The Dark Eye

Yo my fa/tg/uys and ca/tg/irls. Anyone get a crack at the latest edition of the Dark Eye. Looking for opinions and feedback. At first glance looks needlessly complicated, but I hear a lot of good about the setting. Is it worth me running for the rabid horde I call a gaming group?

Other urls found in this thread:

mega.nz/#F!KcYnFRwB!svAhjnY3pBgihPFs2CUoUg
ulisses-ebooks.de/
twitter.com/SFWRedditImages

For clarification I am asking about the one that came out this summer and was kickstarted.

>At first glance looks needlessly complicated
The second glance won't be any better. Needless complication is the very point of the mechanics, even though it's less complicated than previous editions.

first its way more meant for playing out a character sure it has some nice fighting mechanics but unless D&D you usually spend quite a lot time outside of combat last game we played we had exactly one fight in a 6 hour session. also i don't know if its available in English jet but the helden-software (hero-software) helps A lot with creating and managing a character

Check the pdf thread

Someone got the German PDF? I friend wants me to play with him. He bragged that he only needs about 10 minutes for character generation. With software

Finally a DSA thread! Let's start with a massive dump of nearly all official material ever released. (German, some english stuff)

mega.nz/#F!KcYnFRwB!svAhjnY3pBgihPFs2CUoUg

You are probably talking about the new DSA5 version that was just translated into english? As a DSA 4 player I was mostly surprised by how well the new changes play, compared to older versions. DSA5 feels less clunky and the fights are handled much better. Also Character creation is easier and faster. The Books and general quality of the material is great and absolutely worth the money.

The setting itself is somewhat cliché in a lot of points but the focus on individual character development, rp and low magic are unique. DSA is a lot about roleplaying and talking/socialising. Just doing it for the fights will get boring really fast. (Although it has some really cool and complex mechanics)

If you wanna play, don't forget to get the Aventurian Beastiary and the Aventurian Almanach as well. Together with the rulebook they're the absolute core you need for a game. If you wanna try a pregen adventure, there's a free one available from the Ulisse e-Shop.

ulisses-ebooks.de/

It's called "Hexenreigen" and is a pay-what-you-want. An absolute beginner module that will introduce your group to the system.

Bluberry inflation fetish mages are OP.

They are OP.

I whished I was making shit up.

come again ? since when can you do that in this game ?

I wouldn't say that the bestiary is necessary.
The core rules and the aventuria almanach however are. So start with those two and add others as needed.

It's advised if you need basic statboxes for your own adventures. At least have the PDF ready or print the important sites about new rules.

Agreed, it might come in handy. Some of the more important enemies are in the almanac though.

>mega.nz/#F!KcYnFRwB!svAhjnY3pBgihPFs2CUoUg
wew

Something wrong with it?

It's fucking huge. Even audiobooks...

>Heldentaten und Schurkenpläne

God, this takes me back.
Might even give 5th edition a shot if they have unfucked the combat a bit...

Yep, I wager to say it has nearly everything relevant.

>Is it worth me running for the rabid horde I call a gaming group?
The setting is kinda neat, though it requires everyone to make an effort and get into it.

Also, unless things have changed severly between edition, I'd advice to start your characters at level 5-10; level 1 characters in DSA are inept to the point that it's not even funny anymore.

There are no "levels" in DSA 5.

Then adjust for experience, or Abenteurpunkte or whatever it's called now, smartass.

Actually there's a rule for that. Pic related is a table with "Experience Levels" which roughly estimates how many AP(XP) a hero is worth. Most adventures have a suggested hero experience level.

Are Thorwaler still as cringy noble savage as back in the day (2nd edition)?

P.S.
IMHO Experienced is a good point to start.

Thorwaler are tough and edgy vikings now.

Hail Swafnir.

Really?
I might have to read a bit into the new lore then.

Experienced is basically the standard.

Starting at "Ordinary" is better for long campaigns tho.

it still is needlessly complicated.
they set out with the pledge to make 5th edition "leaner and less convoluted",
while they succeeded in making character creation a little bit easier, they failed at everything else. this is shaping up to be even more of a mess than 4th edition was.

>it still is needlessly complicated.
What parts/rules exactly?

> they failed at everything else. this is shaping up to be even more of a mess than 4th edition was.
Please explain why.

you. You are obviously a shill.

DSA5 combat is in no way easier or even faster than 4th edition. And the rules, dispersed between dozens of books, already keep piling up way worse than in 4th edition.

Shame on you, user.
It's same trite noble savage/muh freedom BS as before.

>you. You are obviously a shill.
I'm a fan that was surprised by the positive changes in the new edition.

>DSA5 combat is in no way easier or even faster than 4th edition.
It is, alone for the changes in blocking. You probably never played DSA5. I bet you're on of this nostalgia fags from the second/third edition. Get with the time gramps.

>And the rules, dispersed between dozens of books
Just like every other edition with the small difference that the Core rules are actually part of the rulebook now. It's an actual playable system without paying for Liber/WdZ when you wanna play a mage. You still can pay for additional content as usual.

I'll try to explain in short detail.:

In DSA 4.0 you had basically 4 boxes of magazines you could buy, each box containing everythig you need to play,
> Base Box: Quick Intro, Small Adventure, some premade Characters, glancing all the rules.
> Schwerter und Helden: Profane Heroes and Fighters
> Zauberei und Hexenwerk: magical Heroes
> Götter und Dämonen: clerics, priests

If you bought the Base Box, all the others were optional and you had everything you needed to play. If you baught either or any one of the boxes you were ready to play. ( case i point, I was a 14yrs old poorfag and baught the wizarding Box first - but it had all the character creation, it had a race and some cultures I needed ).

In DSA 4.1 this was even better, you had essentially the followig books:
> Base Rule Book: Fullcolour, much better than it is getting rep for mostly.
> Wege der Helden: "Way of Heroes", which contains all character creation rules for all kinds of heroes and all skills etc - this book has ALL the stuff you will ever need for making a character.
> Wege des Schwerts: "Way of Swords", which contained game mechanics for skills, combat, archery, and even minute shit like craftsmenship and ridiculously complex and indepth rules about exhaustion, hunger, thirst, age...
> Wege der Zauberei: "Way of Sorcery", which had ALL the magic rules and background. this was a tome regularly nicknamed "chinese phonebook". It did not have any spells however (only rituals),
> Wege der Götter: "Way of Gods", which had all the clerical rules and background to all the gods and religions.

Now, for playing a wizard you'd need
> Liber Cantiones, which is a book containing some 280 spells

all the rest of the books was basically containing fluff, filling up the world, until eventually they released the "brown" books, which gave rules summaries for specific stuff, ( Daemons, Elementals, Undead ).

this was DSA 4.0 and 4.1...

continued;
remember this: in DSA 4.1 you would need one ( 1 ) single book to have ALL of the character creation rules, yes?

Character creation is convoluted and without a tool to assist you and without someone in the know to guide you, it will take you an evening.
With a tool and somebody who knows the ins and outs, you'd need an hour to create a character, at the very least.

Now, let's look at DSA 5...

the goal for DSA 5 was this:
> Make it easier accesible
> do away with the abundance of rules

Consequently, if you want to create a character, and if you want to have access to ALL the perks, skills etc in DSA 5, up to this moment you need the following books ( only for character creation! ):

> Rulebook
> Bestiarium
> Almanach
> streitende Königreiche
> Rüstkammer

Now, this is only the tip of the ice berg. Still to be published:
> Magic 1
> Magic 2
> Magic 3
> Clerics 1
> Clerics 2
> Undead
> Daemons
> ???

Each book introducing new skills, new perks, new talents or new rules.

Best of all: Sometimes they contradict each other.

So, in regards to
> Character Creation
> Mechanically it is truly easier in DSA 5.0
> But you need a fuckload of different books to have access to all the character creation rules

this is fucked up, they obviously missed the proclaimed mark, as the number of different rules exploded with DSA 5.0 and the number of books required to build a character has effectively exploded as well.

continued with: talents and skillz!

In DSA 4.0 and 4.1 it went like this:
> talent test is 3 d 20 in order against 3 attributes
> you roll the 3 d 20 in order, you count how many points you are above the attribute score ( you want to roll low )
> at the end you compare the number of points you rolled over ( to high ) against your skill value.
If you rolled less points above your attributes than your skill value, you are good.
If you rolled higher than your skill value, you failed.

if there is a difficulty to a roll, this will just add points ontop of what you rolled in excess, ( or, conversely, in practice, it would lower your skill value ).

In DSA 5.0
> You look at your sheet.
> you get a difficulty.
> You need to lower your attributes according to the difficulty ( remember this new value ),
> You apply equipment bonuses or somesuch ( a point or two ) to your attributes ( remember this new value ),
> different attributes might have different bonuses
> then you roll 3d20 in order and compare them to the values ( the ones in your head, you won't find them on the statsheet ),
> calculate how many points you are over
> compare with skill value
> divide result by 3
-> this is your successes!

You can see how the new skillcheck mechanic is retarded.

>Apparently a bunch of rednecks in longships are still considered a challenge to the slaver empire with a fleet of ballista armed triremes

Bloody hell.

thorwaller have strong rune magic on their side, boosting their ships, and they have ottaskin magic, which allows thorwaller shipwizards to have vastly more magical power and output when compared to the southern slavers on triremes.

Baiscally, Magic is the balancing factor.

They're still the typical; muh freedom, muh jarls, muh honor, muh fights, muh struggle to survival, muh fight against big bad empire -vikings.

Basically like every modern portrayal of "vikings" in any media. Stupid? Yes. Cringy? Not necesssarily.

So they're just Space Wolves then, including their own super special magic?
That doesn't exactly help their case.

>Basically like every modern portrayal of "vikings" in any media. Stupid? Yes. Cringy? Not necesssarily.
Well, I'd be less bothered if they fit in the setting.
But in the setting that had one dude shit in o the desert for a year to do research on nomads, the noble
>Vikings but no slaves and democratic and 100% emancipated women and they do raid and kill but only bad guys so its okay

Is just cringeworthy in my book.

well, that's not entirely fair.
thorwaller also have huge beef with the horasiat,
and the horasiat is basically the most enlightened and libertarian country in DSA :)

so it's "noble savages" who detest the most free ad advanced civilization on the continent

I really like the art direction and games design of the new edition (5th ed.)

Also, the setting is pretty much the best thing about it.

I am going to start a new round in 5th ed soonish

while I detest the world-of-warcraft-esque cheap digital arts,

I agree with the setting.
It's Ideal for any neet to sink his lifes freetime into and go full on autism.

I know people have strong opinions about this, but that is just plain unfair.
The only books you absolutely need are the core rules (for obvious reasons) and the almanac (for setting info). This is a strict rule for all published adventures (except the special regional adventures of which there is exactly one per regional expansion). The core rules contain everything necessary to play a bunch of different character classes including simple mages or blessed ones. If you need more depth you can buy the supplement for your class (compendium for anything not magic/blessed, magic1 for mages, bards et c., magic2 for nature based magic(druids), gods1 for the main gods IIRC and gods2 for the smaller stuff) The same is true for the Aventuria Almanac: In there, all regions are described enough to play any campaign set in it. If you need more background you can get the corresponding expansion. Note that you don't need all those books. At RatCon they had a presentation where they explained their 3-tier architecture. If any book requires material other than from the core rules or the almanac (which are the first tier) it is printed inside that book. You can even play part 3 of a 5 part campaign without playing the other 4(though I wouldn't recommend it).

I guess it's a question of taste and I also quite like the old artwork by the likes of Ina Kramer or Caryad but it's definitely and upgrade from black and white to go full color and I am sucker for Nadine Schäkel's art and the iconics.

Also the cover of the core rules (by Anna Steinbauer) is the best thing ever for me

Yeah, you only need those two books anything else is a bonus on top really. And you can't really fault a small RPG company for wanting to publish more books for a popular setting.

Plus, they will put out all the rules in an online wiki which is supposed to go online next week or something

I love the fact that the most defining NPCs of the last 30 years are basically Christopher Lee

...

Is this like DnD where casters rule and if you want to be a mundane character you get hosed by spells and magic items and whatnot?

No, you always get hosed by everything, no matter what you are or do.

Nah, this is actually more of a low magic setting in most places and mages are often highly restricted.

There are lots of options and variants for mundane characters. Also, because the skill system is really strong in this it's quite feasible to play a character who is specialized in social, knowledge or crafting skills only.

I like elves best though because they have great nature spells, are good archers and have the most useful spells you want in an adventure

So rogues and fighters can hold their own?

that's bullcrap.

Compare " Wege der Helde " to the DSA 5 Rulebook.

they went down from:

> Wege der Helden
> Races
# 8 Human Races
# 4 Elven Races
# 4 Dwarven Races
# Orks, Halforks, Goblis, Lizardmen
--> total of: 20 Races

> Cultures
# 30 Human Cultures
# 5 Elven Cultures
# 5 Dwarven Cultures
# 4 Orcish Cultures
# 2 Goblin Cultures
# 2 Lizardmen Cultures
--> total of: 48 Cultures

> Professions
> 30 Pages of Fighting Professions
> 10 Pages of Wilderness Professions
> 10 Pages of Social Professions
> 10 Pages of Craftsmen Professions
> 50 Pages of Magical Professions
> 30 Pages of Priestly Professions
> 10 Pages of Shamanistic Professions
at around 2 professions per Page
--> around: 150 Professions

> Wege der Helden
> Build any and every possible character in the setting, have ALL the rules available for all the feats, skills, merits, flaws etc

Now, next post ima show you how pitfully small the choices in the DSA 5 book are, compared

No.
Aside from there not being such a thing as "rogue" or "fighter", combat is always a failure state, both in-game and at the table.

Yeah, quite so - the options given in the Compendium also allow you to build a highly specialized fighter / knight or sort of traveling swordsman with skills only they have.

in DSA, if you have a very tight narrative, fighters will outperform casters vastly in prolonged and ongoing fights.

Rogues and Social heroes will outperform Wizards in according situations,

however, if you have a loose narrative, where the casters have plenty of free time to regenerate their astral points, then they will usually be able to outperform anybody in many fields for a short period of time. ( For Example, if a caster had 50 AsP, he could possibly open 5 very intricate and complicated locks via magic easily and reliably and fast. then he is spent for many days. A Rogue could lockpick infinite locks no problem )

"Wege der Helden" / "Paths of Heroes" came out in 2007 and collected the professions from the three boxes that came out when DSA 4 was released in 2001.

DSA 5 came out last August. Let's wait another 6 years and see how many professions and cultures are then available for DSA 5, shall we?

Also, the changes between DSA 4 and 5 are not as groundbreaking as the changes between 3 and 4. You can always try to convert a character if you like.

I am going to run DSA 5 with new players and they are sort of overwhelmed by the choice as it is

Interesting. I was reading through the english version. I think it is the 5th edition and I liked character generation but I want not sure how spells worked yet.

How many races, cultures and "professions" were in the core rulebook? Because that is what you are comparing too here.

Also:

Spells kind of work like skill checks. You got three attributes to roll and try to roll as low as possible. You can use your skill values for the individual spells if one or more rolls are too high

I love the current GM screen, it looks so comfy. Also the tavern brawl rules remind me of Bud Spencer movies :^)

Too bad the english edition is censored D:

No, you are making the false allegory. the DSA 4.0 Beginners-Rulebook was a Beginners Rulebook. With DSA 5 they marketed loudly and repeatedly, that they would make ONE Rulebook from which everything else is added on, ONE Rulebook to replace Wege der Helden.

they violated that claim, and they keep making it worse by spreading rules among books where rules had NO Place in any previous edition ( for example: Regional Books, like "die Streitenden Königreiche" )

DSA 5.0 Comparison to DSA 4.1 Comparison:
> DSA 5.0
> Species
# Humans
# Elves
# Half-Elves
# Dwarves
-> 4 Species/Races
( = One Fifth )

> Cultures
# 18 Human Cultures
# 3 Elven Cultures
# 4 Dwarve Cultures
-> 25 Cultures
( = About Half )

> Professions
# 16 nonmagical Professions
# 9 Magical Professions
# 6 Priestly Professions
-> 31 Professions
( down from abou 300, I misspelled in the post above! About one-tenth! )

>Literally an edgelord in a dark corner
>that dwarf with a cloak twice as long as he is tall
>those stubby legs on that elf
>the shitty perspective on the guy with his feet up on the table

Whooo boy

And it is a basic rulebook with all aspects you had to buy 4~6 books for in 4.0/4.1, not focused on fluff and advanced mechanics but a nice basic overview how it should be in a core rulebook.

They never said they would add the complete content of (WdH, WdZ, WdG, WdS) and if you believed that you are probably a little bit stupid. They said they'd make the system playable with JUST the corebook and that's pretty much what they did.

So I'll ask again, how many cultures, races and professions were available in the basic Rulebook of 4.0/4.1?

Comparison not allegory.

And the assumption "one rulebook to which everything will be added on" is correct but there was never the claim that it would replace "Wege der Helden / Paths of Heroes" but serve as a replacement for the base rule box for DSA 4 (published in 2001)

Once more, DSA 4 had 7 years to put out all the material. DSA 5 is about 1 year old.

All the rules will be put online. So where is the problem?

t. professional art critic

Nah, just a hobby artist with some basic understanding of anatomy and perspective.

Please share some of your artwork sempai :^)

Ok, then let's say that you want to play a profession/race/culture/whatever that is not in the core rules. Then get that book. Most people don't want to play 300 professions in 20 races from 50 cultures. They want to play 1-3 maybe 5 characters not 300000.

>DSAfags, lel

I started playing tabeltop with a french derivate of Dark Eye 3rd edition and it was GOAT. It's way better than D&D and anyone who cries "muh overcomplication" is nothing but a filthy casual.

Say that to my face not online

Here you go, friend.

So, my point in the first sentence was unclear.
You are referring to the DSA 4.1 Base Rulebook.

The DSA 4.1 Base Rulebook was in essence the same thing, albeit with more worldbuilding, as they published for
DSA 5.0 now. However, this violates their claims.

The stated Design Goals were:

> Claim #1: Make Character Creation easier
They achieved this, although they had done a much better job in the dsa 5 beta,
they rolled back some of the very good changes from the beta for their final release,
which is a shame, really.

# # # #

> Claim #2: The DSA4.1 BaseRulebook was superceeded, replaced and made obsolete,
> the DSA5.0 Core Rulebook will contain all the rules for character creation
> the DSA5.0 will be a rulebook for all continents (not only aventuria)
> the DSA5.0 will be a rulebook which will not be made obsolete
The DSA 4.1 Base Rulebook got followed by the Wege Books, ( Wege ... ; ... der Helden; ... des Schwerts; ... der Zauberei; ... der Götter ),
which made the DSA 4.1 Base Rulebook absolutely obsolete and uneccessary.

In Contrast to this they had pledged to make a Core (!) Rulebook (not! A "Base" Rulebook) which would contain all the rules,
which would not be superceded by or replaced by younger publications in the run of DSA 5.

This Goal they missed by a wide margin, as stated before. If you want to build a Druid Character, right now you will NEED
to buy:
> DSA 5 Core Rules
> Almanach ( for addon rules )
> Bestiary ( for hunting and wilderness )
> the Regional book "warring Kingdoms"(Nostria&Andergast)
the last book is a regional book, which contains an incomplete list of Druid Spells as well as the Druid Professions,
which both are missing in the core rulebook.

They SAID:
> No we aint making not another Base-Rulebook which will become obsolete
They DID:
> make another Base-Rulebook which is already becoming obsolete

# # # #

> Claim #3: DSA 4.0 and 4.1 got an immensely huge Moloch of Books,
> in the End, you needed te 4 "Wege" books, but you could get additional stuff with the 3 "brown" books,
> as a wizard or priest you would need also the "Liber" (Cantiones or Liturgium), so 2 additional rules books.
= Book Total of 9 Books to have ALL the fucking Rules for DSA 4.0

Their Claim:
> DSA 5 will be leaner, less convoluted

The reality check:
As to this date, if you want to collect all the rules pertaining character creation,
you will have to buy the following:
> DSA 5.0 Core Rules ( basic Character creation, some Merits, some Flaws, some Skills, most Talents )
> DSA 5.0 Almanach ( more Merits, more Flaws, Skills, Talents, Equipment )
> DSA 5.0 Kompendium ( Fighting Rules, but NO Combat-Zone-Armour or Zone-hit-RUles, more skills, more talents )
> DSA 5.0 Bestiary ( More Merits, more Flaws, more Skills, some pertaining to Wilderness Heroes, but not all )
> DSA 5.0 Armoury ( for Zone-Armour RUles, but also for Equipment and Craftsmanship Rules of how to Make things )
--------------
That's (( 5 )) Books to this point.

Do you notice what is missing?
That's right;
> 3 Books for Magic (Character Creation only)
> The Spellbooks ( for Wizards and Clerics, 2 Books ),
> The 2 or more Books for Priests ( Character Creation only),

And they have already announced, that contrary to Wege der Zauberei, they are going to basically be
omitting and leaving out many important things from the magic books,
initially they will be leaving out
> Demonology
> Elementarism
> Necromancy

By this point already, DSA 5.0 has become MORE of a clusterfuck than DSA 4.0 had ever been,
it is more convoluted, Rules are spread out amongst MORE Books!


Where the problem is?

I want to buy a Book, one book preferreably, in which I can read. I don't want to refer to an online rules database, I want to PURCHASE a hard or softcover book which I can put on my bedside and read in before sleeping.

The things is, people want those books. They could publish nearly anything and people will probably buy it. They even published a 'Rahjasutra' (inspired by the karmasutra) which was originally announced as an aprils fool, but the fans kept asking for it.

I agree. DSA 5 reminds me a lot of 3 in many cases, I quite like that.

Well, maybe such a book as you request will be out in 6 -7 years but to expect something like that after the system is out for little more than a year is just impossible.

Do you honestly think DSA 4 was as complex as it is now when it came out in 2001? No, it was near unplayable in many cases.

Just relax and wait. How do you think the situation is for newer players? Would you expect them to study a tome of 2000+ pages just to build a character and learn the game?

If anything, I wish there was something like a DSA Starter Set to get new players into the game

and again, I forgot:
For character Creation, you also, right now, need:
> Regoinalbook "Warring Kingdoms"

It's so fucking convoluted, that me, as a fulltime privatier with no monetary worries and too much fucking freetime, a neckbeard who spends basically all his time playing DSA

I cannot keep track of where all the stuff is being written and published!


> What I want
One book where all the rules pertaining to a specific topic are contained within.
> One Book for Character Creation
> One Book for Profane Rules
> One Book for Magic Rules
> One Book for Clerical Rules
> One Book for Magic Spells
> One Book for Magic Rituals
> One Book for Clerical Spells
> One Book for Wilderness Rules
> One Book for Armour and Weapons Rules

I welcome a company publishing lots of stuff,
but as they have been publishing up to this point in DSA 5.0, everything is mixed around and spread about many different books!

> Wanna Build a Druid?
" Yes Sir, please thank you! "
> Okay, get out your " Core Rules "
" Yes! "
> Now get out " Magic 1 (nonexistant) ",
> Now get out " Bestiary "
> Now get out " Herbarium "
> Now get out " Warring Kingdoms "
> Now get out " Armoury "
" Wh...wh...whew mister, lotsa books for creating one character! "

> Don't worry son, we'll be publishing more books, because still, not all rules pertaining to Druids have been published...
" ... :'( "
> Now now, no reason to cry

and I bought it!
That's one funny piece of fluff,

I don't complain about
> Volume of and amount of Books

I complain about
> Nonsensical Sorting and splitting up of rules-complexes related to each other betwixt several books

I don't want to have to refer to 4 different books to figure out all the details of combat!

I want to look at ONE ( 1 ) Book and figure out all the details of combat from that book, instead of flipping betwixt multiple books

and this is true:

> Play an archer/fighter
> Need Core Rules for basic Combat and most Skills
> Need Bestiary for perks relating to Animals and Beasts
> Need Kompendium for added combat rules
> Need Armoury for even more combat rules and some skillz

That's retarded!

I remember I had to use a lot of different books for 4th edition. From the "Wege..." books to the equipment books, and then it took like 2 + hours for 4th edition.

At some point I entirely switched to doing it with a software because it was a nightmare.

I don't have this problem with 5th to be honest.

In the worst case you take the Core Rules to read up stuff and use the rules wiki for everything else.

Maybe in a few years time there will be a collected volume for character creation / magic etc. but at the current point, while the system is still developing that is just unrealistic.

I personally don't mind extra books fleshing out the world, but if my friend wanting to play a certain class requires us to buy two extra books, I'm out.

They basically switched to the same model as Pathfinder where you have new splatbooks with new races / classes / spells etc. and I don't see the American players complaining about it.

All rules will be available online like in the PFSRD you don't have to buy any books at all basically.

The publisher is also offering cheap, small digested-sized books and what not as well.

I don't know what they will have to do to appease some people out there. Probably send them all the new books for free and go bankrupt.

If you buy the Core Rules + Almanac digest sized it will set you back about 40 Euros. With that you get a hell lot of content and can play a lot of different classes. All of the rules will be available for free online.

I honestly don't see the problem here.

why do you say it would be unrealistic?
All they would have had to do, is make a proper rules coversion and then convert one book at a time to DSA 5.

Why would that be unreasonable? tweaking the mechanics of character creation was good - but it didn't go far enough in my opinio.

Still, they could have mad a coherent set of new Creation rules, added some perks and merits, and then published a new " Wege der Helden " easily!

they could have made it easier on themselves, too. they could have split up "Wege der Helden," made it into smaller books. Keep the new mechaics, keep all the merits and perks, (all! of them! So that all books can be used for reference of merits and perks and flaws and skillz),

but then printed like 5 different books, in a much more orderly fashion than they did now.

" DSA 5 - Profane Adventurers "
> with all nonmagic Professios ( Healers, Scholars, etc ),
> with all crafting and healing rules
" DSA 5 - Warrior Heroes "
> with all fighting professions
> with ALL fighting, armour and weapos rules

" DSA 5 - Priests of the 12 "
> with all the clerical rules
> with all Professions relating to the 12god Pantheon

" DSA 5 - Priests of the lesser Gods "
> With all rules for Orkgods, Nivesen etc
> print all clerical rules again
> all professions

and so on.

Would have been rad!

Wait, there is actually an english version again nowadays?
Interesting.
Haven't kept myself up to date much since my group hasn't had any time to play for a long time and the G7 Campaign made me be fed up with TDE a bit.

Have some TDE art by the grandmaster

RIP

>I don't know what they will have to do to appease some people out there. Probably send them all the new books for free and go bankrupt.
Have the required stuff in one physical book.
Doesn't need to be flashy or include a buch of lore, just the rules required to play the game.
Stuff like clerics and combat techniques being included is a step in the right direction, but I shouldn't have to cram out the fucking bestiary for creating my ranger.

Well, they are basically converting all of these books one after another. But like the great GabeN said: "These things...they take time."

Bosparan wasn't build in a day and the same applies to DSA. It will just take a while until everything will be available and the designers don't just want to convert but to add new rule mechanisms and layers to it.

From what I heard, the Blessed One / Gods books will be mostly fit the form you're suggesting.

Yeah, TDE Core Rules have already been released, kickstarter for the Almanac / setting book going on right now. Everything is going to be released in English / internationally from now on and so far it's quite succesful.

These pictures are really comfy. Don't think they are by Yüce himself though, they just emulate his style

This.
My last 4.1e character took me about 3h.
I agree that players that have a specific character in mind are forced to buy too many books, but to me it seems that the new structure is easier to new player who just want to have a playable selection.
I wouldn't want the dark elves in the core rules or the almanac.
>They basically switched to the same model as Pathfinder where you have new splatbooks with new races / classes / spells etc.
That makes sense since they also publish the German translation of pathfinder.

but G7 is amongst one of the best
( albeit: rail-road-yest ) things to come out of DSA!

there's lots of better and more recent adventures that have come out since then - would you like to have some recommendations? :)

What kind of adventures are you into?

Well, such a book could still be made sometime down the line. You know, before the "Wege..." books were released everything was spread out over a ton of boxes too. I think it was actually Ulisses who introduced the "Wege" books.

You can always try sending them an email and suggest that you would really like a book down the line that had everything for character generation in it.

Sure! I really would like to run a fun campaign for my players. So far I think I'll start with "Hexenreigen / Witches Dance" and then play "Offenbarrung des Himmels / Revelations from Heaven"

I really love the epic scale of the Seven Bearers of the Signs but its scope and length also makes it near unplayable - it's a blessing and a curse I guess

Well they're already preparing the next big thing.
So we'll see what that will be.

it was spread out over 3 Boxes, which were thematically closed and contained all rules pertaining to the theme
> Box: Swords and Heroes ( profane Heroes, Fighters, Crafting, Equipment, Arms and Armour )
> Box: Sorcery and Witchcraft ( magical Heroes, Spells, Rituals, Elementals, Golems etc )
> Box: Gods and Demons ( clerical Heroes, clerical Rules and Spells, Demos, Pactitioners, Shamans )

Each of these Boxes had all the rules within them to create a character,

each of these Boxes had all the rules pertaining to their theme within them.

From a Standpoint of Sorting, Ordering and thematics, DSA 5 is strictly of worse organisation

also, while it is true that Ulisses published the DSA 4.1 Wege books, these books were still being written by the old Editorial team.

this team has been replaced and fired, since about 2010, it is an entirely new editorial team.

> Don't think they are by Yüce himself though, they just emulate his style

Nope

Yüce himself made them on contract as advertisment for Herokon.

G7 is a horrible chore. The Vampire and Maraskan Adventure are realy enjoyable, but the rest is unbearable railorading and then some more.
I have started playing TDE almost 18 years ago.
I have developed quite a bit of a tolerance towards railroading.
But the G7 is just way way way to much over a way to long time.
Might be bearable if you play and finish it while still in school or your very early student years, but generally, i would simply prefer just reading it.
Basically made me fed up with TDE for a while and we didn't even finish it completely. But after several years with it, i don't want to touch it anymore.

Though I will read a bit on how it fares overseas.
Success would be very welcome even if its just out of spite for all those RPG hipsterfaggots that are rampant in germany, who need to boast about their obscure and rules light systems all day long.

well, most Campaigns are lengthier.

If you want to stick to DSA 5, you're good with your selection. You could afterwards go into the Knights of the theatre campaig ( the blue book ... but I don't know when they'll be translated ), which are smaller adventures which can stand alone and have very little of conjoining narratives, so are easily digesteable :)

In DSA 4 I would recommend some of the more epic campaigs which have within them smaller adventures, so that they can easily be broken down into manageable chunks:

> Schleiertanz & Schleierfall
both portray the downfall of the hidden Heptarchy of Dimiona, both have many smaller scenarios within them and come together to topple the conspiracy

> von Eigenen Gnaden & Mit Wehenden Bannern
those depict the pacification of the Wildermark, and have many small scenarios and adventures within them and are considered among the best adventures to be published for DSA. It's more of a warfare- swashbuckling and sword style of game, maybe compareable with Game of thrones in many of it's themes.

then there's
> träume von tod & seelenernte
which play beyound the Bonewall (or: Ogremall, or: trollsgate ). For the first book, it is in some ways a contiuation of vEG and MwB, though it easily stands on its own feet, and the latter concludes the story of the purging of the necromancers council around Altzoll in the former Warunkei

I guess it will have to do with the Nameless One in some way

Well, but those rules were genereloy a mess, contradictory and you had different rule complexes for most everything. I am glad that has changed.

Wow, I didn't know that - amazing. He will be missed

I really would like to run something in the northern kingdoms focused on the characters and somewhat inspired of the feel and mood in "The Witcher" games.

I can't wait for the Havena sourcebook to be released - would love to have an old and sometimes dangerous harbor city as a backdrop

it always has got to do with him.
it's either him or demons.

I would much prefer some profane politicking,
develop the southern seas as an imperial setting, have the bornish and khunchom ( both via stoerrebrandt), the horasiate, al'anfa, brabac and the khemi colonize the Islands of the southern seas and the northern parts of Uthuria,
have the khuchomer re-discover the rakshazarian colonies.

this way you could have them all at each others throats somewhere off the mainland, and you could have varying and changing alliances, a proper pirate setting, too

Just so that everyone is on the same page, the core rules contain the following profession packages:
Bard (in 3-4 variants)
Courtier (in 5 variants)
Gladiator (3 variants)
Guard (4 variants)
Healer (4 variants)
Hunter (5 v.)
Knight (3 v.)
Mercenary (4 v.)
Merchant (6 v.)
Performer (6 v.)
Rogue (6 v.)
Sailor (4 v.)
Spy (3 v.)
Tribal Warrior
Warrior
2 Elven magical professions (Spellweaver and Wyldrunner)
3 types of witches ( cat, raven and toad)
4 types of mages ( black, gray, white and guildless)
And 6 blessed ones (thats half of the main 12)

I think that's a lot of character options.

:) Me too.
I feel nostalgic for the old Havena Box