Wednesday, February 11, 2009

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Monastir - Review

Prime Monastery Kayah traveled across Poland at Krakow convent Conquest of 2004 and it coincided with the date of accession to the European Union Polish. Heavily wondering if I wanted to buy a new system because my Neuroshima and Witcher are often used - I miss a lot of time to kondychy high school and three sessions per week. And I'll tell you that when I saw the book when it burned him przekartkowałem warm feeling.

first thing caught my eye besides the cover, the size of the font. Fanned guide, I noticed that it was apparently loaded content. I liked the colorful drawings of the nation, and the black and white and standing on a high level. I thought: What the hell - and pulled out these five parcels. Still got the promotion plakacik - miles a surprise, because at the time of purchase I did not know about the bonus (by the way available only to persons who bought the monastery in Conqueście). So much for first impressions, because then came cold analysis.

guide consists of four chapters begins with that which is devoted to character creation. People familiar with Neuroshima not surprised. And this figure klecimy during the ten steps, during which we throw the dice on rates, divide the points between the skills and professions we choose the origin (and their assigned special features), acquire possessions and allies, we learn about the dark secrets of our character. For those who do not know Neuroshima say only that the formation of character in both the NS and in Monastir is pleasant and gives a lot of satisfaction - with one small but - here particularly satisfied with the Monastery.

As the monastery is a game that tells us about noblemen with a longer position and erstwhile fame, as well as the considerable baggage of experience (and hence mature age), it would be strange if the heroes of the game started with nothing - like, say heroes Warhammer . Hence, the hero starts the game will have a quite considerable sum of money invested in various majętnościach or investment. And here we are dealing very nice theme. Wealth to help the game master and player. Allow you to fix this first figure in the world, weaving threads around the estate players by giving him extra motivation. To the latter, allow to reduce the amount spent on the development of PD as - and sometimes generate substantial cash injections.

Another nice idea is allies. Shoe wrote about them a lot of his time at the diaries and very good that there did not adopt this idea. Well, the player buys allies. These are divided into two types: helpers and friends. You first to help the player primarily for tangible benefits, and friends for ... hm ... friendship. It is important that the allies are not dead letters on a card. Oh, no. Players are paying dearly for them, and together with the GM gives them character. The stronger the tie ally with the figure, the greater the possibility of using such, but the same is more work on clarifying its nature, lifestyle, appearance. Ally is an ally of both form and MG. This is another anchor points for the adventurous, a further motivation for the player - as an ally is not only a pleasure, you also have responsibilities. Instrumental approach ally leads to a decrease by virtue of their relationship, moreover, the player's own experience points at the expense of developing skills ally. This category opens up new opportunities for NPCs. What to do if such players are trapped or injured? You can set them free decision of the Ministry, you can heal them with a single statement: One month later ... But you can also play the allies, their hands to release their own figures from wieli not, or their hands, which they themselves dokańczać injuries as a result they can not finish. WordHex tell you - a little theme inspired by Ars Magica game but how wonderful, playable while absent in other games.

character creation process has some drawbacks. For example, counting the level of maneuvers, a small amount of skill points, whether occurring here and there make a mistake during the process of touching up the form.


Rules The game is based on bone 3k20 - as in Neuroshimie. It should be noted, however, that fortunately there is no deterrent, and the percentages of the controversial slider. In other words, it's easier. The test is as follows: we 3k20 to paw and throw. The test was successful, if the two bones of the result is equal to or less than the ratio test. Skill level can be subtracted from the result of any ankle, but only one (do not share points with the skills to other bones, as in the NS). Modified coefficient is the level of difficulty of the test (simply subtract its value from the ratio test).

In this section you will find detailed information about the tests, combat, experience points, and disposition rules CONCERNING be allies.

As for the fight, is the training usually are very clear, while powerful pose some problems. We must simply outplay them well. The game is fairly simple, but places the level of complexity to my eye is exaggerated. Metaphorically speaking - the engine is good, but the gearbox sometimes chatter. It is important, however, is that the creators of the mechanics are making progress towards simplification of the system 3k20, thus approaching the ideal of what for me is the mechanics of games such as L5K and 7th Sea - although I must admit that this road is still long.

Darkness
Monastery is a game of dark fantasy. This chapter proves that beyond any doubt. Monastir, compared with Warhammer is much more dark and just a little less fantasy. With this chapter we will learn all about magic - one of the two most important elements that are responsible for the strength and intensity of Darkness, which envelops the reality of this game. In Monastir magic is absolutely wrong, whatever the intentions of the person who used to it. Warlocks are stigmatized, prosecuted, tried and burned at the stake. Magic flows from Deviria (or demons), someone who has a magic pair of them to sell your soul. Disappoint the one who looks fajerboli in Monastir, ice needles and smooth casting. Magic in Monastir is much more powerful, but that power costs - labor and time to prepare, look for a suitable place and time. I do not want to reveal too much ...

mechanics of magic is different. First of all uses of the whole suit of bones. Spells are also not established. Rituals (because it's probably a better name) to be found in books, libraries, forgotten, musty grimoirach. These elements make the magic of the Monastery of the more similar to our historical imaginations about its shape - the magic is mysterious and powerful, raise her pacts with demons. Each parający of her man is a big threat. Magic is a very strong point of the Monastery.

Dominion
not yet met the basic textbook, in which the world would be as accurately described. Monastery in this regard beats everything appeared in Polish (and maybe even play King Arthur Pendragon's). More importantly, the amount of text is accompanied by unprecedented so far in the Polish productions features. In the first systematic description is divided into sections dealing with landscape, nature, politics, architecture, the capital. Secondly, the quality of quantity accompanies. The texts devoted to the next states are written in climate language with no small literary qualities. Reading simply pulls the Monastery.

And here we are at the second element of a very dark Monastir. This world is a world of many conflicts. Traces of war are visible everywhere, and the ongoing conflicts cruel. Many war looms. We know this from history, but a similar trait in the RPG world, probably not uświadczymy.

In this chapter we have also placed added. It is full of additional information about the world. Including essays. Unless my eyes are not mistaken, this part of the book is written in small type 7PT. This may disturb some, Although the reasons for this treatment is understandable - there was a lot of material and the cost of the manual was close to $ 50.

bestiary has one serious drawback. It is not illustrated. Descriptions are very plastic, but nevertheless some of the monsters seem to be difficult to imagine. This is a serious deficiency.

If we're the graphic design it is a decent underground. I did not notice or failed random illustration. In particular interesting are the colorful ones. As that war is a strong component of this world, in particular, like these illustrations, which allow imagine how the battle, and uniforms.

Monastery disadvantage is that the textbook miękkookładkowy sooner or later will fall apart. I saves the bookbinder. I know that the glue will let go soon.

Summary
Monastery is a game that exceeded my expectations. In particular, the text layer. As for the mechanical part is I am less satisfied, but I am not saying that the system is weak in this respect. Simply sophisticated rules to combat pose me problems. Although the book disintegrate during use is worth those 50 złociszy (+ cost of any expenditure for the bookbinder). The game is insanely rich world, giving lots of possibilities, ideas themselves pushed to the head. Monastir is a game with ambitions, in which there is no place for hack'n'slash and can therefore, did not gain popularity such as Warhammer or D & D. I am in good conscience recommend it to anyone who wants to play a good game in the world of dark and interesting. In my opinion, Monastir beats honest Warhammer can stand and successfully to become the best of Dark Fantasy to the pore which appeared throughout the globe.
/ Harry /

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