender's empire is "razed," or defeated.
    In any game, the idea is to have fun. Don't get hung up on rules, technicalities, or play "touch rules." No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn't understand what was going on. Remember, it's just a game!

    Terms

  • Abyss : Cards which are sent to the abyss are out of play for the rest of the current game. A card can't be retrieved from the abyss by any means.

  • Allies : By playing these cards you can increase a champion's level in combat. Some allies give the champion additional special powers, too.

  • Artifacts : An artifact is a special device, which can only be attached to a champion from the same world. Most artifacts give the champion additional special abbilities and/or increase his level.

  • Champion : A champion is a card with a hero, cleric, wizard, monster, psionicist, or thief icon in the upper left corner of the card. Only champions can attack or defend a realm.

  • Cleric : A cleric is a champion, who is able to cast cleric spells.

  • Heroes : A hero is a champion, who is able to use unarmed combat cards.

  • Monsters : A monster is another kind of champion, who, in most cases, is unable to cast any spells.

  • Thieves : A thief is a champion who is able to use thief skills. Thieves were introduced in the Nightstalkers booster set.

  • Psionicist : A psionicist is a champion who is able to use psionic powers, usually with another granted ability.

  • Wizards : Wizards are champions, who are able to cast wizard spells.

  • Events : Event-cards can be played at any time. The special power of an event takes effect immediately. After being played an event is not discarded, it is sent to the abyss.

  • Flyers : Flyers are able to attack any realm (not only the front realm in the formation), as long as it is not immune to flyers.

  • Formation : The arrangement of realm cards in front of a player is called formation. It looks like a pyramid with the base facing the owning player. In a standard-game you'll have a six-card pyramid. (see Setting)

  • Holdings : Holdings are always attached to realms. They give the realms additional powers, or the defending champions additional levels. Holding and realm must be from the same world.

  • Limbo : Limbo is where the cards go when they are not in play, but cannot be placed in the player's hand, discard pile, or draw pile. They are generally placed on the left side of the formation, face down. Cards in Limbo are considered out of play until they return (depending on the situation which put them there in the first place).

  • Magical Item : A magical item card has a ring as icon in the upper left corner. Items can be carried by a champion, who gets extra level or powers by the item.

  • Pool : The pool is the place where all champions, artifacts and magical items are kept, if they are not in combat or in the player's hand. There is no limit for the number of cards in a pool. If a player has no realm, he can have no pool.

  • Realms : A realm is a kingdom or place owned by a player. A realm can be attacked by the opposing player and defended by the owning player. If a realm is succsessfully attacked (the owning player did not defend) the realm is razed, which means it is placed face down.

  • Setting :

  • Spells : Spells can be cast by clerics or wizards. The icon of the spell and the champion must be the same (except for the color). Spells give the champion additional levels and/or powers.

    Materials
    At least two SpellFire card decks are needed. This isn't a problem since they are usually sold in packs of two. Any standard deck is acceptable, but many people prefer to use a personalized deck.

    written by M. Rodriguez

    Back tomain page
    Vampire: The Masquerade

    "Bela Lugosi's dead and so am I. But what's left of Bela is rotting in a pine coffin somewhere, while I have the opportunity to sit here on the balcony, enjoy my drink and look at you. Correct me if I'm being presumptious, but I suspect that I have the better end of the deal.
    I can tell by looking at you that you're not comprehending. Of course you're not... These are cynical, rational times, and you're not going to believe that I'm a dead man just because I say so. A century ago it would have been different... Well, it was quite different the last time I had this little talk with someone... but this is the age of
    Facts. And the facts are that corpses don't move, don't walk, don't talk. I'm terribly sorry, my dear, but I have a suprise for you: This corpse does."
    --from A Gathering of Beasts

    Game System: White Wolf

    Campaign Setting: anywhere the night may settle

    Current Status: inactive

    The Campaign
    Vampire the Masquerade is a fantasy role playing game where you get to take on the role of a vampire in a modern day city. Most groups will consist of 2 to 6 players with one player taking on the role of the storyteller. The storyteller sets the scene and like a dungeon master, is basicly in charge of every other character in the city except for the players. The players are in charge of their Characters and everything they can do. As they earn experience (through good role playing) they can learn more powerful Vampyric traits. But no matter how powerful they get, they must remember to never break the masquerade. The masquerade is the hiding of the fact that Vampires exist to humans. Should your vampire break the masquerade he probably won't survive the evening. But what's one little rule like the masquerade in exchange for eternal life? (or unlife if you prefer) Either way it's a whole lot better then rotting away in a pine box somewhere. So bring your 10-sided dice and your imagination and join the masquerade.

    written by M. Hall

    Back tomain page The Lehman High School Role Playing Club


    Games We Play

    Advanced Dungeons and Dragons 3rd Edition
    GreyHawk Adventures
    Ravenloft Adventures
    Forgotten Realms Adventures
    DragonLance Adventures
    Spellfire: Master The Magic

    Hail and well met, my friends!
    Upon these pages one can learn all about the
    Herbert H. Lehman High School Role-Playing Club.
    The different games played, the club members, and all the information you need to join is right here. If you have any questions, you can ask the dragon at the bottom of the page.






    Other Games


    Magic:The Gathering
    Vampire:The Masquerade
    GunSmoke
    StarGate
    GemStone


    Information
    What Is A Role-Playing Game?
    How Can I Join the LHS RPC?
    General Information
    Club Officers and Members
    Recent News
    LHS RPC Glossary






    Helpful Links
    Wizards of the Coast
    The Official RPGA Site
    Stargate Command
    Steve Jackson Games
    Adventurer's Guild Online Living Greyhawk
    Egroups: Keoland
    The Verbobonc Home Page
    The Keoland Home Page




    Official Home of the Dancing Kokopeli

    Last updated October 2000
    Magic: The Gathering

    Madame Mim: "Do you want to fight? Do you want to have a Wizard's Duel?"
    Merlin: "Ach, as you wish Madam"
    Madame Mim: "Well come on... step outside"
    Merlin: "After you, Madam"
    They march out of Mim's house to a forest clearing and the Owl and the Apprentice look on excitedly
    Owl: "What what what what... what's up boy? What's going on?"
    Apprentice: "They're having a wizard's duel, what's that mean?"
    Owl: "Oh, it's a battle of wits..."

    Extract from "The Sword in the Stone", ©The Walt Disney Company

    Game System: Strategic Collectable Card Game

    The Campaign

    Magic is a card game which allows the wizards (players) to test out their spell books (decks) against each other, just like the duel Merlin and Madame Mim have in The Sword in the Stone

    Each player takes the part of a wizard, and uses a deck of cards to represent the wizard's spell book.

    Each player uses a deck constructed of around 60 cards from a pool of over 1400 possible cards.

    Because of the random nature of the cards used in play, the game is always different, always new. Each game is likely to introduce the player to cards he/she has not seen before, so the player is constantly learning, absorbing new aspects of game play.

    Some cards represent spells or powers, while others represent the land (mana) which makes the spell or power happen. Like an electronic game machine needs batteries to run, the spell cards need land (mana) to run. Each card is different, the text on the card tells the player what it does and how and when to use it. Reading through the rule book once will give players an understanding of the basic game, and is highly recommended.

    The winner is the first player to reduce his/her opponent to zero points, both players start with 20 each.

    The Learning Opportunities

    In a typical game, each player will use varying skills and abilities of his/her own while deciding which card to use, as chess players do when deciding which piece to move. Naturally, through practise these skills are improved. Indeed, we know of many families who have written to us, to tell us of their children overcoming various learning difficulties through playing Magic.

    • Strategy
    • Arithmetic
    • Maths, particularly comparative and combinatory
    • Communication
    • Decision Making
    • Social Interaction

    In deck-building, where each player selects which cards will go into the deck from his/her total pool, care must be taken. Cards chosen to go well together will form a more effective deck than simple random selection. Making the choice of which cards to combine involves not only maths, but also an awareness of resource management - some spells are more expensive than others, needing more land (mana) cards. The player must decide on a balance of cards to create the deck. Naturally new players will have a limited card pool and will probably be restricted in the positive choices they can make at first.

    • Resource Management
    • Decision making
    • Arithmetic
    • Maths, particularly comparative and combinatory
    To reach a greater card pool, to build more effective decks, many players trade cards with one another, in much the same way as football cards or stickers are traded. This builds the player's communication and negotiating skills, enhancing self image and confidence. As in any trading situation, the player needs an awareness of the value of their own 'goods' as well as those with whom they are trading. Further, they must be able to decide which 'goods' they are prepared to part with and for what 'price'. When trading marbles a child may well declare a "steelie" to be worth "four glassies", similarly Magic players have been heard to declare a "rare card" to be worth "3 Uncommons" or "11 Commons".
    • Value judgements
    • Decision Making
    • Communication
    • Negotiation
    • Arithmetic
    • Social Interaction
    The imagery and setting used in the game and depicted through lavish artwork is, in and of itself fascinating to the players. It is a gateway into a land of fabulous tales, and has given rise to associated fiction detailing the stories behind some of the more interesting characters depicted on the cards. This has proven to be invaluable to parents and teachers in encouraging children to read more.
    • Increased reading age
    • Appreciation of reading as a pastime
    In conclusion, it is perhaps not surprising that a game designed for fun has been deemed worthy of recognition by MENSA, who named Magic one of the top five mind games in 1994. As a learning tool, teachers and parents alike appreciate a game which is thoroughly acceptable and fascinating for children, and in no way suffers from being "obviously" an educational game. As a means to increase family and generation-gap spanning communication, the letters we receive are testimony to the ability of the game to encourage interaction and enhance relationships.

    In short, this game is good. It's good fun to play, and it's a good education opportunity for the players.

    supplied by E. Paganotti

    Back tomain page Greyhawke

    A bird of prey circles above. The stench of burnt dwellings and death still cling to you. The dark one, Iuz the evil, has driven you from your home, as he has with so many others before you. You must fight back. You swear upon your blade to the gods of vengance and continue on to adventure. Welcome to Greyhawke.

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Greyhawke

    Character Level: 5-8

    Current Status: ACTIVE

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    The world of Greyhawke is a fantasy setting for the AD&D game, where your character embarks on high adventure through the world of Oerth. Here magic courses through the air, wielded by powerful sorcerers. The constant ring of steel can be heard over scores of battlefields as nations grapple for power. Your character joins the adventure to fight alongside the powers of justice and virtue, and in doing so, joins a rich tradition of epic fantasy.

    From the good kingdom of Tarantia, ruled by the paladin-king Dalan Rex, to the tortured lands of pain ruled by the demon-prince Iuz, there are adventures awaiting your arrival. In the center is the fabled free city of Greyhawke, where all powers meet equally on neutral ground. Here, heroes are made, but fools die quickly. In the city, you can share a tankard of ale and stories with the great wizard Mordenkainen, or wind up on the wrong side of the nearly all-powerful thieves guild.

    Adventurers like yourself are welcome here in the city of Greyhawke. Legendary figures such as Lord Dorian, Perryman Sunstar, and Baron Sysyphus Cain have at times called this place home. The reclusive groups of wizards known as the Circle of Eight guard it from the constantly threatening daggers and spells from the assassins of the Scarlet Brotherhood.

    So take upon your steed, adventurer, for there is treasure and fame to be had. Along the way you will meet friend and foe, and danger, of course, lies behind every corner. Merry met, and I bid you well!

    Week's Clue:

    Fighter, mage, rogue, monk, bard
    The road you travel is sure to be hard
    A Hand and an Eye are the powers you seek
    And with such power, the strong will be meek

    written by E. Paganotti

    Back tomain page

    Ravenloft

    "I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was good and just. I thundered across the land like the wrath of a just god. But the war years and the killing years wore down my soul as the wind wears stone into sand... all goodness slipped from my life."
    From "The Tome of Strahd"

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Ravenloft

    Character Level: any

    Current Status: Semi-active

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    Enter Ravenloft. A game world for the AD&D game in which your worst nightmares become reality! Gothic horror breathes its cold breath into the AD&D game with in the borders of an isolated demi-plane of dread known only as Ravenloft.

    Ravenloft, like traditional gothics, is a world of startling beauty, seductive settings that have at once allure and a cold, lonely edge. By day, the settings are breathtaking. But when night falls, she cloaks the world in impenetrable darkness. A chill rises from the soil and contaminates the air. A mist forms from nowhere. Horror and madness on levels you cannot fathom assault your defenseless mind. You try to run, but cannot. You try to fight off the growing paranoia, but fail. You are being watched...followed...stalked...

    Can you last until the dawn?

    Week's Clue:
    "Do you believe that I have given up my quest for freedom? Ignorant fools! I have not forgotten you. My vengeance shall overwhelm you. Your pathetic lives shall be mine. I shall be free of this accursed realm of nightmares soon…very soon. And then you shall know fear."

    written by E. Paganotti

    Back tomain page Forgotten Realms

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Forgotten Realms

    Player Level: 7-11

    Current Status: Active

    Game Master: Zablocki

    LHS RPC Members in Game: 6

    The Campaign
    Enter a world of amazement and intrigue. Of laughter and loss. In this world there are no boundaries or limits, go where you wish, do as you want. Live and learn, or fail and perish. Those are your options.
    Fight through ancient dungeons or travel through the vast cities throught the land of Toril. Have tea with Volo, or clash swords with The Zhentarem, or even catch a glimpse of the legendary Elminster. A lands of mystery and wonder await your eyes. Would you like to take that first step and trek into uncharted lands or travel amongst legends and see the unspeakable?
    Time lasts forever for those who truly seek adventure.

    written by R. Zablocki

    Back tomain page Stargate SG-1


    "The President of the Unites States has ordered the formation of nine teams whose duties are to perform reconnaissance, determine threats, and, if possible, make peaceful contact with the people of these world. These teams will operate on a covert, top secret basis. No one will know of their existance except the President of the United States and the Joint Chiefs of Staff. Colonel, your team will be designated SG-9, Special Operations. You will be given a wide bearth concerning the use of force. Get the job done...that's what we need."
    --General George Hammond, USAF

    Game System: G.U.R.P.S.

    Current Status: inactive

    The Campaign
    Stargate SG-1 is a scenario designed by Erich Paganotti for the G.U.R.P.S. system. Based on the movie Stargate and the original Showtime series Stargate SG-1, the game has developed into a military based science fiction in which the players take on the role of top notch special operations commandos from the U.S. Army Rangers, Navy Seals, the Air Force Special Operations, or the Marine Force Recon, with the mission of covert reconnaissance into the thousands of Stargates leading to who knows where...

    Materials
    Several 6-sided (basic) dice are needed for this game.
    Familiarity with the movie Stargate and the series Stargate SG-1 are required for playing this game.

    written by E. Paganotti

    Back tomain page SpellFire: Master the Magic

    Game System: TSR

    LHS RPC Members in Game: 4

    The Game
    The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. As each player is trying to build his empire, other players are trying to destroy it. Players use fantasy heroes (from our favorite AD&D campaign settings) to attack and defend their empires. These champions are aided by spells, magical items, artifacts, events, and allies. If the attack is successful, a part of the defender's empire is "razed," or defeated.
    In any game, the idea is to have fun. Don't get hung up on rules, technicalities, or play "touch rules." No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn't understand what was going on. Remember, it's just a game!

    Terms

  • Abyss : Cards which are sent to the abyss are out of play for the rest of the current game. A card can't be retrieved from the abyss by any means.

  • Allies : By playing these cards you can increase a champion's level in combat. Some allies give the champion additional special powers, too.

  • Artifacts : An artifact is a special device, which can only be attached to a champion from the same world. Most artifacts give the champion additional special abbilities and/or increase his level.

  • Champion : A champion is a card with a hero, cleric, wizard, monster, psionicist, or thief icon in the upper left corner of the card. Only champions can attack or defend a realm.

  • Cleric : A cleric is a champion, who is able to cast cleric spells.

  • Heroes : A hero is a champion, who is able to use unarmed combat cards.

  • Monsters : A monster is another kind of champion, who, in most cases, is unable to cast any spells.

  • Thieves : A thief is a champion who is able to use thief skills. Thieves were introduced in the Nightstalkers booster set.

  • Psionicist : A psionicist is a champion who is able to use psionic powers, usually with another granted ability.

  • Wizards : Wizards are champions, who are able to cast wizard spells.

  • Events : Event-cards can be played at any time. The special power of an event takes effect immediately. After being played an event is not discarded, it is sent to the abyss.

  • Flyers : Flyers are able to attack any realm (not only the front realm in the formation), as long as it is not immune to flyers.

  • Formation : The arrangement of realm cards in front of a player is called formation. It looks like a pyramid with the base facing the owning player. In a standard-game you'll have a six-card pyramid. (see Setting)

  • Holdings : Holdings are always attached to realms. They give the realms additional powers, or the defending champions additional levels. Holding and realm must be from the same world.

  • Limbo : Limbo is where the cards go when they are not in play, but cannot be placed in the player's hand, discard pile, or draw pile. They are generally placed on the left side of the formation, face down. Cards in Limbo are considered out of play until they return (depending on the situation which put them there in the first place).

  • Magical Item : A magical item card has a ring as icon in the upper left corner. Items can be carried by a champion, who gets extra level or powers by the item.

  • Pool : The pool is the place where all champions, artifacts and magical items are kept, if they are not in combat or in the player's hand. There is no limit for the number of cards in a pool. If a player has no realm, he can have no pool.

  • Realms : A realm is a kingdom or place owned by a player. A realm can be attacked by the opposing player and defended by the owning player. If a realm is succsessfully attacked (the owning player did not defend) the realm is razed, which means it is placed face down.

  • Setting :

  • Spells : Spells can be cast by clerics or wizards. The icon of the spell and the champion must be the same (except for the color). Spells give the champion additional levels and/or powers.

    Materials
    At least two SpellFire card decks are needed. This isn't a problem since they are usually sold in packs of two. Any standard deck is acceptable, but many people prefer to use a personalized deck.

    written by M. Rodriguez

    Back tomain page
    Vampire: The Masquerade

    "Bela Lugosi's dead and so am I. But what's left of Bela is rotting in a pine coffin somewhere, while I have the opportunity to sit here on the balcony, enjoy my drink and look at you. Correct me if I'm being presumptious, but I suspect that I have the better end of the deal.
    I can tell by looking at you that you're not comprehending. Of course you're not... These are cynical, rational times, and you're not going to believe that I'm a dead man just because I say so. A century ago it would have been different... Well, it was quite different the last time I had this little talk with someone... but this is the age of
    Facts. And the facts are that corpses don't move, don't walk, don't talk. I'm terribly sorry, my dear, but I have a suprise for you: This corpse does."
    --from A Gathering of Beasts

    Game System: White Wolf

    Campaign Setting: anywhere the night may settle

    Current Status: inactive

    The Campaign
    Vampire the Masquerade is a fantasy role playing game where you get to take on the role of a vampire in a modern day city. Most groups will consist of 2 to 6 players with one player taking on the role of the storyteller. The storyteller sets the scene and like a dungeon master, is basicly in charge of every other character in the city except for the players. The players are in charge of their Characters and everything they can do. As they earn experience (through good role playing) they can learn more powerful Vampyric traits. But no matter how powerful they get, they must remember to never break the masquerade. The masquerade is the hiding of the fact that Vampires exist to humans. Should your vampire break the masquerade he probably won't survive the evening. But what's one little rule like the masquerade in exchange for eternal life? (or unlife if you prefer) Either way it's a whole lot better then rotting away in a pine box somewhere. So bring your 10-sided dice and your imagination and join the masquerade.

    written by M. Hall

    Back tomain page The Lehman High School Role Playing Club


    Games We Play

    Advanced Dungeons and Dragons 3rd Edition
    GreyHawk Adventures
    Ravenloft Adventures
    Forgotten Realms Adventures
    DragonLance Adventures
    Spellfire: Master The Magic

    Hail and well met, my friends!
    Upon these pages one can learn all about the
    Herbert H. Lehman High School Role-Playing Club.
    The different games played, the club members, and all the information you need to join is right here. If you have any questions, you can ask the dragon at the bottom of the page.






    Other Games


    Magic:The Gathering
    Vampire:The Masquerade
    GunSmoke
    StarGate
    GemStone


    Information
    What Is A Role-Playing Game?
    How Can I Join the LHS RPC?
    General Information
    Club Officers and Members
    Recent News
    LHS RPC Glossary






    Helpful Links
    Wizards of the Coast
    The Official RPGA Site
    Stargate Command
    Steve Jackson Games
    Adventurer's Guild Online Living Greyhawk
    Egroups: Keoland
    The Verbobonc Home Page
    The Keoland Home Page




    Official Home of the Dancing Kokopeli

    Last updated October 2000
    Magic: The Gathering

    Madame Mim: "Do you want to fight? Do you want to have a Wizard's Duel?"
    Merlin: "Ach, as you wish Madam"
    Madame Mim: "Well come on... step outside"
    Merlin: "After you, Madam"
    They march out of Mim's house to a forest clearing and the Owl and the Apprentice look on excitedly
    Owl: "What what what what... what's up boy? What's going on?"
    Apprentice: "They're having a wizard's duel, what's that mean?"
    Owl: "Oh, it's a battle of wits..."

    Extract from "The Sword in the Stone", ©The Walt Disney Company

    Game System: Strategic Collectable Card Game

    The Campaign

    Magic is a card game which allows the wizards (players) to test out their spell books (decks) against each other, just like the duel Merlin and Madame Mim have in The Sword in the Stone

    Each player takes the part of a wizard, and uses a deck of cards to represent the wizard's spell book.

    Each player uses a deck constructed of around 60 cards from a pool of over 1400 possible cards.

    Because of the random nature of the cards used in play, the game is always different, always new. Each game is likely to introduce the player to cards he/she has not seen before, so the player is constantly learning, absorbing new aspects of game play.

    Some cards represent spells or powers, while others represent the land (mana) which makes the spell or power happen. Like an electronic game machine needs batteries to run, the spell cards need land (mana) to run. Each card is different, the text on the card tells the player what it does and how and when to use it. Reading through the rule book once will give players an understanding of the basic game, and is highly recommended.

    The winner is the first player to reduce his/her opponent to zero points, both players start with 20 each.

    The Learning Opportunities

    In a typical game, each player will use varying skills and abilities of his/her own while deciding which card to use, as chess players do when deciding which piece to move. Naturally, through practise these skills are improved. Indeed, we know of many families who have written to us, to tell us of their children overcoming various learning difficulties through playing Magic.

    • Strategy
    • Arithmetic
    • Maths, particularly comparative and combinatory
    • Communication
    • Decision Making
    • Social Interaction

    In deck-building, where each player selects which cards will go into the deck from his/her total pool, care must be taken. Cards chosen to go well together will form a more effective deck than simple random selection. Making the choice of which cards to combine involves not only maths, but also an awareness of resource management - some spells are more expensive than others, needing more land (mana) cards. The player must decide on a balance of cards to create the deck. Naturally new players will have a limited card pool and will probably be restricted in the positive choices they can make at first.

    • Resource Management
    • Decision making
    • Arithmetic
    • Maths, particularly comparative and combinatory
    To reach a greater card pool, to build more effective decks, many players trade cards with one another, in much the same way as football cards or stickers are traded. This builds the player's communication and negotiating skills, enhancing self image and confidence. As in any trading situation, the player needs an awareness of the value of their own 'goods' as well as those with whom they are trading. Further, they must be able to decide which 'goods' they are prepared to part with and for what 'price'. When trading marbles a child may well declare a "steelie" to be worth "four glassies", similarly Magic players have been heard to declare a "rare card" to be worth "3 Uncommons" or "11 Commons".
    • Value judgements
    • Decision Making
    • Communication
    • Negotiation
    • Arithmetic
    • Social Interaction
    The imagery and setting used in the game and depicted through lavish artwork is, in and of itself fascinating to the players. It is a gateway into a land of fabulous tales, and has given rise to associated fiction detailing the stories behind some of the more interesting characters depicted on the cards. This has proven to be invaluable to parents and teachers in encouraging children to read more.
    • Increased reading age
    • Appreciation of reading as a pastime
    In conclusion, it is perhaps not surprising that a game designed for fun has been deemed worthy of recognition by MENSA, who named Magic one of the top five mind games in 1994. As a learning tool, teachers and parents alike appreciate a game which is thoroughly acceptable and fascinating for children, and in no way suffers from being "obviously" an educational game. As a means to increase family and generation-gap spanning communication, the letters we receive are testimony to the ability of the game to encourage interaction and enhance relationships.

    In short, this game is good. It's good fun to play, and it's a good education opportunity for the players.

    supplied by E. Paganotti

    Back tomain page Greyhawke

    A bird of prey circles above. The stench of burnt dwellings and death still cling to you. The dark one, Iuz the evil, has driven you from your home, as he has with so many others before you. You must fight back. You swear upon your blade to the gods of vengance and continue on to adventure. Welcome to Greyhawke.

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Greyhawke

    Character Level: 5-8

    Current Status: ACTIVE

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    The world of Greyhawke is a fantasy setting for the AD&D game, where your character embarks on high adventure through the world of Oerth. Here magic courses through the air, wielded by powerful sorcerers. The constant ring of steel can be heard over scores of battlefields as nations grapple for power. Your character joins the adventure to fight alongside the powers of justice and virtue, and in doing so, joins a rich tradition of epic fantasy.

    From the good kingdom of Tarantia, ruled by the paladin-king Dalan Rex, to the tortured lands of pain ruled by the demon-prince Iuz, there are adventures awaiting your arrival. In the center is the fabled free city of Greyhawke, where all powers meet equally on neutral ground. Here, heroes are made, but fools die quickly. In the city, you can share a tankard of ale and stories with the great wizard Mordenkainen, or wind up on the wrong side of the nearly all-powerful thieves guild.

    Adventurers like yourself are welcome here in the city of Greyhawke. Legendary figures such as Lord Dorian, Perryman Sunstar, and Baron Sysyphus Cain have at times called this place home. The reclusive groups of wizards known as the Circle of Eight guard it from the constantly threatening daggers and spells from the assassins of the Scarlet Brotherhood.

    So take upon your steed, adventurer, for there is treasure and fame to be had. Along the way you will meet friend and foe, and danger, of course, lies behind every corner. Merry met, and I bid you well!

    Week's Clue:

    Fighter, mage, rogue, monk, bard
    The road you travel is sure to be hard
    A Hand and an Eye are the powers you seek
    And with such power, the strong will be meek

    written by E. Paganotti

    Back tomain page

    Ravenloft

    "I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was good and just. I thundered across the land like the wrath of a just god. But the war years and the killing years wore down my soul as the wind wears stone into sand... all goodness slipped from my life."
    From "The Tome of Strahd"

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Ravenloft

    Character Level: any

    Current Status: Semi-active

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    Enter Ravenloft. A game world for the AD&D game in which your worst nightmares become reality! Gothic horror breathes its cold breath into the AD&D game with in the borders of an isolated demi-plane of dread known only as Ravenloft.

    Ravenloft, like traditional gothics, is a world of startling beauty, seductive settings that have at once allure and a cold, lonely edge. By day, the settings are breathtaking. But when night falls, she cloaks the world in impenetrable darkness. A chill rises from the soil and contaminates the air. A mist forms from nowhere. Horror and madness on levels you cannot fathom assault your defenseless mind. You try to run, but cannot. You try to fight off the growing paranoia, but fail. You are being watched...followed...stalked...

    Can you last until the dawn?

    Week's Clue:
    "Do you believe that I have given up my quest for freedom? Ignorant fools! I have not forgotten you. My vengeance shall overwhelm you. Your pathetic lives shall be mine. I shall be free of this accursed realm of nightmares soon…very soon. And then you shall know fear."

    written by E. Paganotti

    Back tomain page Forgotten Realms

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Forgotten Realms

    Player Level: 7-11

    Current Status: Active

    Game Master: Zablocki

    LHS RPC Members in Game: 6

    The Campaign
    Enter a world of amazement and intrigue. Of laughter and loss. In this world there are no boundaries or limits, go where you wish, do as you want. Live and learn, or fail and perish. Those are your options.
    Fight through ancient dungeons or travel through the vast cities throught the land of Toril. Have tea with Volo, or clash swords with The Zhentarem, or even catch a glimpse of the legendary Elminster. A lands of mystery and wonder await your eyes. Would you like to take that first step and trek into uncharted lands or travel amongst legends and see the unspeakable?
    Time lasts forever for those who truly seek adventure.

    written by R. Zablocki

    Back tomain page Stargate SG-1


    "The President of the Unites States has ordered the formation of nine teams whose duties are to perform reconnaissance, determine threats, and, if possible, make peaceful contact with the people of these world. These teams will operate on a covert, top secret basis. No one will know of their existance except the President of the United States and the Joint Chiefs of Staff. Colonel, your team will be designated SG-9, Special Operations. You will be given a wide bearth concerning the use of force. Get the job done...that's what we need."
    --General George Hammond, USAF

    Game System: G.U.R.P.S.

    Current Status: inactive

    The Campaign
    Stargate SG-1 is a scenario designed by Erich Paganotti for the G.U.R.P.S. system. Based on the movie Stargate and the original Showtime series Stargate SG-1, the game has developed into a military based science fiction in which the players take on the role of top notch special operations commandos from the U.S. Army Rangers, Navy Seals, the Air Force Special Operations, or the Marine Force Recon, with the mission of covert reconnaissance into the thousands of Stargates leading to who knows where...

    Materials
    Several 6-sided (basic) dice are needed for this game.
    Familiarity with the movie Stargate and the series Stargate SG-1 are required for playing this game.

    written by E. Paganotti

    Back tomain page SpellFire: Master the Magic

    Game System: TSR

    LHS RPC Members in Game: 4

    The Game
    The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. As each player is trying to build his empire, other players are trying to destroy it. Players use fantasy heroes (from our favorite AD&D campaign settings) to attack and defend their empires. These champions are aided by spells, magical items, artifacts, events, and allies. If the attack is successful, a part of the defender's empire is "razed," or defeated.
    In any game, the idea is to have fun. Don't get hung up on rules, technicalities, or play "touch rules." No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn't understand what was going on. Remember, it's just a game!

    Terms

  • Abyss : Cards which are sent to the abyss are out of play for the rest of the current game. A card can't be retrieved from the abyss by any means.

  • Allies : By playing these cards you can increase a champion's level in combat. Some allies give the champion additional special powers, too.

  • Artifacts : An artifact is a special device, which can only be attached to a champion from the same world. Most artifacts give the champion additional special abbilities and/or increase his level.

  • Champion : A champion is a card with a hero, cleric, wizard, monster, psionicist, or thief icon in the upper left corner of the card. Only champions can attack or defend a realm.

  • Cleric : A cleric is a champion, who is able to cast cleric spells.

  • Heroes : A hero is a champion, who is able to use unarmed combat cards.

  • Monsters : A monster is another kind of champion, who, in most cases, is unable to cast any spells.

  • Thieves : A thief is a champion who is able to use thief skills. Thieves were introduced in the Nightstalkers booster set.

  • Psionicist : A psionicist is a champion who is able to use psionic powers, usually with another granted ability.

  • Wizards : Wizards are champions, who are able to cast wizard spells.

  • Events : Event-cards can be played at any time. The special power of an event takes effect immediately. After being played an event is not discarded, it is sent to the abyss.

  • Flyers : Flyers are able to attack any realm (not only the front realm in the formation), as long as it is not immune to flyers.

  • Formation : The arrangement of realm cards in front of a player is called formation. It looks like a pyramid with the base facing the owning player. In a standard-game you'll have a six-card pyramid. (see Setting)

  • Holdings : Holdings are always attached to realms. They give the realms additional powers, or the defending champions additional levels. Holding and realm must be from the same world.

  • Limbo : Limbo is where the cards go when they are not in play, but cannot be placed in the player's hand, discard pile, or draw pile. They are generally placed on the left side of the formation, face down. Cards in Limbo are considered out of play until they return (depending on the situation which put them there in the first place).

  • Magical Item : A magical item card has a ring as icon in the upper left corner. Items can be carried by a champion, who gets extra level or powers by the item.

  • Pool : The pool is the place where all champions, artifacts and magical items are kept, if they are not in combat or in the player's hand. There is no limit for the number of cards in a pool. If a player has no realm, he can have no pool.

  • Realms : A realm is a kingdom or place owned by a player. A realm can be attacked by the opposing player and defended by the owning player. If a realm is succsessfully attacked (the owning player did not defend) the realm is razed, which means it is placed face down.

  • Setting :

  • Spells : Spells can be cast by clerics or wizards. The icon of the spell and the champion must be the same (except for the color). Spells give the champion additional levels and/or powers.

    Materials
    At least two SpellFire card decks are needed. This isn't a problem since they are usually sold in packs of two. Any standard deck is acceptable, but many people prefer to use a personalized deck.

    written by M. Rodriguez

    Back tomain page
    Vampire: The Masquerade

    "Bela Lugosi's dead and so am I. But what's left of Bela is rotting in a pine coffin somewhere, while I have the opportunity to sit here on the balcony, enjoy my drink and look at you. Correct me if I'm being presumptious, but I suspect that I have the better end of the deal.
    I can tell by looking at you that you're not comprehending. Of course you're not... These are cynical, rational times, and you're not going to believe that I'm a dead man just because I say so. A century ago it would have been different... Well, it was quite different the last time I had this little talk with someone... but this is the age of
    Facts. And the facts are that corpses don't move, don't walk, don't talk. I'm terribly sorry, my dear, but I have a suprise for you: This corpse does."
    --from A Gathering of Beasts

    Game System: White Wolf

    Campaign Setting: anywhere the night may settle

    Current Status: inactive

    The Campaign
    Vampire the Masquerade is a fantasy role playing game where you get to take on the role of a vampire in a modern day city. Most groups will consist of 2 to 6 players with one player taking on the role of the storyteller. The storyteller sets the scene and like a dungeon master, is basicly in charge of every other character in the city except for the players. The players are in charge of their Characters and everything they can do. As they earn experience (through good role playing) they can learn more powerful Vampyric traits. But no matter how powerful they get, they must remember to never break the masquerade. The masquerade is the hiding of the fact that Vampires exist to humans. Should your vampire break the masquerade he probably won't survive the evening. But what's one little rule like the masquerade in exchange for eternal life? (or unlife if you prefer) Either way it's a whole lot better then rotting away in a pine box somewhere. So bring your 10-sided dice and your imagination and join the masquerade.

    written by M. Hall

    Back tomain page
    The Lehman High School Role Playing Club


    Games We Play

    Advanced Dungeons and Dragons 3rd Edition
    GreyHawk Adventures
    Ravenloft Adventures
    Forgotten Realms Adventures
    DragonLance Adventures
    Spellfire: Master The Magic

    Hail and well met, my friends!
    Upon these pages one can learn all about the
    Herbert H. Lehman High School Role-Playing Club.
    The different games played, the club members, and all the information you need to join is right here. If you have any questions, you can ask the dragon at the bottom of the page.






    Other Games


    Magic:The Gathering
    Vampire:The Masquerade
    GunSmoke
    StarGate
    GemStone


    Information
    What Is A Role-Playing Game?
    How Can I Join the LHS RPC?
    General Information
    Club Officers and Members
    Recent News
    LHS RPC Glossary






    Helpful Links
    Wizards of the Coast
    The Official RPGA Site
    Stargate Command
    Steve Jackson Games
    Adventurer's Guild Online Living Greyhawk
    Egroups: Keoland
    The Verbobonc Home Page
    The Keoland Home Page




    Official Home of the Dancing Kokopeli

    Last updated October 2000
    Magic: The Gathering

    Madame Mim: "Do you want to fight? Do you want to have a Wizard's Duel?"
    Merlin: "Ach, as you wish Madam"
    Madame Mim: "Well come on... step outside"
    Merlin: "After you, Madam"
    They march out of Mim's house to a forest clearing and the Owl and the Apprentice look on excitedly
    Owl: "What what what what... what's up boy? What's going on?"
    Apprentice: "They're having a wizard's duel, what's that mean?"
    Owl: "Oh, it's a battle of wits..."

    Extract from "The Sword in the Stone", ©The Walt Disney Company

    Game System: Strategic Collectable Card Game

    The Campaign

    Magic is a card game which allows the wizards (players) to test out their spell books (decks) against each other, just like the duel Merlin and Madame Mim have in The Sword in the Stone

    Each player takes the part of a wizard, and uses a deck of cards to represent the wizard's spell book.

    Each player uses a deck constructed of around 60 cards from a pool of over 1400 possible cards.

    Because of the random nature of the cards used in play, the game is always different, always new. Each game is likely to introduce the player to cards he/she has not seen before, so the player is constantly learning, absorbing new aspects of game play.

    Some cards represent spells or powers, while others represent the land (mana) which makes the spell or power happen. Like an electronic game machine needs batteries to run, the spell cards need land (mana) to run. Each card is different, the text on the card tells the player what it does and how and when to use it. Reading through the rule book once will give players an understanding of the basic game, and is highly recommended.

    The winner is the first player to reduce his/her opponent to zero points, both players start with 20 each.

    The Learning Opportunities

    In a typical game, each player will use varying skills and abilities of his/her own while deciding which card to use, as chess players do when deciding which piece to move. Naturally, through practise these skills are improved. Indeed, we know of many families who have written to us, to tell us of their children overcoming various learning difficulties through playing Magic.

    • Strategy
    • Arithmetic
    • Maths, particularly comparative and combinatory
    • Communication
    • Decision Making
    • Social Interaction

    In deck-building, where each player selects which cards will go into the deck from his/her total pool, care must be taken. Cards chosen to go well together will form a more effective deck than simple random selection. Making the choice of which cards to combine involves not only maths, but also an awareness of resource management - some spells are more expensive than others, needing more land (mana) cards. The player must decide on a balance of cards to create the deck. Naturally new players will have a limited card pool and will probably be restricted in the positive choices they can make at first.

    • Resource Management
    • Decision making
    • Arithmetic
    • Maths, particularly comparative and combinatory
    To reach a greater card pool, to build more effective decks, many players trade cards with one another, in much the same way as football cards or stickers are traded. This builds the player's communication and negotiating skills, enhancing self image and confidence. As in any trading situation, the player needs an awareness of the value of their own 'goods' as well as those with whom they are trading. Further, they must be able to decide which 'goods' they are prepared to part with and for what 'price'. When trading marbles a child may well declare a "steelie" to be worth "four glassies", similarly Magic players have been heard to declare a "rare card" to be worth "3 Uncommons" or "11 Commons".
    • Value judgements
    • Decision Making
    • Communication
    • Negotiation
    • Arithmetic
    • Social Interaction
    The imagery and setting used in the game and depicted through lavish artwork is, in and of itself fascinating to the players. It is a gateway into a land of fabulous tales, and has given rise to associated fiction detailing the stories behind some of the more interesting characters depicted on the cards. This has proven to be invaluable to parents and teachers in encouraging children to read more.
    • Increased reading age
    • Appreciation of reading as a pastime
    In conclusion, it is perhaps not surprising that a game designed for fun has been deemed worthy of recognition by MENSA, who named Magic one of the top five mind games in 1994. As a learning tool, teachers and parents alike appreciate a game which is thoroughly acceptable and fascinating for children, and in no way suffers from being "obviously" an educational game. As a means to increase family and generation-gap spanning communication, the letters we receive are testimony to the ability of the game to encourage interaction and enhance relationships.

    In short, this game is good. It's good fun to play, and it's a good education opportunity for the players.

    supplied by E. Paganotti

    Back tomain page Greyhawke

    A bird of prey circles above. The stench of burnt dwellings and death still cling to you. The dark one, Iuz the evil, has driven you from your home, as he has with so many others before you. You must fight back. You swear upon your blade to the gods of vengance and continue on to adventure. Welcome to Greyhawke.

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Greyhawke

    Character Level: 5-8

    Current Status: ACTIVE

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    The world of Greyhawke is a fantasy setting for the AD&D game, where your character embarks on high adventure through the world of Oerth. Here magic courses through the air, wielded by powerful sorcerers. The constant ring of steel can be heard over scores of battlefields as nations grapple for power. Your character joins the adventure to fight alongside the powers of justice and virtue, and in doing so, joins a rich tradition of epic fantasy.

    From the good kingdom of Tarantia, ruled by the paladin-king Dalan Rex, to the tortured lands of pain ruled by the demon-prince Iuz, there are adventures awaiting your arrival. In the center is the fabled free city of Greyhawke, where all powers meet equally on neutral ground. Here, heroes are made, but fools die quickly. In the city, you can share a tankard of ale and stories with the great wizard Mordenkainen, or wind up on the wrong side of the nearly all-powerful thieves guild.

    Adventurers like yourself are welcome here in the city of Greyhawke. Legendary figures such as Lord Dorian, Perryman Sunstar, and Baron Sysyphus Cain have at times called this place home. The reclusive groups of wizards known as the Circle of Eight guard it from the constantly threatening daggers and spells from the assassins of the Scarlet Brotherhood.

    So take upon your steed, adventurer, for there is treasure and fame to be had. Along the way you will meet friend and foe, and danger, of course, lies behind every corner. Merry met, and I bid you well!

    Week's Clue:

    Fighter, mage, rogue, monk, bard
    The road you travel is sure to be hard
    A Hand and an Eye are the powers you seek
    And with such power, the strong will be meek

    written by E. Paganotti

    Back tomain page

    Ravenloft

    "I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was good and just. I thundered across the land like the wrath of a just god. But the war years and the killing years wore down my soul as the wind wears stone into sand... all goodness slipped from my life."
    From "The Tome of Strahd"

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Ravenloft

    Character Level: any

    Current Status: Semi-active

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    Enter Ravenloft. A game world for the AD&D game in which your worst nightmares become reality! Gothic horror breathes its cold breath into the AD&D game with in the borders of an isolated demi-plane of dread known only as Ravenloft.

    Ravenloft, like traditional gothics, is a world of startling beauty, seductive settings that have at once allure and a cold, lonely edge. By day, the settings are breathtaking. But when night falls, she cloaks the world in impenetrable darkness. A chill rises from the soil and contaminates the air. A mist forms from nowhere. Horror and madness on levels you cannot fathom assault your defenseless mind. You try to run, but cannot. You try to fight off the growing paranoia, but fail. You are being watched...followed...stalked...

    Can you last until the dawn?

    Week's Clue:
    "Do you believe that I have given up my quest for freedom? Ignorant fools! I have not forgotten you. My vengeance shall overwhelm you. Your pathetic lives shall be mine. I shall be free of this accursed realm of nightmares soon…very soon. And then you shall know fear."

    written by E. Paganotti

    Back tomain page Forgotten Realms

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Forgotten Realms

    Player Level: 7-11

    Current Status: Active

    Game Master: Zablocki

    LHS RPC Members in Game: 6

    The Campaign
    Enter a world of amazement and intrigue. Of laughter and loss. In this world there are no boundaries or limits, go where you wish, do as you want. Live and learn, or fail and perish. Those are your options.
    Fight through ancient dungeons or travel through the vast cities throught the land of Toril. Have tea with Volo, or clash swords with The Zhentarem, or even catch a glimpse of the legendary Elminster. A lands of mystery and wonder await your eyes. Would you like to take that first step and trek into uncharted lands or travel amongst legends and see the unspeakable?
    Time lasts forever for those who truly seek adventure.

    written by R. Zablocki

    Back tomain page Stargate SG-1


    "The President of the Unites States has ordered the formation of nine teams whose duties are to perform reconnaissance, determine threats, and, if possible, make peaceful contact with the people of these world. These teams will operate on a covert, top secret basis. No one will know of their existance except the President of the United States and the Joint Chiefs of Staff. Colonel, your team will be designated SG-9, Special Operations. You will be given a wide bearth concerning the use of force. Get the job done...that's what we need."
    --General George Hammond, USAF

    Game System: G.U.R.P.S.

    Current Status: inactive

    The Campaign
    Stargate SG-1 is a scenario designed by Erich Paganotti for the G.U.R.P.S. system. Based on the movie Stargate and the original Showtime series Stargate SG-1, the game has developed into a military based science fiction in which the players take on the role of top notch special operations commandos from the U.S. Army Rangers, Navy Seals, the Air Force Special Operations, or the Marine Force Recon, with the mission of covert reconnaissance into the thousands of Stargates leading to who knows where...

    Materials
    Several 6-sided (basic) dice are needed for this game.
    Familiarity with the movie Stargate and the series Stargate SG-1 are required for playing this game.

    written by E. Paganotti

    Back tomain page SpellFire: Master the Magic

    Game System: TSR

    LHS RPC Members in Game: 4

    The Game
    The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. As each player is trying to build his empire, other players are trying to destroy it. Players use fantasy heroes (from our favorite AD&D campaign settings) to attack and defend their empires. These champions are aided by spells, magical items, artifacts, events, and allies. If the attack is successful, a part of the defender's empire is "razed," or defeated.
    In any game, the idea is to have fun. Don't get hung up on rules, technicalities, or play "touch rules." No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn't understand what was going on. Remember, it's just a game!

    Terms

  • Abyss : Cards which are sent to the abyss are out of play for the rest of the current game. A card can't be retrieved from the abyss by any means.

  • Allies : By playing these cards you can increase a champion's level in combat. Some allies give the champion additional special powers, too.

  • Artifacts : An artifact is a special device, which can only be attached to a champion from the same world. Most artifacts give the champion additional special abbilities and/or increase his level.

  • Champion : A champion is a card with a hero, cleric, wizard, monster, psionicist, or thief icon in the upper left corner of the card. Only champions can attack or defend a realm.

  • Cleric : A cleric is a champion, who is able to cast cleric spells.

  • Heroes : A hero is a champion, who is able to use unarmed combat cards.

  • Monsters : A monster is another kind of champion, who, in most cases, is unable to cast any spells.

  • Thieves : A thief is a champion who is able to use thief skills. Thieves were introduced in the Nightstalkers booster set.

  • Psionicist : A psionicist is a champion who is able to use psionic powers, usually with another granted ability.

  • Wizards : Wizards are champions, who are able to cast wizard spells.

  • Events : Event-cards can be played at any time. The special power of an event takes effect immediately. After being played an event is not discarded, it is sent to the abyss.

  • Flyers : Flyers are able to attack any realm (not only the front realm in the formation), as long as it is not immune to flyers.

  • Formation : The arrangement of realm cards in front of a player is called formation. It looks like a pyramid with the base facing the owning player. In a standard-game you'll have a six-card pyramid. (see Setting)

  • Holdings : Holdings are always attached to realms. They give the realms additional powers, or the defending champions additional levels. Holding and realm must be from the same world.

  • Limbo : Limbo is where the cards go when they are not in play, but cannot be placed in the player's hand, discard pile, or draw pile. They are generally placed on the left side of the formation, face down. Cards in Limbo are considered out of play until they return (depending on the situation which put them there in the first place).

  • Magical Item : A magical item card has a ring as icon in the upper left corner. Items can be carried by a champion, who gets extra level or powers by the item.

  • Pool : The pool is the place where all champions, artifacts and magical items are kept, if they are not in combat or in the player's hand. There is no limit for the number of cards in a pool. If a player has no realm, he can have no pool.

  • Realms : A realm is a kingdom or place owned by a player. A realm can be attacked by the opposing player and defended by the owning player. If a realm is succsessfully attacked (the owning player did not defend) the realm is razed, which means it is placed face down.

  • Setting :

  • Spells : Spells can be cast by clerics or wizards. The icon of the spell and the champion must be the same (except for the color). Spells give the champion additional levels and/or powers.

    Materials
    At least two SpellFire card decks are needed. This isn't a problem since they are usually sold in packs of two. Any standard deck is acceptable, but many people prefer to use a personalized deck.

    written by M. Rodriguez

    Back tomain page
    Vampire: The Masquerade

    "Bela Lugosi's dead and so am I. But what's left of Bela is rotting in a pine coffin somewhere, while I have the opportunity to sit here on the balcony, enjoy my drink and look at you. Correct me if I'm being presumptious, but I suspect that I have the better end of the deal.
    I can tell by looking at you that you're not comprehending. Of course you're not... These are cynical, rational times, and you're not going to believe that I'm a dead man just because I say so. A century ago it would have been different... Well, it was quite different the last time I had this little talk with someone... but this is the age of
    Facts. And the facts are that corpses don't move, don't walk, don't talk. I'm terribly sorry, my dear, but I have a suprise for you: This corpse does."
    --from A Gathering of Beasts

    Game System: White Wolf

    Campaign Setting: anywhere the night may settle

    Current Status: inactive

    The Campaign
    Vampire the Masquerade is a fantasy role playing game where you get to take on the role of a vampire in a modern day city. Most groups will consist of 2 to 6 players with one player taking on the role of the storyteller. The storyteller sets the scene and like a dungeon master, is basicly in charge of every other character in the city except for the players. The players are in charge of their Characters and everything they can do. As they earn experience (through good role playing) they can learn more powerful Vampyric traits. But no matter how powerful they get, they must remember to never break the masquerade. The masquerade is the hiding of the fact that Vampires exist to humans. Should your vampire break the masquerade he probably won't survive the evening. But what's one little rule like the masquerade in exchange for eternal life? (or unlife if you prefer) Either way it's a whole lot better then rotting away in a pine box somewhere. So bring your 10-sided dice and your imagination and join the masquerade.

    written by M. Hall

    Back tomain page The Lehman High School Role Playing Club


    Games We Play

    Advanced Dungeons and Dragons 3rd Edition
    GreyHawk Adventures
    Ravenloft Adventures
    Forgotten Realms Adventures
    DragonLance Adventures
    Spellfire: Master The Magic

    Hail and well met, my friends!
    Upon these pages one can learn all about the
    Herbert H. Lehman High School Role-Playing Club.
    The different games played, the club members, and all the information you need to join is right here. If you have any questions, you can ask the dragon at the bottom of the page.






    Other Games


    Magic:The Gathering
    Vampire:The Masquerade
    GunSmoke
    StarGate
    GemStone


    Information
    What Is A Role-Playing Game?
    How Can I Join the LHS RPC?
    General Information
    Club Officers and Members
    Recent News
    LHS RPC Glossary






    Helpful Links
    Wizards of the Coast
    The Official RPGA Site
    Stargate Command
    Steve Jackson Games
    Adventurer's Guild Online Living Greyhawk
    Egroups: Keoland
    The Verbobonc Home Page
    The Keoland Home Page




    Official Home of the Dancing Kokopeli

    Last updated October 2000
    Magic: The Gathering

    Madame Mim: "Do you want to fight? Do you want to have a Wizard's Duel?"
    Merlin: "Ach, as you wish Madam"
    Madame Mim: "Well come on... step outside"
    Merlin: "After you, Madam"
    They march out of Mim's house to a forest clearing and the Owl and the Apprentice look on excitedly
    Owl: "What what what what... what's up boy? What's going on?"
    Apprentice: "They're having a wizard's duel, what's that mean?"
    Owl: "Oh, it's a battle of wits..."

    Extract from "The Sword in the Stone", ©The Walt Disney Company

    Game System: Strategic Collectable Card Game

    The Campaign

    Magic is a card game which allows the wizards (players) to test out their spell books (decks) against each other, just like the duel Merlin and Madame Mim have in The Sword in the Stone

    Each player takes the part of a wizard, and uses a deck of cards to represent the wizard's spell book.

    Each player uses a deck constructed of around 60 cards from a pool of over 1400 possible cards.

    Because of the random nature of the cards used in play, the game is always different, always new. Each game is likely to introduce the player to cards he/she has not seen before, so the player is constantly learning, absorbing new aspects of game play.

    Some cards represent spells or powers, while others represent the land (mana) which makes the spell or power happen. Like an electronic game machine needs batteries to run, the spell cards need land (mana) to run. Each card is different, the text on the card tells the player what it does and how and when to use it. Reading through the rule book once will give players an understanding of the basic game, and is highly recommended.

    The winner is the first player to reduce his/her opponent to zero points, both players start with 20 each.

    The Learning Opportunities

    In a typical game, each player will use varying skills and abilities of his/her own while deciding which card to use, as chess players do when deciding which piece to move. Naturally, through practise these skills are improved. Indeed, we know of many families who have written to us, to tell us of their children overcoming various learning difficulties through playing Magic.

    • Strategy
    • Arithmetic
    • Maths, particularly comparative and combinatory
    • Communication
    • Decision Making
    • Social Interaction

    In deck-building, where each player selects which cards will go into the deck from his/her total pool, care must be taken. Cards chosen to go well together will form a more effective deck than simple random selection. Making the choice of which cards to combine involves not only maths, but also an awareness of resource management - some spells are more expensive than others, needing more land (mana) cards. The player must decide on a balance of cards to create the deck. Naturally new players will have a limited card pool and will probably be restricted in the positive choices they can make at first.

    • Resource Management
    • Decision making
    • Arithmetic
    • Maths, particularly comparative and combinatory
    To reach a greater card pool, to build more effective decks, many players trade cards with one another, in much the same way as football cards or stickers are traded. This builds the player's communication and negotiating skills, enhancing self image and confidence. As in any trading situation, the player needs an awareness of the value of their own 'goods' as well as those with whom they are trading. Further, they must be able to decide which 'goods' they are prepared to part with and for what 'price'. When trading marbles a child may well declare a "steelie" to be worth "four glassies", similarly Magic players have been heard to declare a "rare card" to be worth "3 Uncommons" or "11 Commons".
    • Value judgements
    • Decision Making
    • Communication
    • Negotiation
    • Arithmetic
    • Social Interaction
    The imagery and setting used in the game and depicted through lavish artwork is, in and of itself fascinating to the players. It is a gateway into a land of fabulous tales, and has given rise to associated fiction detailing the stories behind some of the more interesting characters depicted on the cards. This has proven to be invaluable to parents and teachers in encouraging children to read more.
    • Increased reading age
    • Appreciation of reading as a pastime
    In conclusion, it is perhaps not surprising that a game designed for fun has been deemed worthy of recognition by MENSA, who named Magic one of the top five mind games in 1994. As a learning tool, teachers and parents alike appreciate a game which is thoroughly acceptable and fascinating for children, and in no way suffers from being "obviously" an educational game. As a means to increase family and generation-gap spanning communication, the letters we receive are testimony to the ability of the game to encourage interaction and enhance relationships.

    In short, this game is good. It's good fun to play, and it's a good education opportunity for the players.

    supplied by E. Paganotti

    Back tomain page Greyhawke

    A bird of prey circles above. The stench of burnt dwellings and death still cling to you. The dark one, Iuz the evil, has driven you from your home, as he has with so many others before you. You must fight back. You swear upon your blade to the gods of vengance and continue on to adventure. Welcome to Greyhawke.

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Greyhawke

    Character Level: 5-8

    Current Status: ACTIVE

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    The world of Greyhawke is a fantasy setting for the AD&D game, where your character embarks on high adventure through the world of Oerth. Here magic courses through the air, wielded by powerful sorcerers. The constant ring of steel can be heard over scores of battlefields as nations grapple for power. Your character joins the adventure to fight alongside the powers of justice and virtue, and in doing so, joins a rich tradition of epic fantasy.

    From the good kingdom of Tarantia, ruled by the paladin-king Dalan Rex, to the tortured lands of pain ruled by the demon-prince Iuz, there are adventures awaiting your arrival. In the center is the fabled free city of Greyhawke, where all powers meet equally on neutral ground. Here, heroes are made, but fools die quickly. In the city, you can share a tankard of ale and stories with the great wizard Mordenkainen, or wind up on the wrong side of the nearly all-powerful thieves guild.

    Adventurers like yourself are welcome here in the city of Greyhawke. Legendary figures such as Lord Dorian, Perryman Sunstar, and Baron Sysyphus Cain have at times called this place home. The reclusive groups of wizards known as the Circle of Eight guard it from the constantly threatening daggers and spells from the assassins of the Scarlet Brotherhood.

    So take upon your steed, adventurer, for there is treasure and fame to be had. Along the way you will meet friend and foe, and danger, of course, lies behind every corner. Merry met, and I bid you well!

    Week's Clue:

    Fighter, mage, rogue, monk, bard
    The road you travel is sure to be hard
    A Hand and an Eye are the powers you seek
    And with such power, the strong will be meek

    written by E. Paganotti

    Back tomain page

    Ravenloft

    "I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was good and just. I thundered across the land like the wrath of a just god. But the war years and the killing years wore down my soul as the wind wears stone into sand... all goodness slipped from my life."
    From "The Tome of Strahd"

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Ravenloft

    Character Level: any

    Current Status: Semi-active

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    Enter Ravenloft. A game world for the AD&D game in which your worst nightmares become reality! Gothic horror breathes its cold breath into the AD&D game with in the borders of an isolated demi-plane of dread known only as Ravenloft.

    Ravenloft, like traditional gothics, is a world of startling beauty, seductive settings that have at once allure and a cold, lonely edge. By day, the settings are breathtaking. But when night falls, she cloaks the world in impenetrable darkness. A chill rises from the soil and contaminates the air. A mist forms from nowhere. Horror and madness on levels you cannot fathom assault your defenseless mind. You try to run, but cannot. You try to fight off the growing paranoia, but fail. You are being watched...followed...stalked...

    Can you last until the dawn?

    Week's Clue:
    "Do you believe that I have given up my quest for freedom? Ignorant fools! I have not forgotten you. My vengeance shall overwhelm you. Your pathetic lives shall be mine. I shall be free of this accursed realm of nightmares soon…very soon. And then you shall know fear."

    written by E. Paganotti

    Back tomain page Forgotten Realms

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Forgotten Realms

    Player Level: 7-11

    Current Status: Active

    Game Master: Zablocki

    LHS RPC Members in Game: 6

    The Campaign
    Enter a world of amazement and intrigue. Of laughter and loss. In this world there are no boundaries or limits, go where you wish, do as you want. Live and learn, or fail and perish. Those are your options.
    Fight through ancient dungeons or travel through the vast cities throught the land of Toril. Have tea with Volo, or clash swords with The Zhentarem, or even catch a glimpse of the legendary Elminster. A lands of mystery and wonder await your eyes. Would you like to take that first step and trek into uncharted lands or travel amongst legends and see the unspeakable?
    Time lasts forever for those who truly seek adventure.

    written by R. Zablocki

    Back tomain page Stargate SG-1


    "The President of the Unites States has ordered the formation of nine teams whose duties are to perform reconnaissance, determine threats, and, if possible, make peaceful contact with the people of these world. These teams will operate on a covert, top secret basis. No one will know of their existance except the President of the United States and the Joint Chiefs of Staff. Colonel, your team will be designated SG-9, Special Operations. You will be given a wide bearth concerning the use of force. Get the job done...that's what we need."
    --General George Hammond, USAF

    Game System: G.U.R.P.S.

    Current Status: inactive

    The Campaign
    Stargate SG-1 is a scenario designed by Erich Paganotti for the G.U.R.P.S. system. Based on the movie Stargate and the original Showtime series Stargate SG-1, the game has developed into a military based science fiction in which the players take on the role of top notch special operations commandos from the U.S. Army Rangers, Navy Seals, the Air Force Special Operations, or the Marine Force Recon, with the mission of covert reconnaissance into the thousands of Stargates leading to who knows where...

    Materials
    Several 6-sided (basic) dice are needed for this game.
    Familiarity with the movie Stargate and the series Stargate SG-1 are required for playing this game.

    written by E. Paganotti

    Back tomain page SpellFire: Master the Magic

    Game System: TSR

    LHS RPC Members in Game: 4

    The Game
    The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. As each player is trying to build his empire, other players are trying to destroy it. Players use fantasy heroes (from our favorite AD&D campaign settings) to attack and defend their empires. These champions are aided by spells, magical items, artifacts, events, and allies. If the attack is successful, a part of the defender's empire is "razed," or defeated.
    In any game, the idea is to have fun. Don't get hung up on rules, technicalities, or play "touch rules." No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn't understand what was going on. Remember, it's just a game!

    Terms

  • Abyss : Cards which are sent to the abyss are out of play for the rest of the current game. A card can't be retrieved from the abyss by any means.

  • Allies : By playing these cards you can increase a champion's level in combat. Some allies give the champion additional special powers, too.

  • Artifacts : An artifact is a special device, which can only be attached to a champion from the same world. Most artifacts give the champion additional special abbilities and/or increase his level.

  • Champion : A champion is a card with a hero, cleric, wizard, monster, psionicist, or thief icon in the upper left corner of the card. Only champions can attack or defend a realm.

  • Cleric : A cleric is a champion, who is able to cast cleric spells.

  • Heroes : A hero is a champion, who is able to use unarmed combat cards.

  • Monsters : A monster is another kind of champion, who, in most cases, is unable to cast any spells.

  • Thieves : A thief is a champion who is able to use thief skills. Thieves were introduced in the Nightstalkers booster set.

  • Psionicist : A psionicist is a champion who is able to use psionic powers, usually with another granted ability.

  • Wizards : Wizards are champions, who are able to cast wizard spells.

  • Events : Event-cards can be played at any time. The special power of an event takes effect immediately. After being played an event is not discarded, it is sent to the abyss.

  • Flyers : Flyers are able to attack any realm (not only the front realm in the formation), as long as it is not immune to flyers.

  • Formation : The arrangement of realm cards in front of a player is called formation. It looks like a pyramid with the base facing the owning player. In a standard-game you'll have a six-card pyramid. (see Setting)

  • Holdings : Holdings are always attached to realms. They give the realms additional powers, or the defending champions additional levels. Holding and realm must be from the same world.

  • Limbo : Limbo is where the cards go when they are not in play, but cannot be placed in the player's hand, discard pile, or draw pile. They are generally placed on the left side of the formation, face down. Cards in Limbo are considered out of play until they return (depending on the situation which put them there in the first place).

  • Magical Item : A magical item card has a ring as icon in the upper left corner. Items can be carried by a champion, who gets extra level or powers by the item.

  • Pool : The pool is the place where all champions, artifacts and magical items are kept, if they are not in combat or in the player's hand. There is no limit for the number of cards in a pool. If a player has no realm, he can have no pool.

  • Realms : A realm is a kingdom or place owned by a player. A realm can be attacked by the opposing player and defended by the owning player. If a realm is succsessfully attacked (the owning player did not defend) the realm is razed, which means it is placed face down.

  • Setting :

  • Spells : Spells can be cast by clerics or wizards. The icon of the spell and the champion must be the same (except for the color). Spells give the champion additional levels and/or powers.

    Materials
    At least two SpellFire card decks are needed. This isn't a problem since they are usually sold in packs of two. Any standard deck is acceptable, but many people prefer to use a personalized deck.

    written by M. Rodriguez

    Back tomain page
    Vampire: The Masquerade

    "Bela Lugosi's dead and so am I. But what's left of Bela is rotting in a pine coffin somewhere, while I have the opportunity to sit here on the balcony, enjoy my drink and look at you. Correct me if I'm being presumptious, but I suspect that I have the better end of the deal.
    I can tell by looking at you that you're not comprehending. Of course you're not... These are cynical, rational times, and you're not going to believe that I'm a dead man just because I say so. A century ago it would have been different... Well, it was quite different the last time I had this little talk with someone... but this is the age of
    Facts. And the facts are that corpses don't move, don't walk, don't talk. I'm terribly sorry, my dear, but I have a suprise for you: This corpse does."
    --from A Gathering of Beasts

    Game System: White Wolf

    Campaign Setting: anywhere the night may settle

    Current Status: inactive

    The Campaign
    Vampire the Masquerade is a fantasy role playing game where you get to take on the role of a vampire in a modern day city. Most groups will consist of 2 to 6 players with one player taking on the role of the storyteller. The storyteller sets the scene and like a dungeon master, is basicly in charge of every other character in the city except for the players. The players are in charge of their Characters and everything they can do. As they earn experience (through good role playing) they can learn more powerful Vampyric traits. But no matter how powerful they get, they must remember to never break the masquerade. The masquerade is the hiding of the fact that Vampires exist to humans. Should your vampire break the masquerade he probably won't survive the evening. But what's one little rule like the masquerade in exchange for eternal life? (or unlife if you prefer) Either way it's a whole lot better then rotting away in a pine box somewhere. So bring your 10-sided dice and your imagination and join the masquerade.

    written by M. Hall

    Back tomain page The Lehman High School Role Playing Club


    Games We Play

    Advanced Dungeons and Dragons 3rd Edition
    GreyHawk Adventures
    Ravenloft Adventures
    Forgotten Realms Adventures
    DragonLance Adventures
    Spellfire: Master The Magic

    Hail and well met, my friends!
    Upon these pages one can learn all about the
    Herbert H. Lehman High School Role-Playing Club.
    The different games played, the club members, and all the information you need to join is right here. If you have any questions, you can ask the dragon at the bottom of the page.






    Other Games


    Magic:The Gathering
    Vampire:The Masquerade
    GunSmoke
    StarGate
    GemStone


    Information
    What Is A Role-Playing Game?
    How Can I Join the LHS RPC?
    General Information
    Club Officers and Members
    Recent News
    LHS RPC Glossary






    Helpful Links
    Wizards of the Coast
    The Official RPGA Site
    Stargate Command
    Steve Jackson Games
    Adventurer's Guild Online Living Greyhawk
    Egroups: Keoland
    The Verbobonc Home Page
    The Keoland Home Page




    Official Home of the Dancing Kokopeli

    Last updated October 2000
    Magic: The Gathering

    Madame Mim: "Do you want to fight? Do you want to have a Wizard's Duel?"
    Merlin: "Ach, as you wish Madam"
    Madame Mim: "Well come on... step outside"
    Merlin: "After you, Madam"
    They march out of Mim's house to a forest clearing and the Owl and the Apprentice look on excitedly
    Owl: "What what what what... what's up boy? What's going on?"
    Apprentice: "They're having a wizard's duel, what's that mean?"
    Owl: "Oh, it's a battle of wits..."

    Extract from "The Sword in the Stone", ©The Walt Disney Company

    Game System: Strategic Collectable Card Game

    The Campaign

    Magic is a card game which allows the wizards (players) to test out their spell books (decks) against each other, just like the duel Merlin and Madame Mim have in The Sword in the Stone

    Each player takes the part of a wizard, and uses a deck of cards to represent the wizard's spell book.

    Each player uses a deck constructed of around 60 cards from a pool of over 1400 possible cards.

    Because of the random nature of the cards used in play, the game is always different, always new. Each game is likely to introduce the player to cards he/she has not seen before, so the player is constantly learning, absorbing new aspects of game play.

    Some cards represent spells or powers, while others represent the land (mana) which makes the spell or power happen. Like an electronic game machine needs batteries to run, the spell cards need land (mana) to run. Each card is different, the text on the card tells the player what it does and how and when to use it. Reading through the rule book once will give players an understanding of the basic game, and is highly recommended.

    The winner is the first player to reduce his/her opponent to zero points, both players start with 20 each.

    The Learning Opportunities

    In a typical game, each player will use varying skills and abilities of his/her own while deciding which card to use, as chess players do when deciding which piece to move. Naturally, through practise these skills are improved. Indeed, we know of many families who have written to us, to tell us of their children overcoming various learning difficulties through playing Magic.

    • Strategy
    • Arithmetic
    • Maths, particularly comparative and combinatory
    • Communication
    • Decision Making
    • Social Interaction

    In deck-building, where each player selects which cards will go into the deck from his/her total pool, care must be taken. Cards chosen to go well together will form a more effective deck than simple random selection. Making the choice of which cards to combine involves not only maths, but also an awareness of resource management - some spells are more expensive than others, needing more land (mana) cards. The player must decide on a balance of cards to create the deck. Naturally new players will have a limited card pool and will probably be restricted in the positive choices they can make at first.

    • Resource Management
    • Decision making
    • Arithmetic
    • Maths, particularly comparative and combinatory
    To reach a greater card pool, to build more effective decks, many players trade cards with one another, in much the same way as football cards or stickers are traded. This builds the player's communication and negotiating skills, enhancing self image and confidence. As in any trading situation, the player needs an awareness of the value of their own 'goods' as well as those with whom they are trading. Further, they must be able to decide which 'goods' they are prepared to part with and for what 'price'. When trading marbles a child may well declare a "steelie" to be worth "four glassies", similarly Magic players have been heard to declare a "rare card" to be worth "3 Uncommons" or "11 Commons".
    • Value judgements
    • Decision Making
    • Communication
    • Negotiation
    • Arithmetic
    • Social Interaction
    The imagery and setting used in the game and depicted through lavish artwork is, in and of itself fascinating to the players. It is a gateway into a land of fabulous tales, and has given rise to associated fiction detailing the stories behind some of the more interesting characters depicted on the cards. This has proven to be invaluable to parents and teachers in encouraging children to read more.
    • Increased reading age
    • Appreciation of reading as a pastime
    In conclusion, it is perhaps not surprising that a game designed for fun has been deemed worthy of recognition by MENSA, who named Magic one of the top five mind games in 1994. As a learning tool, teachers and parents alike appreciate a game which is thoroughly acceptable and fascinating for children, and in no way suffers from being "obviously" an educational game. As a means to increase family and generation-gap spanning communication, the letters we receive are testimony to the ability of the game to encourage interaction and enhance relationships.

    In short, this game is good. It's good fun to play, and it's a good education opportunity for the players.

    supplied by E. Paganotti

    Back tomain page Greyhawke

    A bird of prey circles above. The stench of burnt dwellings and death still cling to you. The dark one, Iuz the evil, has driven you from your home, as he has with so many others before you. You must fight back. You swear upon your blade to the gods of vengance and continue on to adventure. Welcome to Greyhawke.

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Greyhawke

    Character Level: 5-8

    Current Status: ACTIVE

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    The world of Greyhawke is a fantasy setting for the AD&D game, where your character embarks on high adventure through the world of Oerth. Here magic courses through the air, wielded by powerful sorcerers. The constant ring of steel can be heard over scores of battlefields as nations grapple for power. Your character joins the adventure to fight alongside the powers of justice and virtue, and in doing so, joins a rich tradition of epic fantasy.

    From the good kingdom of Tarantia, ruled by the paladin-king Dalan Rex, to the tortured lands of pain ruled by the demon-prince Iuz, there are adventures awaiting your arrival. In the center is the fabled free city of Greyhawke, where all powers meet equally on neutral ground. Here, heroes are made, but fools die quickly. In the city, you can share a tankard of ale and stories with the great wizard Mordenkainen, or wind up on the wrong side of the nearly all-powerful thieves guild.

    Adventurers like yourself are welcome here in the city of Greyhawke. Legendary figures such as Lord Dorian, Perryman Sunstar, and Baron Sysyphus Cain have at times called this place home. The reclusive groups of wizards known as the Circle of Eight guard it from the constantly threatening daggers and spells from the assassins of the Scarlet Brotherhood.

    So take upon your steed, adventurer, for there is treasure and fame to be had. Along the way you will meet friend and foe, and danger, of course, lies behind every corner. Merry met, and I bid you well!

    Week's Clue:

    Fighter, mage, rogue, monk, bard
    The road you travel is sure to be hard
    A Hand and an Eye are the powers you seek
    And with such power, the strong will be meek

    written by E. Paganotti

    Back tomain page

    Ravenloft

    "I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was good and just. I thundered across the land like the wrath of a just god. But the war years and the killing years wore down my soul as the wind wears stone into sand... all goodness slipped from my life."
    From "The Tome of Strahd"

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Ravenloft

    Character Level: any

    Current Status: Semi-active

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    Enter Ravenloft. A game world for the AD&D game in which your worst nightmares become reality! Gothic horror breathes its cold breath into the AD&D game with in the borders of an isolated demi-plane of dread known only as Ravenloft.

    Ravenloft, like traditional gothics, is a world of startling beauty, seductive settings that have at once allure and a cold, lonely edge. By day, the settings are breathtaking. But when night falls, she cloaks the world in impenetrable darkness. A chill rises from the soil and contaminates the air. A mist forms from nowhere. Horror and madness on levels you cannot fathom assault your defenseless mind. You try to run, but cannot. You try to fight off the growing paranoia, but fail. You are being watched...followed...stalked...

    Can you last until the dawn?

    Week's Clue:
    "Do you believe that I have given up my quest for freedom? Ignorant fools! I have not forgotten you. My vengeance shall overwhelm you. Your pathetic lives shall be mine. I shall be free of this accursed realm of nightmares soon…very soon. And then you shall know fear."

    written by E. Paganotti

    Back tomain page Forgotten Realms

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Forgotten Realms

    Player Level: 7-11

    Current Status: Active

    Game Master: Zablocki

    LHS RPC Members in Game: 6

    The Campaign
    Enter a world of amazement and intrigue. Of laughter and loss. In this world there are no boundaries or limits, go where you wish, do as you want. Live and learn, or fail and perish. Those are your options.
    Fight through ancient dungeons or travel through the vast cities throught the land of Toril. Have tea with Volo, or clash swords with The Zhentarem, or even catch a glimpse of the legendary Elminster. A lands of mystery and wonder await your eyes. Would you like to take that first step and trek into uncharted lands or travel amongst legends and see the unspeakable?
    Time lasts forever for those who truly seek adventure.

    written by R. Zablocki

    Back tomain page Stargate SG-1


    "The President of the Unites States has ordered the formation of nine teams whose duties are to perform reconnaissance, determine threats, and, if possible, make peaceful contact with the people of these world. These teams will operate on a covert, top secret basis. No one will know of their existance except the President of the United States and the Joint Chiefs of Staff. Colonel, your team will be designated SG-9, Special Operations. You will be given a wide bearth concerning the use of force. Get the job done...that's what we need."
    --General George Hammond, USAF

    Game System: G.U.R.P.S.

    Current Status: inactive

    The Campaign
    Stargate SG-1 is a scenario designed by Erich Paganotti for the G.U.R.P.S. system. Based on the movie Stargate and the original Showtime series Stargate SG-1, the game has developed into a military based science fiction in which the players take on the role of top notch special operations commandos from the U.S. Army Rangers, Navy Seals, the Air Force Special Operations, or the Marine Force Recon, with the mission of covert reconnaissance into the thousands of Stargates leading to who knows where...

    Materials
    Several 6-sided (basic) dice are needed for this game.
    Familiarity with the movie Stargate and the series Stargate SG-1 are required for playing this game.

    written by E. Paganotti

    Back tomain page SpellFire: Master the Magic

    Game System: TSR

    LHS RPC Members in Game: 4

    The Game
    The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. As each player is trying to build his empire, other players are trying to destroy it. Players use fantasy heroes (from our favorite AD&D campaign settings) to attack and defend their empires. These champions are aided by spells, magical items, artifacts, events, and allies. If the attack is successful, a part of the defender's empire is "razed," or defeated.
    In any game, the idea is to have fun. Don't get hung up on rules, technicalities, or play "touch rules." No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn't understand what was going on. Remember, it's just a game!

    Terms

  • Abyss : Cards which are sent to the abyss are out of play for the rest of the current game. A card can't be retrieved from the abyss by any means.

  • Allies : By playing these cards you can increase a champion's level in combat. Some allies give the champion additional special powers, too.

  • Artifacts : An artifact is a special device, which can only be attached to a champion from the same world. Most artifacts give the champion additional special abbilities and/or increase his level.

  • Champion : A champion is a card with a hero, cleric, wizard, monster, psionicist, or thief icon in the upper left corner of the card. Only champions can attack or defend a realm.

  • Cleric : A cleric is a champion, who is able to cast cleric spells.

  • Heroes : A hero is a champion, who is able to use unarmed combat cards.

  • Monsters : A monster is another kind of champion, who, in most cases, is unable to cast any spells.

  • Thieves : A thief is a champion who is able to use thief skills. Thieves were introduced in the Nightstalkers booster set.

  • Psionicist : A psionicist is a champion who is able to use psionic powers, usually with another granted ability.

  • Wizards : Wizards are champions, who are able to cast wizard spells.

  • Events : Event-cards can be played at any time. The special power of an event takes effect immediately. After being played an event is not discarded, it is sent to the abyss.

  • Flyers : Flyers are able to attack any realm (not only the front realm in the formation), as long as it is not immune to flyers.

  • Formation : The arrangement of realm cards in front of a player is called formation. It looks like a pyramid with the base facing the owning player. In a standard-game you'll have a six-card pyramid. (see Setting)

  • Holdings : Holdings are always attached to realms. They give the realms additional powers, or the defending champions additional levels. Holding and realm must be from the same world.

  • Limbo : Limbo is where the cards go when they are not in play, but cannot be placed in the player's hand, discard pile, or draw pile. They are generally placed on the left side of the formation, face down. Cards in Limbo are considered out of play until they return (depending on the situation which put them there in the first place).

  • Magical Item : A magical item card has a ring as icon in the upper left corner. Items can be carried by a champion, who gets extra level or powers by the item.

  • Pool : The pool is the place where all champions, artifacts and magical items are kept, if they are not in combat or in the player's hand. There is no limit for the number of cards in a pool. If a player has no realm, he can have no pool.

  • Realms : A realm is a kingdom or place owned by a player. A realm can be attacked by the opposing player and defended by the owning player. If a realm is succsessfully attacked (the owning player did not defend) the realm is razed, which means it is placed face down.

  • Setting :

  • Spells : Spells can be cast by clerics or wizards. The icon of the spell and the champion must be the same (except for the color). Spells give the champion additional levels and/or powers.

    Materials
    At least two SpellFire card decks are needed. This isn't a problem since they are usually sold in packs of two. Any standard deck is acceptable, but many people prefer to use a personalized deck.

    written by M. Rodriguez

    Back tomain page
    Vampire: The Masquerade

    "Bela Lugosi's dead and so am I. But what's left of Bela is rotting in a pine coffin somewhere, while I have the opportunity to sit here on the balcony, enjoy my drink and look at you. Correct me if I'm being presumptious, but I suspect that I have the better end of the deal.
    I can tell by looking at you that you're not comprehending. Of course you're not... These are cynical, rational times, and you're not going to believe that I'm a dead man just because I say so. A century ago it would have been different... Well, it was quite different the last time I had this little talk with someone... but this is the age of
    Facts. And the facts are that corpses don't move, don't walk, don't talk. I'm terribly sorry, my dear, but I have a suprise for you: This corpse does."
    --from A Gathering of Beasts

    Game System: White Wolf

    Campaign Setting: anywhere the night may settle

    Current Status: inactive

    The Campaign
    Vampire the Masquerade is a fantasy role playing game where you get to take on the role of a vampire in a modern day city. Most groups will consist of 2 to 6 players with one player taking on the role of the storyteller. The storyteller sets the scene and like a dungeon master, is basicly in charge of every other character in the city except for the players. The players are in charge of their Characters and everything they can do. As they earn experience (through good role playing) they can learn more powerful Vampyric traits. But no matter how powerful they get, they must remember to never break the masquerade. The masquerade is the hiding of the fact that Vampires exist to humans. Should your vampire break the masquerade he probably won't survive the evening. But what's one little rule like the masquerade in exchange for eternal life? (or unlife if you prefer) Either way it's a whole lot better then rotting away in a pine box somewhere. So bring your 10-sided dice and your imagination and join the masquerade.

    written by M. Hall

    Back tomain page The Lehman High School Role Playing Club


    Games We Play

    Advanced Dungeons and Dragons 3rd Edition
    GreyHawk Adventures
    Ravenloft Adventures
    Forgotten Realms Adventures
    DragonLance Adventures
    Spellfire: Master The Magic

    Hail and well met, my friends!
    Upon these pages one can learn all about the
    Herbert H. Lehman High School Role-Playing Club.
    The different games played, the club members, and all the information you need to join is right here. If you have any questions, you can ask the dragon at the bottom of the page.






    Other Games


    Magic:The Gathering
    Vampire:The Masquerade
    GunSmoke
    StarGate
    GemStone


    Information
    What Is A Role-Playing Game?
    How Can I Join the LHS RPC?
    General Information
    Club Officers and Members
    Recent News
    LHS RPC Glossary






    Helpful Links
    Wizards of the Coast
    The Official RPGA Site
    Stargate Command
    Steve Jackson Games
    Adventurer's Guild Online Living Greyhawk
    Egroups: Keoland
    The Verbobonc Home Page
    The Keoland Home Page




    Official Home of the Dancing Kokopeli

    Last updated October 2000
    Magic: The Gathering

    Madame Mim: "Do you want to fight? Do you want to have a Wizard's Duel?"
    Merlin: "Ach, as you wish Madam"
    Madame Mim: "Well come on... step outside"
    Merlin: "After you, Madam"
    They march out of Mim's house to a forest clearing and the Owl and the Apprentice look on excitedly
    Owl: "What what what what... what's up boy? What's going on?"
    Apprentice: "They're having a wizard's duel, what's that mean?"
    Owl: "Oh, it's a battle of wits..."

    Extract from "The Sword in the Stone", ©The Walt Disney Company

    Game System: Strategic Collectable Card Game

    The Campaign

    Magic is a card game which allows the wizards (players) to test out their spell books (decks) against each other, just like the duel Merlin and Madame Mim have in The Sword in the Stone

    Each player takes the part of a wizard, and uses a deck of cards to represent the wizard's spell book.

    Each player uses a deck constructed of around 60 cards from a pool of over 1400 possible cards.

    Because of the random nature of the cards used in play, the game is always different, always new. Each game is likely to introduce the player to cards he/she has not seen before, so the player is constantly learning, absorbing new aspects of game play.

    Some cards represent spells or powers, while others represent the land (mana) which makes the spell or power happen. Like an electronic game machine needs batteries to run, the spell cards need land (mana) to run. Each card is different, the text on the card tells the player what it does and how and when to use it. Reading through the rule book once will give players an understanding of the basic game, and is highly recommended.

    The winner is the first player to reduce his/her opponent to zero points, both players start with 20 each.

    The Learning Opportunities

    In a typical game, each player will use varying skills and abilities of his/her own while deciding which card to use, as chess players do when deciding which piece to move. Naturally, through practise these skills are improved. Indeed, we know of many families who have written to us, to tell us of their children overcoming various learning difficulties through playing Magic.

    • Strategy
    • Arithmetic
    • Maths, particularly comparative and combinatory
    • Communication
    • Decision Making
    • Social Interaction

    In deck-building, where each player selects which cards will go into the deck from his/her total pool, care must be taken. Cards chosen to go well together will form a more effective deck than simple random selection. Making the choice of which cards to combine involves not only maths, but also an awareness of resource management - some spells are more expensive than others, needing more land (mana) cards. The player must decide on a balance of cards to create the deck. Naturally new players will have a limited card pool and will probably be restricted in the positive choices they can make at first.

    • Resource Management
    • Decision making
    • Arithmetic
    • Maths, particularly comparative and combinatory
    To reach a greater card pool, to build more effective decks, many players trade cards with one another, in much the same way as football cards or stickers are traded. This builds the player's communication and negotiating skills, enhancing self image and confidence. As in any trading situation, the player needs an awareness of the value of their own 'goods' as well as those with whom they are trading. Further, they must be able to decide which 'goods' they are prepared to part with and for what 'price'. When trading marbles a child may well declare a "steelie" to be worth "four glassies", similarly Magic players have been heard to declare a "rare card" to be worth "3 Uncommons" or "11 Commons".
    • Value judgements
    • Decision Making
    • Communication
    • Negotiation
    • Arithmetic
    • Social Interaction
    The imagery and setting used in the game and depicted through lavish artwork is, in and of itself fascinating to the players. It is a gateway into a land of fabulous tales, and has given rise to associated fiction detailing the stories behind some of the more interesting characters depicted on the cards. This has proven to be invaluable to parents and teachers in encouraging children to read more.
    • Increased reading age
    • Appreciation of reading as a pastime
    In conclusion, it is perhaps not surprising that a game designed for fun has been deemed worthy of recognition by MENSA, who named Magic one of the top five mind games in 1994. As a learning tool, teachers and parents alike appreciate a game which is thoroughly acceptable and fascinating for children, and in no way suffers from being "obviously" an educational game. As a means to increase family and generation-gap spanning communication, the letters we receive are testimony to the ability of the game to encourage interaction and enhance relationships.

    In short, this game is good. It's good fun to play, and it's a good education opportunity for the players.

    supplied by E. Paganotti

    Back tomain page Greyhawke

    A bird of prey circles above. The stench of burnt dwellings and death still cling to you. The dark one, Iuz the evil, has driven you from your home, as he has with so many others before you. You must fight back. You swear upon your blade to the gods of vengance and continue on to adventure. Welcome to Greyhawke.

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Greyhawke

    Character Level: 5-8

    Current Status: ACTIVE

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    The world of Greyhawke is a fantasy setting for the AD&D game, where your character embarks on high adventure through the world of Oerth. Here magic courses through the air, wielded by powerful sorcerers. The constant ring of steel can be heard over scores of battlefields as nations grapple for power. Your character joins the adventure to fight alongside the powers of justice and virtue, and in doing so, joins a rich tradition of epic fantasy.

    From the good kingdom of Tarantia, ruled by the paladin-king Dalan Rex, to the tortured lands of pain ruled by the demon-prince Iuz, there are adventures awaiting your arrival. In the center is the fabled free city of Greyhawke, where all powers meet equally on neutral ground. Here, heroes are made, but fools die quickly. In the city, you can share a tankard of ale and stories with the great wizard Mordenkainen, or wind up on the wrong side of the nearly all-powerful thieves guild.

    Adventurers like yourself are welcome here in the city of Greyhawke. Legendary figures such as Lord Dorian, Perryman Sunstar, and Baron Sysyphus Cain have at times called this place home. The reclusive groups of wizards known as the Circle of Eight guard it from the constantly threatening daggers and spells from the assassins of the Scarlet Brotherhood.

    So take upon your steed, adventurer, for there is treasure and fame to be had. Along the way you will meet friend and foe, and danger, of course, lies behind every corner. Merry met, and I bid you well!

    Week's Clue:

    Fighter, mage, rogue, monk, bard
    The road you travel is sure to be hard
    A Hand and an Eye are the powers you seek
    And with such power, the strong will be meek

    written by E. Paganotti

    Back tomain page

    Ravenloft

    "I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was good and just. I thundered across the land like the wrath of a just god. But the war years and the killing years wore down my soul as the wind wears stone into sand... all goodness slipped from my life."
    From "The Tome of Strahd"

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Ravenloft

    Character Level: any

    Current Status: Semi-active

    Game Master: Paganotti

    LHS RPC Members in Game: 6

    The Campaign
    Enter Ravenloft. A game world for the AD&D game in which your worst nightmares become reality! Gothic horror breathes its cold breath into the AD&D game with in the borders of an isolated demi-plane of dread known only as Ravenloft.

    Ravenloft, like traditional gothics, is a world of startling beauty, seductive settings that have at once allure and a cold, lonely edge. By day, the settings are breathtaking. But when night falls, she cloaks the world in impenetrable darkness. A chill rises from the soil and contaminates the air. A mist forms from nowhere. Horror and madness on levels you cannot fathom assault your defenseless mind. You try to run, but cannot. You try to fight off the growing paranoia, but fail. You are being watched...followed...stalked...

    Can you last until the dawn?

    Week's Clue:
    "Do you believe that I have given up my quest for freedom? Ignorant fools! I have not forgotten you. My vengeance shall overwhelm you. Your pathetic lives shall be mine. I shall be free of this accursed realm of nightmares soon…very soon. And then you shall know fear."

    written by E. Paganotti

    Back tomain page Forgotten Realms

    Game System: Advanced Dungeons and Dragons

    Campaign Setting: Forgotten Realms

    Player Level: 7-11

    Current Status: Active

    Game Master: Zablocki

    LHS RPC Members in Game: 6

    The Campaign
    Enter a world of amazement and intrigue. Of laughter and loss. In this world there are no boundaries or limits, go where you wish, do as you want. Live and learn, or fail and perish. Those are your options.
    Fight through ancient dungeons or travel through the vast cities throught the land of Toril. Have tea with Volo, or clash swords with The Zhentarem, or even catch a glimpse of the legendary Elminster. A lands of mystery and wonder await your eyes. Would you like to take that first step and trek into uncharted lands or travel amongst legends and see the unspeakable?
    Time lasts forever for those who truly seek adventure.

    written by R. Zablocki

    Back tomain page Stargate SG-1


    "The President of the Unites States has ordered the formation of nine teams whose duties are to perform reconnaissance, determine threats, and, if possible, make peaceful contact with the people of these world. These teams will operate on a covert, top secret basis. No one will know of their existance except the President of the United States and the Joint Chiefs of Staff. Colonel, your team will be designated SG-9, Special Operations. You will be given a wide bearth concerning the use of force. Get the job done...that's what we need."
    --General George Hammond, USAF

    Game System: G.U.R.P.S.

    Current Status: inactive

    The Campaign
    Stargate SG-1 is a scenario designed by Erich Paganotti for the G.U.R.P.S. system. Based on the movie Stargate and the original Showtime series Stargate SG-1, the game has developed into a military based science fiction in which the players take on the role of top notch special operations commandos from the U.S. Army Rangers, Navy Seals, the Air Force Special Operations, or the Marine Force Recon, with the mission of covert reconnaissance into the thousands of Stargates leading to who knows where...

    Materials
    Several 6-sided (basic) dice are needed for this game.
    Familiarity with the movie Stargate and the series Stargate SG-1 are required for playing this game.

    written by E. Paganotti

    Back tomain page SpellFire: Master the Magic

    Game System: TSR

    LHS RPC Members in Game: 4

    The Game
    The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. As each player is trying to build his empire, other players are trying to destroy it. Players use fantasy heroes (from our favorite AD&D campaign settings) to attack and defend their empires. These champions are aided by spells, magical items, artifacts, events, and allies. If the attack is successful, a part of the defender's empire is "razed," or defeated.
    In any game, the idea is to have fun. Don't get hung up on rules, technicalities, or play "touch rules." No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn't understand what was going on. Remember, it's just a game!

    Terms

  • Abyss : Cards which are sent to the abyss are out of play for the rest of the current game. A card can't be retrieved from the abyss by any means.

  • Allies : By playing these cards you can increase a champion's level in combat. Some allies give the champion additional special powers, too.

  • Artifacts : An artifact is a special device, which can only be attached to a champion from the same world. Most artifacts give the champion additional special abbilities and/or increase his level.

  • Champion : A champion is a card with a hero, cleric, wizard, monster, psionicist, or thief icon in the upper left corner of the card. Only champions can attack or defend a realm.

  • Cleric : A cleric is a champion, who is able to cast cleric spells.

  • Heroes : A hero is a champion, who is able to use unarmed combat cards.

  • Monsters : A monster is another kind of champion, who, in most cases, is unable to cast any spells.

  • Thieves : A thief is a champion who is able to use thief skills. Thieves were introduced in the Nightstalkers booster set.

  • Psionicist : A psionicist is a champion who is able to use psionic powers, usually with another granted ability.

  • Wizards : Wizards are champions, who are able to cast wizard spells.

  • Events : Event-cards can be played at any time. The special power of an event takes effect immediately. After being played an event is not discarded, it is sent to the abyss.

  • Flyers : Flyers are able to attack any realm (not only the front realm in the formation), as long as it is not immune to flyers.

  • Formation : The arrangement of realm cards in front of a player is called formation. It looks like a pyramid with the base facing the owning player. In a standard-game you'll have a six-card pyramid. (see Setting)

  • Holdings : Holdings are always attached to realms. They give the realms additional powers, or the defending champions additional levels. Holding and realm must be from the same world.

  • Limbo : Limbo is where the cards go when they are not in play, but cannot be placed in the player's hand, discard pile, or draw pile. They are generally placed on the left side of the formation, face down. Cards in Limbo are considered out of play until they return (depending on the situation which put them there in the first place).

  • Magical Item : A magical item card has a ring as icon in the upper left corner. Items can be carried by a champion, who gets extra level or powers by the item.

  • Pool : The pool is the place where all champions, artifacts and magical items are kept, if they are not in combat or in the player's hand. There is no limit for the number of cards in a pool. If a player has no realm, he can have no pool.

  • Realms : A realm is a kingdom or place owned by a player. A realm can be attacked by the opposing player and defended by the owning player. If a realm is succsessfully attacked (the owning player did not defend) the realm is razed, which means it is placed face down.

  • Setting :

  • Spells : Spells can be cast by clerics or wizards. The icon of the spell and the champion must be the same (except for the color). Spells give the champion additional levels and/or powers.

    Materials
    At least two SpellFire card decks are needed. This isn't a problem since they are usually sold in packs of two. Any standard deck is acceptable, but many people prefer to use a personalized deck.

    written by M. Rodriguez

    Back tomain page
    Vampire: The Masquerade

    "Bela Lugosi's dead and so am I. But what's left of Bela is rotting in a pine coffin somewhere, while I have the opportunity to sit here on the balcony, enjoy my drink and look at you. Correct me if I'm being presumptious, but I suspect that I have the better end of the deal.
    I can tell by looking at you that you're not comprehending. Of course you're not... These are cynical, rational times, and you're not going to believe that I'm a dead man just because I say so. A century ago it would have been different... Well, it was quite different the last time I had this little talk with someone... but this is the age of
    Facts. And the facts are that corpses don't move, don't walk, don't talk. I'm terribly sorry, my dear, but I have a suprise for you: This corpse does."
    --from A Gathering of Beasts

    Game System: White Wolf

    Campaign Setting: anywhere the night may settle

    Current Status: inactive

    The Campaign
    Vampire the Masquerade is a fantasy role playing game where you get to take on the role of a vampire in a modern day city. Most groups will consist of 2 to 6 players with one player taking on the role of the storyteller. The storyteller sets the scene and like a dungeon master, is basicly in charge of every other character in the city except for the players. The players are in charge of their Characters and everything they can do. As they earn experience (through good role playing) they can learn more powerful Vampyric traits. But no matter how powerful they get, they must remember to never break the masquerade. The masquerade is the hiding of the fact that Vampires exist to humans. Should your vampire break the masquerade he probably won't survive the evening. But what's one little rule like the masquerade in exchange for eternal life? (or unlife if you prefer) Either way it's a whole lot better then rotting away in a pine box somewhere. So bring your 10-sided dice and your imagination and join the masquerade.

    written by M. Hall

    Back tomain page The Lehman High School Role Playing Club


    Games We Play

    Advanced Dungeons and Dragons 3rd Edition
    GreyHawk Adventures
    Ravenloft Adventures
    Forgotten Realms Adventures
    DragonLance Adventures
    Spellfire: Master The Magic

    Hail and well met, my friends!
    Upon these pages one can learn all about the
    Herbert H. Lehman High School Role-Playing Club.
    The different games played, the club members, and all the information you need to join is right here. If you have any questions, you can ask the dragon at the bottom of the page.






    Other Games


    Magic:The Gathering
    Vampire:The Masquerade
    GunSmoke
    StarGate
    GemStone


    Information
    What Is A Role-Playing Game?
    How Can I Join the LHS RPC?
    General Information
    Club Officers and Members
    Recent News
    LHS RPC Glossary






    Helpful Links
    Wizards of the Coast
    The Official RPGA Site
    Stargate Command
    Steve Jackson Games
    Adventurer's Guild Online Living Greyhawk
    Egroups: Keoland
    The Verbobonc Home Page
    The Keoland Home Page




    Official