Saturday, July 23, 2011
Castle Falkenstein, Wizard Speak
The game to me seems to be one part Shadowrun and one part Space 1889 which are both games I like the idea of. The layout of the game is done as a diary of a real world game designer drawn into a magical realm. The blog name is Quag Keep right so I think that works for me. I can't imagine why I have not played this game other than I just don't have time to play anymore.
Castle Falkenstein won the 1994 Origins Award for Best Gaming Rules. The idea of switching to cards instead of dice at first seems a little bit like a gimmick but in the end you can see it adds to the flavor of the game from what I have heard. Never having played it I can't speak to that. The use of cards could make it easier to play in non standard locales and you also don't have the sound of dice being rolled all the time.
The one thing that is considered a plus in many peoples eyes is that might be a detractor for me is the fact that it is set in Europe and not in England. I have nothing against Europe I am just an anglophile at heart. It is called the Victorian Age for a reason after all isn't it. This could add a flavor to the game that would help give it that just a little off feel that is sometimes helpful. Still the location would not be enough to make me to not want to play the game.
This is the original R. Talsorian Games version. There was a GURPS version of the game that was released in 2000. I have never had a chance to play that either but GURPS is usually pretty good at adapting systems so I am not sure how it would play.
If anyone has played this game I would love to hear about it and get some feedback. Then again it may just add to my want to play the game and that would lead to making plans to do so and I have told you how that seems to end up for me. Maybe I should make plans to not play the game and not win the lottery!
Range: 6 " + 1"/Level
Duration: 5 Rounds + 1 Round/Level
Ares Effect: One Creature
Casting Time: 2 Segments
Saving Throw: Special
By means of this spell the magic user assumes control over what the victim of the spell is saying. The voice will be that of the victim and will be in the language that is native to the victim or the common tongue based on the casters desire.
The caster will be mouthing the words that are said while the victim is speaking them. The victim must be within the range of the spell while this is occurring though the caster does not have to remain in visual contact.
For the first round the victim will not realize that what they are saying is not what they mean to say. The affected individual will not be able to alter the words they are saying in any way. They are not under any sort of control so they can try to communicate in other ways but they will not be able to alter or stop what is being said.
The victim is entitled to a saving throw. If the save is successful then the spell still takes effect but the words the caster are saying will be gibberish.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
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