EINE SINNVOLLE KAMPAGNE KANN ES OHNE DAS GENAUESTE FESTHALTEN DES ZEITVERLAUFS NICHT GEBEN. — Gary Gygax, AD&D Handbuch für Spielleiter, 1979
Die Grenzland-Kampagne hatte ihre erste Spielsession am 08.04.2016. Seit dem ist einiges passiert, und es wurde fast durchgehend eine Chronik geschrieben. Es fing an mit dem Modul B2 – Festung im Grenzland und den Regelbüchern der “Roten Box”. Später sind wir zu den Originalregeln von 1974 über gegangen, und haben diverse Hausregeln hinzugefügt, die in Wanderer Bills “Menschen & Magie – Grenzland-Hausregeln 2020” festgehalten sind.
Auf https://donjon.bin.sh/fantasy/calendar/ gibt es ein sehr praktisches Tool um beliebige Fantasie-Kalender zu erstellen. Diese lassen sich auch in einem einfachen Textformat speichern, welches ich seit einigen Monaten zum Kampagnen-Management einsetze.
In der hier verlinkten Textdatei findet sich das Jahr 986 aus Sicht des DMs. Etwa im letzten Drittel dieser, zugegebener Maßen absurd langen Textdatei, kann man gut sehen, wie die verschiedenen, zum Teil zeitlich parallel verlaufenden Handlungsstränge zu ganz unterschiedlichen Zeiten ausgespielt wurden: interessant ist zum Beispiel der 18. und 23. Blumar.
Seit Herbst 2020 verläuft die Zeit im Grenzland kontinuierlich parallel zur Realzeit. Vergeht hier eine Woche, ist auch im Grenzland eine Woche vergangen. Das hat zumindest für mich als DM die Kampagne sehr viel konsistenter werden lassen, und es ergeben sich zum Beispiel auch der Vorteil, dass die Charaktere, sofern sie die Spielsitzung an einem sicheren Ort beenden konnten, auch einen realistischen Zeitraum haben, um Wunden zu heilen und Vorräte aufzustocken.
Ich finde diese Regel zur kontinuierlichen Kampagnenzeit so überzeugend, dass ich sie in jeder neuen Kampagne wieder so einsetzen würde.
Legende zur Kalenderdatei
Die in “//” eingefassten Daten sind die Tagesdaten an denen gespielt wurde. Daten die mit “++” markiert sind “verankern” den Grenzlandkalender in unserer terranischen Zeitrechnung. Zum Beispiel fiel der 20. Blumar 986, ein Markttag mit dem 01.01.2021 zusammen.
Die Mondphasen werden mit folgenden Symbolen gekennzeichnet: “(]+”, “(]” und “(” abnehmend, “-” Neumond, “)”, “[)” und “+[)” zunehmend, “(+)” Vollmond.
So, I recently got the Three Big Black Books on ebay. The precious package arrived last week and I’m slowly starting to get a grip on the huge amount of information and the organization of these three mighty tomes – together they’re almost 700 pages of Sci-Fi goodness.
So to get a feeling for the system, lets quickly whip up two characters and have them face off in a brawl. I spared the regular character creation system for now and just rolled up two Universal Personality Profiles or UPPs and gave equal skills in unarmed combat to both contestants.
Here’s Roy Red: 37A578, Unarmed-2, Fighter-0
Roy’s pretty weak with a Strength of only 3, but then he’s quite tough with an Endurance of 10 (that’s the “A” in his UPP). Interesting … maybe he suffered some kind of handicap during his prior career but thereby learned how to live through adversities.
Gary Green: 755B59, Unarmed-2, Fighter-0 is of average Strength, but much less enduring then Roy (Endurance is 5 versus Roy’s A). Also Gary is somewhat less dexterous than Roy (Dexterity 5 vs. Roy’s 7).
Let’s see how this will work out in the fight. Note, that I’ll not take into account any of the other stats. Just for the sake of an example, I assume that Gary and Roy got into an argument, and finally Gary started to attack Roy physically.
Unarmed combat uses the melee rules found on page 203 of Book 1 “Characters and Combat”. First thing to do is figure out each characters “melee number”, shortened “MN”.
Now in order to effectively attack an opponent each of the two needs to roll two dice (2D) under a target number derived as attackers MN (or AMN) minus defenders MN (or DMN). So Gary would need to roll 9 – 5 = 4 or less on 2D to hit Roy, while Roy would need to roll 5 – 9 = -4 on 2D to hit Gary. Obviously the latter is not even possible.
But now consider this little gem of gaming rules: the target number can be modified by Dexterity, which can be spent as bonus points until it is used up. So Roy still can have a chance to hit Gary if he spends Dexterity Points to increase his chances to successfully hit Gary. Also each combatant can only engage in a number of combat rounds equal to his Endurance. After that he’ll only be able to continue attacks at a significant penalty (with regard to this penalty, there unfortunately seems to be an error in the rules, so let’s skip this for now).
But let’s see how this brawl will play out:
Round
Gary 755B59 MN 9
Roy 37A578 MN 5
1
– starts the brawl punching Roy: AMN 9 – DMN 5 = 4. The Target number gets bumped up by using up 2 Dexterity Points thus making it a 6. Gary rolls a 4 and lands a blow causing 7 points of damage (that is damage equal to Gary’s Strength of 7) – Roys blows do no harm
– takes 7 points of damage, his Endurance is now down to 3. – Roy is panicking and invests all his 7 Dexterity Points into his attack. Also, since Gary started the brawl, Roy gets a +1 to hit back: AMN 5 – DMN 9 + 7 +1 = 4. But alas, he rolls a 6 and thus fails to retaliate.
2
– Gary, now even more angry at Roy tries to punch him again: AMN 9 – DMN 5 = 4. He almost seems to go berserk and invests his remaining 3 Dexterity Points. So he’d need to roll a 7 or less on 2D. But he rolls an 8 and fails to hit Roy this time.
– Roy, having spent all his Dexterity Points in the first round can’t do anything but try to avoid Gary’s incoming punches. No roll needed or possible.
3
– Gary, tries to hit again but now he rolls a 7 against his target number which is now an unmodified 4.
– Roy evades Gary’s attacks. No roll needed or possible.
4
– Once more, Gary tries to land a blow, but again rolls a 7 against a 4.
– Roy evades, but his Endurance, which was lowered from A to 3 in the first round, is now spent. He staggers. No roll needed or possible.
5
– Finally, before Gary is exhausted, he tries to head butt Roy, but again fails his roll with a 6 versus 4.
– Roy can hardly keep to his feet, but dodges once more. No roll needed or possible.
6
– Gary is exhausted just as Roy is, the fight stops.
– Roy slumps onto a bench, wiping his bloody nose.
Now, while it felt somewhat odd, that Roy could only effectively roll dice in the first round, I find this little experience quite interesting and a refreshing change from your usual D&D roll down the hit points fights.
First, there is this unique strategy option with allocating Dexterity Points to individual attacks. Do you spent them all at once? little by little? Only as things seem to turn against your favour?
Second, I very much like the exhaustion rules. This inhibits fights becoming endless non-sensical dicing duels.
Third, and I think that’s the one I like best: This fight is technically over after 5 rounds without anyone beeing killed, not even unconscious.
Obviously violence just can’t settle this conflict: time for role playing!
Also, as a finishing note for this post, I love how those utterly frugal stat blocks of the two characters are used to maximum effect. And I can totally see how some Traveller enthusiasts have put it: Traveller 5 comes round full circle to it’s Classic Traveller roots!
PS: in fact on page 127 of book 1 there is a rule on “Spectacularly Stupid” rolls when the target number is lower then the number of dice to be rolled: Roy’s player could have decided to try to roll a 3 on 3D every round after the first (that is a one on each of the three dice). Thus fishing for “Spectacular Success” would be highly unlikely with a probability of < 1%, but I’d surely add to the fun. I also like the witful diction …