Friday, January 13, 2012
The Extraordinary Adventures of Baron Munchausen, Miser's Vault
This is a game I tried to pick un without having to spend too much money for a long period of time. It seems to go for more than one would expect and I was finally able to pick it up. This is the first edition and is much smaller than the later edition which I have not had a chance to see. As is often the case though I have not had a chance to play it as of yet.
This is not your traditional role playing game. It is much closer in nature to Vampire than it is AD&D. There is no dice rolling or even true combat in the game except what is told by the players. It is often called a story telling game and that is exactly what it is. A great aspect of the game is that the rule are written in character as if the good Baron is explaining things to you. There is a great review of the game in character here. It is for the newer edition of the game but the basics are still the same.
The game is each player trying to spin the best fanciful story while the other players try to interject on a limited basis things to complicate, discredit or lessen the story. It is one that would perhaps best be played with a free flowing quantity of alcohol at the table. It is not one that can played by everyone though. Players have to be creative, have a flair for the dramatic and be able to think on their feet when it comes to telling a story. I could really see this as a game that DMs play together in the dark corner of some tavern at a large convention. This game would also suit itself to play via the online Google+ functionality possibly.
If you can find a copy of the game I would suggest picking it up. There rules are not really needed past a certain point as it is fairly straightforward. If anyone ever decides to have a pick up game on Google+ I would love to hear how it goes.
"A Game of Wagers, Wine, and Competitive Lying"
Players, preferably gentlemen from good families, challenge one another to recount, as outlandishly as possible, their many exploits, occasionally wagering against the narrator's ability to incorporate complicating circumstances into the tale.
From the back of the book:
"The Extraordinary Adventures of Baron Munchausen contains a full set of rules, background, more than two hundred adventures ready to be played, a revolutionary system of mechanics that does away with dice or cards and uses money and fine wine instead, two combat systems ('duelling' and 'duelling for cowards'), quick- start rules and a great many insults against the inhabitants of various nations, but principally the French. This game can be learned in under five minutes, requires no GM or preparation, and takes about an hour to play. You will require pencil, paper, imagination, a manservant, money, a selection of fine wines, noble blood, a sense of flamboyance, and at least one attractive member of the opposite sex (optional)."
Area of Effect: One Room
Casting Time: 2 Rounds
Saving Throw: None
When this spell is cast the magic user is able to create an protective shield on the exterior of a room. This barrier does nothing more than prevent any sort of coin from leaving the confines of the room. For the purpose of this spell bullion and raw precious metals would be treated as coins.
The spell as stated above will not allow any coins to be cross any threshold of the room. The spell is not powerful enough to prevent actions such as the teleportation of coins but nothing that requires the physical transport of the coins will work. This will even apply to coins that are out of phase.
Coins can be brought into the room with no problem but once inside they can only be removed with the knowledge of a special command word and even then within limitations. The spell will allow any other item though to removed from the room without problem including gems and jewelry and magical items unless they are coins of some type.
The individual who cast the spell will have an individual coin in the room that has a command word appear on it when the spell is cast. The command phrase can only be seen by use of a detect magic spell being cast directly on the coin which will make the phrase appear. By use of the command word an individual can remove a number of coins equal to 100 times their intelligence. This ability will only work once per day and no more than three times in any given week. Each time it is used there is a 5% cumulative chance that the command word will change and appear on another coin. It will be physically impossible short of a Wish to ever remove the coin with the command phrase on it from the room.
The material component of this spell will be the coin that has the command phrase on it. The coin will be magically mixed among any other coins in the room.
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.
I love using miniatures but can't paint them for crap and I think just having the bare metal does not give the full effect. Plus lugging...
From the publishers: Volturnus: a barren, hostile world. When a pirate attack stranded your party of adventurers here, your luc...
From the web: Politics, economy, history, personalities, location ... every GM knows how challenging it is to balance all the ele...
From the back cover: Evil Denizens of the Depths: The Sahuagin. The sahuagin are known by many names. Some call them the Devil Men...
From the web: Scenario where the characters guard a caravan traveling through a dark forest, while the complications mount and the...
From the web: The Star*Drive® Campaign Setting sweeps Alternity® game adventurers into one possible future: a bright galaxy shining ...
From the web: Two weeks to save a world... Since you crash-landed here, Volturnus has been a planet of constant surpris...
From the web: The deep sea holds many perils - some known, some secret, some merely hungry...and some evil. Those who live on dry lan...
From the adventure back cover: Starmist! A new planet, discovered by a Vrusk Merchant ship. A planet whose surface is a frozen ...
From the web: The Sentinel's Bible is a tool to aid the Chosen Elect in their battle. The pages that lie ahead shed light on the ...