For Players: Rules Framework in S&H Gehaenna | World Anvil
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For Players: Rules Framework

English Version:   This is the lore and rule intro to the free gameruleset and service "Sword and Hammer offline" closed beta. The closed beta campaign is the first and is expected to end on 01.06.2022. All "features" are only featurable, if the player is over 20 years old. You must be at least 13 years old to participate at all. So in Media res: No sex, no drugs and no rock and roll under 21 years. All spicy descriptions are kept objectively and neutrally short so that PG 13 should be kept. But I do not want to completely censor dramaturgical elements and player decisions! This is to be a PvE / PvP Warhammer fantasy role-playing Sandbox Campaign featuring all factions from Warhammer Fantasy. The AoS fractions are excluded. From Stormcast Eternals, I may use some models, but they will never be included in "Sword and Hammer offline" as this faction. (So ​​Sigmar, yes, Sigmarines never in this form). Maybe some single figures as something else. All other AoS fractions will be integrated only with reservations at a later date with modified lore and name. Should Gehaenna be destroyed, the focus is on Assia. From the rule system, the campaign uses a custom hybrid system from Warhammer 7 Edition (Modified) and GW Warhammer RPG + D & D that I've created, and briefly call "Sword and Hammer offline." The advantage of this is supposed to be a roleplaying fixed Old Warhammer fantasy battles: A herohammer with neutral gameplay guidence with a GM as referre and model base-system to module: "What ever you want to model for GM-Edition, Each Fraction AoS exept Sigmarines. My focus is on a good RPG with a workable mass slaughter system, secret political / factional mechanics and magic. All game characters and terrain are provided by me, the GameMaster (GM). All foreign miniatures must first be approved so that they at least correspond to the painting standards I apply. This is a good tabletop standard: Basecoat + Shade with 1-7 hardlayer accents, but all in really clean execution, at least. All depicted Minis will be mine or Player Characters! Foreign miniatures can also be problematic for me as a GM, because I need constant access to the minis and terrain used for the game. The preparation for minis and terrain runs more or less uninterrupted. Until the open beta only invited players can work with and then take their characters for it, with all assets. During the test phase of the closed beta, there can be enormous mechanic changes. To ensure a good cooperation and gameplay, there is a "3 Strikes and your out" system. As Strike counts, for example Cheating. All other strikes are forewarned at least once. P.S .: GM can not cheat by definition!   From the lore, Gehaenna is an Old Warhammer fantasy / "AoS-Hybrid". We start before the last days in the year 2202 imperial era. If the players do not or not sufficiently interact with the world: Mentioned Gehaenna, as in the mentioned end times in Hel or well a bit different will suffer the consequences. (About 3 years after the opening of the open beta) Hel is the AoS multiverse bubble. Phyrexia is the multiverse bubble in which the lore of Warhammer 40k is. Assia is another multiverse bubble with similar but different proprietary and modified Warhammer fantasy and D & D lore. Assia is more or less a copy of Gehaenna in the timeline, but destroyed without Maelstrom and with only one of the Poltore in the great fire of the world. My campaign initially plays exclusively in Gehaenna and Assia. Each player gets a main character and a retainer in Gehaenna. The main character is played by player and the retainer by the GM (me) as heir of the main character. If the main character of the player dies, this continues with the Retainer and the inheritance, minus tax of course. After 1 turn cooldown, the main character can appoint a new retainer.   Legendary leaders can only be unlocked in the game by a Retainer character of the faction, only One once for every Player. A legendary leader, like Be-lakor, is a role-playing restricted character. This is to say, within the role-playing presentation is less free space, as possible as with a self-created character. This is not to say that a legendary leader can not or should not have character development. But I reward these important key figures for good cooperation and communication. If they are dead, they are useally gone for ever in that state of soul! So don´t screw it up then, be papient and intelligent how to act!   Good RPG will reward ingame with inspiration and special exp, that will result in unique feats.! Inspiration can be used for a test to take advantage. Advantageously, 2 dice are thrown and the better taken. Inspiration lapses after each session. (Disadvantage is the opposite to advantage) 1 turn includes 7 in-game / 7 real-life days. You can play 1 turn as a buffer. In exceptional cases, more is played, if we say: Player A goes on holiday for 4 weeks, then just 5 moves are played. However, this is only possible if I consider GM's intervention, due to other human players, to be very unlikely. The other possibility would be: I as GM, with tricks and mirrors, will, without Player A, represent him in my world and follow his instructions. Hopefully he will not die then. Holidays can be dangerous. As for the main character of player A: how to go on vacation, be dangerous for player A, it is also the Warhammer world for his main character. While character A is played by GM, other players can intervene by interfering with the interests of player A. Also, there are 2 resources the variant GM representation regulate or even allow: leisure and gold. Free time is a draft value given as additional quest rewards. In order to get free time, the player must definitely play actively. In contrast, gold can also be generated passively. Each player starts with 4 moves of free time and a few hour's first session, should give 1 turn again. The passivity of a player and the spending of free time can also be used for occupations of the character, e.g. Forge. This requires in-game time, material and very little input of information. So it should settle down from game cut to 2 sessions a month, where 2 turns of free time and gold are earned. Since a move can be played on: In practice, probably 2 moves are played in one session. Or 4 moves in 2 sessions. Once playing RGP "Sword and Hammer offline" in the month is, so to speak, the social contract for which one should have time. With the ability to create clearance from the game without punishing an organized player. In principle, then there are the rules of Wizards of the coast D & D Adventureleague regarding leisure time. If the player has no free time and enough gold for his standard of living, are distributed to the next small Mali or later fate blows. It's finally Warhammer.   In D & D, this campaign type would be called Ghost of Saltmarsh (CoS). Each player organizes himself with the GM and the other players. Important for here are the faction of the player. To simplify matters, these are taken from AoS: order, undivided chaos, destruction, death. But this is just the rough orientation. And shades of gray are normal in groups.   Metagaming is to a certain extent prevented by me. Under Metagaming I understand the usual: application of non-character knowledge in the game. This can not be completely suppressed and you should not. If in doubt, I will decide the balance of knowledge between player and character by dice. In PvE Metagaming should not disturb, but in PvP very much. Secrets of characters are not solved by metagaming.   The following novel is intended to introduce and clarify the rule system extensively in introductory stories. This should be understandable for some, the Warhammer fantasy edition 7, the Warhammer RPG or D & D know. Reading this, and even half understanding it, is a complete success and for the rest, there is a GameMaster that is always open for player questions. The focus of intro stories are first the homebrew rules and the setting with modified characters. In the lite version, only the stories are output.

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