"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Friday, March 10, 2017
Hahlmabrea
From the back of the book:
"Enter the world of Hahlmabrea, where culture dictates behavior and the Council of Hahlmabrea guides Adventurers through adventuring. Grab your Permit for Adventuring or Adventuring License and head out to explore the vast and fascinating world of Hahlmabrea.
The game of Hahlmabrea offers a complete, easy-to-use system for role players who want less hassle and more enjoyment out of their gaming sessions. Players or Adventurers are free to experiment with character concepts and role playing, for the only rules imposed on the players are that of the culture.
A simple, complete combat system and a user-definable spell system allow a great deal of flexibility in game play, yet the GM can still retain control and even participate in an adventure. Adventuring is a profession, and while there are some exceptions, Licensed Adventurers are generally respected. A full year of Adventuring must be completed in order to become a Licensed Adventurer.
"Kalek, a hill dwarf from the Kremp Mountains, had participated in many adventures, but when the Council of Hahlmabrea summoned him to their chambers, he felt a shiver run down his spine. The other members of Davoce, his adventuring group, also seemed edgy, for rumours had been circulating around the city about the terror of the Demon Mountains: a behemoth. A major threat to the land had surfaced, and Kalek knew that this adventure would have far-reaching consequences. Squaring his shoulders, taking a deep breath, and bowing to the Dukirri, Kalek entered the Council Chambers...."
Hahlmabrea offers:
A smooth-flowing Adventurer Generation system that allows players to come up with a character concept and follow it through consistently. No specific die rolls are required to become any type of Adventurer you desire. There are 14 different Folk to choose from, each with a unique history and quirks that players can embellish upon within their character concept.
A complex Adventurer Generation format that assures players a consistent character concept that will last many adventures. All of the necessary die rolls are generated during this process, so few calculations are done during game play. This reduces the frustration and anxiety caused by interrupting game play.
A spell system, based on linguistics, allows players to distort the interpretation of each spell, custom-tailoring the spell language to fit any situation. The spells are naturally-based, and they are intended to enhance and improve role play, not combat."
Subscribe to:
Post Comments (Atom)
Popular Posts
-
Finieous Fingers is the self proclaimed "World's Greatest Thief". The Finieous Treasury was published in 1981 and included all...
-
From the back of the box: Unveil the forbidden secrets of Nog and Kadar! The Nogaro River has seen the rise and fall of countless empire...
-
There is not much more that I could add to what has already been said about the #7 ranked module of all time. I am actually more of a fa...
-
Character sheets are very much a personal taste and no one character sheet is ever going to be able to claim that it is the most beloved by ...
-
The Forgotten Realms Atlas was first published back in 1990. It was written by Karen Wynn Fonstad who had previously written/created a numbe...
-
I think this may have been the first time that TSR created a module just to help sell another licensed product. It was released in 1984. The...
-
B10 is a module that I am not sure why it is in the B line and not the X line. I guess the intent is to give players something that they ...
-
The start of a campaign may be the most time consuming portion of of the campaign for the GM. Many entry level modules give the GM a basic s...
-
The Stronghold Builder's Guidebook was written for the 3e of Dungeons & Dragons but is one that can be used by a DM for almost any g...
No comments:
Post a Comment