ADVENTURES ON TEKUMEL PDF

Adventures on Tekumel: Gardasiyal (Deeds of Glory Vol. 1 – Player’s Guide) [ M.A.R. Barker, Neil R. Cauley] on *FREE* shipping on qualifying. Adventures on Tékumel. Part One: Growing Up In Tsolyánu. Character Generation for Tékumel by M.A.R. Barker. Illustrations by Kathy Marschall. With special. Adventures on Tekumel, Part Two / Volume 1: Coming of Age in Tekumel. Solitaire Adventures. M. A. R. Barker, illustrations by Kathy Marschall and James .

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I n the s, solo gamebooks became popular. Paragraphs would be numbered and randomly scattered throughout the book, and depending on what choice readers made at the end of their advenhures, they would be directed elsewhere in the book. Professor Barker’s Adventures on Tekumel, Part Two imitated this format, but these books were not just standalone adventures.

Series – Adventures on Tékumel – Demian’s Gamebook Web Page

First of all, they weren’t standalone. Players needed the Adventures on Tekumel, Part One book to create a character to go on the adventures. Second, some of the adventures were open ended, with the narrative ending as the hero is urged to go elsewhere, such as to the city of Jakalla to complete a task, or to find a reputable authority to protect a land claim from being usurped. Thus, the solo gamebooks were gateways to the role playing game; characters entered the game not only grounded in the cultural background thanks to the detailed character generation system but also having some adventuring experience, connections, and yes, sometimes treasure and magical items.

Third, the adventures in these books presented the Tekumel setting to the players in small, easy to understand pieces. For referees, the solo gamebooks provided a view as to how parts of the Five Empires worked: Readers got to see what om and underworlds looked like, how the lower classes interact with the upper classes, and so on. As in Empire of the Petal Throne, great events occurred in the background, but in the solo gamebooks, players often got pulled into these events whether they wanted to or not.

Being of high clan meant being closer to the centers of political power. Not only that, but players become vicarious observers to some of the current events in Professor Barker’s world: Each book contained a small number of adventures, each suitable for character development or for showing off a different feature of the Five Empires. Adventures within the same book did not connect to each other, and only a couple extended to other books.

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Players were not allowed to fekumel the same character go on the same adventure more than once, although some adventures had subsections that could be repeated for example, two shopping expeditions in Bey Su, or multiple caravan trips, but to different cities. Some of the adventures put the character at little risk, but some were virtually advfntures to cause the adventurs character severe discomfort, including almost certain imprisonment or death.

The Bey Su adventure offered plenty: One thread pushed the participant to go to Jakalla in the role playing xdventures, while others involved the adventuures in the dangerous political maelstrom surrounding Emperor Dhich’une’s early days.

Readers may meet important characters, including some mentioned in the first novel, The Man of Gold. Further political entanglements acventures be found in the military teku,el.

The participant will become involved in the war with Yan Kor, and then with the beginnings of the civil war. Depending on the loyalties of their character, the reader may meet Imperial Princes and be tekujel the scene” for dramatic events. The third thread was relatively peaceful, but contained important rules for how to become promoted in the priesthood, and rules for sorcerer characters to climb from third level to fifth level before entering the full game. Volume one was a continuation of the acventures creation book, most importantly for priest characters, pn ritual, administrative, scholarly, or temple guards.

There are a few threads that connect adventures. One adventure in the orange book leads back to the blue book, and one adventure in the blue book connects to the green book.

Adventures on Tekumel Vol. 1, Part #2 – Coming of Age in Tekumel

These connections can be ignored, if players choose. An equally small number of adventures in these books give the players powerful items, or important connections.

Again, these can be ignored, if players choose. Because these books occasionally require combat, they all offered an abbreviated combat system, resolving conflicts with a single die roll. Players compared their HBS to their enemy’s “type” a measure of both HBS and number of opponents on a table, and tried to roll below a target number on percentile dice. Sorcery worked much the same way, using the sorcerer’s level number of spells known divided by five instead of HBS.

Opponents adventudes rarely pushovers, and in some cases, adgentures to fight meant almost certain death for the player.

In some cases death meant the end of the character, but in most instances, defeated player characters may roll on a table to double-check the result of the defeat, and that reduces the chance of death to about one-third. A few adventures even allow for a Revivification spell that restores a dead character back to life: As mentioned above, the adventures served as a teiumel to provide background information to players in a relatively painless way.

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Referees might have a harder time, as there are no indexes, and the format of the book requires that information be scattered around and hard to find. Happily, there are headings for each paragraph where readers are often exposed to the professor’s love of puns which can help to locate specifics, and the numbered tekumeo are not thoroughly randomized, making it easier to track down a thread.

In this regard, it may be more important for the referee to read the green book than it is for players to adventure in it. While these gamebooks were not essential to the Adventures on Tekumel package, we believe they provided a good opportunity for introducing new players to the world, and we believe the blue book is a necessity, as it completes the character generation system for soldiers and sorcerers, the two main classes of characters likely to be created.

These solo books might even be useful for other role playing games set on Tekumel, with some warnings: Second, the events in these books are a bit dated by current events in Tekumel: Third, there is a question of expense: We admire the idea of presenting Tekumel through solo adventures, and we’re sorry that it didn’t seem to tekuumel.

Adventures on Tekumel Part Two. Coming of Age in Tekumel. Barker, illustrations by Kathy Marschall and James Bailey.

Beyond the Borders of Tsolyanu.

Barker, illustrations by James Bailey and Giovanna Fregni. Beneath the Lands of Tsolyanu. Barker, illustrations by Giovanna Fregni.

The blue book had three threads: The orange book had four different adventures. The first was a sea voyage to the mysterious empire of Livyanu. The second was a hunting trip to a distant uncle’s lodge. The third involved caravan travel: The fourth adventure was the trip to swampy Penom, which is a truly awful place to visit, although characters and players can gain important insights there. The green book te,umel by far the shortest of the three books, with only two adventures, one at a distant temple retreat and the other an archaeological expedition.

These adventures tend to include very powerful figures, and the risks qdventures rewards are quite high. Prospective players should be warned: