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  1. Resumo Do Livro Noite Na Taverna
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  3. Noite Na Taverna Resumo

Was an artistic, literary and intellectual movement that originated in toward the end of the 18th century, in most areas was at its peak in the approximate period from 1800 to 1850. Romanticism was characterized by its emphasis on emotion and as well as glorification of all the past and nature, preferring the medieval rather than the classical, it was a reaction to the, the aristocratic social and political norms of the, the scientific rationalization of nature—all components of modernity. It was embodied most in the visual arts and literature, but had a major impact on, the social sciences, the natural sciences, it had a significant and complex effect on politics, with romantic thinkers influencing, radicalism and nationalism. The movement emphasized intense emotion as an authentic source of aesthetic experience, placing new emphasis on such emotions as apprehension and terror, awe—especially that experienced in confronting the new aesthetic categories of the and beauty of nature.It elevated folk art and ancient custom to something noble, but spontaneity as a desirable characteristic. In contrast to the and of the Enlightenment, Romanticism revived and elements of art and narrative perceived as authentically medieval in an attempt to escape population growth, early urban sprawl, industrialism. Although the movement was rooted in the German movement, which preferred and emotion to the rationalism of the Enlightenment, the events and ideologies of the were proximate factors. Romanticism assigned a high value to the achievements of 'heroic' individualists and artists, whose examples, it maintained, would raise the quality of society, it promoted the individual imagination as a critical authority allowed of freedom from classical notions of form in art.

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There was a strong recourse to historical and natural inevitability, a, in the representation of its ideas. In the second half of the 19th century, was offered as a polar opposite to Romanticism.The decline of Romanticism during this time was associated with multiple processes, including social and political changes and the spread of nationalism. The nature of Romanticism may be approached from the primary importance of the free expression of the feelings of the artist; the importance the Romantics placed on emotion is summed up in the remark of the German painter, 'the artist's feeling is his law'. To, poetry should begin as 'the spontaneous overflow of powerful feelings', which the poet 'recollect in tranquility', evoking a new but corresponding emotion the poet can into art. To express these feelings, it was considered the content of art had to come from the imagination of the artist, with as little interference as possible from 'artificial' rules dictating what a work should consist of. And others believed there were natural laws the imagination—at least of a good creative artist—would unconsciously follow through artistic inspiration if left alone.As well as rules, the influence of models from other works was considered to impede the creator's own imagination, so that originality was essential. The concept of the genius, or artist, able to produce his own original work through this process of creation from nothingness, is key to Romanticism, to be derivative was the worst sin; this idea is called 'romantic originality'.

Translator and prominent Romantic argued in his Lectures on Dramatic Arts and Letters that the most phenomenal power of human nature is its capacity to divide and diverge into opposite directions. Not essential to Romanticism, but so widespread as to be normative, was a strong belief and interest in the importance of nature; this in the effect of nature upon the artist when he is surrounded by it, preferably alone. In contrast to the very social art of the Enlightenment, Romantics were distrustful of the human world, tended to believe a close connection with nature was mentally and morally healthy.Romantic art addressed its audiences with what was intended to be felt as the personal voice of the artist. So, in literature, 'much of romantic poetry invited the reader to identify the protagonists with the poets themselves'.

I like werecreatures because of all the useful tropes they bring with them, speeding their inclusion in a game with little prep time:1. Getting tougher as the fight progresses: the evil lieutenant is a strong fighter, but wait until he changes into his werebear form (bonus points if his armor stays on).2. Demanding hard moral choices: let’s say the werewolf is actually a kid who can’t control his urges and right before getting killed he changes back.

Will the party kill him? Is he liable for the murders?3. Easy “who’s the murderer?” scenario: people are being found dead with fang marks on the body. Are the Yuan-Ti behind it, or the secret werepython maid? Bonus points if they players gear up for fighting vampires but are instead faced with a giant werebat.4. It’s a disease: getting bitten or scratched during the fight may turn you into one of them. Who dares turning into a monster come next fullmoon?5.

Adaptability: every climate has a sort of apex predator. Instead of fighting a polar bear, higher-level parties may face a wereorca and his killer whale friends.That’s it for now, enjoy this werehorse by yours truly. Right at the entrance of the “Gates of Firestorm Peak” players will be met with invisible poisonous caltrops. And the enemies will scatter more of them to prevent a safe retreat.In “Tunnels & Trolls”, there’s a mild poison called monster drool, that’s basically on every enemy’s blade.In “Titan: the world of Fighting Fantasy”, there’s an inn run by Erlik Vinner of Rorotuna, where a deadly trap awaits the unprepared: swivelling beds that throw the victins down a chute, into a vat of boiling water.When I wrote the encounters for the module “Sacrebleu!”, people came to my saying that the bridge ambush was too tough. They were all like: goblins with grenades and machine guns?

Setting up firelanes and shooting from cover? Yes, yes and yes. And then I started setting up boobytraps on the bridge.I’m not actively trying to ruin the fun by making every enemy prepared for the party, but you can’t get into a fight thinking that the Challenge Level is suitable for your character.So far I guess I’m not saying anything new to old school gamers. It’s very common to include at least one very dangerous encounter in a give Wilderness Encounter table.What I’m saying is: are you playing as smart and as evil as you should?Take trolls: usually they are a lot dumber but a lot thougher than a normal man, but end up charging straight into melee and running when they fail a morale check (except for Peter Dell’Orto trolls, they are ).But how smart do you need to be to do your best to kill a foe?Below I’ll list 20 tactics, from history books and other sources, that any humanoid could come up with:1. Projectiles coated with curare or poison dart frog secretions.2. Multiple pillboxes, each covering the other within their arcs of fire.3.

Feigning a retreat to an intersection, and attacking the pursuers from all sides.4. Using feral hogs or cave crocodiles as shock troops5. Feces-coated bamboo spikes on shallow holes, fit only to wound feet and legs and cause infections.6. Guerilla harassment, specially during the night.7. Offering a peace treaty and serving a highly poisonous meal.8. Burning down the inn the party is sleeping at.9.

Pouring a vat of molten lead down narrow stairways.10. Throwing a clay urn full of scorpions.11. Throwing a hornet’s nest (specially when your skin is so thick that they can’t harm you).12. Leaving poisoned food behind.13. Traps involving a casket full of rot grubs.14. Sticking a fake magic sword on a nest of fire ants.15. Burning troglodyte extract in huge braziers, filling a room with their stench.16.

Flooding the dungeon with the party still inside.17. Flooding the dungeon with 50ºC water from some very hot springs.18. Flooding the dungeon, but with magma.19.

Retreating to an underwater cave system with low visibility (let’s see how long your water breathing spell lasts!).20. Amassing the whole tribe and striking from all sides. the whole. Some of you may know that I’ll be publishing a new module in the coming days.Apart from the game itself, I wanna discuss what’s the goal behind this new product: helping the local children’s cancer hospital.So here’s how it’s gonna go:.

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Resumo Do Livro Noite Na Taverna

Every couple of months I’ll be running the sales report for this product, and I’m gonna post it on my blog. I’d like this to be externally audited, but that costs money which could go to the hospital. If you are not comfortable with me handling your money (or RPG Drivethru fees and 25% cut), donate directly and let me know. I’ll send you a PDF copy. After that, I’ll transfer the funds related to this new module to my PayPal account. I’ll keep the other products out of this, since I use them to buy and review stuff from other people and keep the gaming comunity going.

In this case, I took US$ 2, and only received US$1, since DTRPG charges the other US$1 to make the transfer. You’ll see that this dollar amounts to almost BRL$4 – this is the main reason I’ve made the product in English. The exchange rate between reais and dollars means that I can make bigger donations with my limited coverage of the gaming community.3. Then, I’ll go to GRAAC’s site and make the donation anonymously through PayPal. By the way, I can’t even deduct this from my taxes, so I’m doing this for the positive karma.4. As you can see, this first time I made a mistake, and was 0,05 short of the money I made. This shouldn’t be much of a problem, since I can rectify this in a couple of months, but I expect to donate 100% of the money I make from this particular product.

After the donation, we get a “thank you” screen:5. Finally, I’ll post the “after donation” screen:That’s it.As I said before – if you’d like to donate directly, you can send me an e-mail or just download the module for free on DTRPG, as I’ll leave it on PWYW. However, if you do donate, at least let me know. I’d like to see if people are feeling particularly generous.See ya’ll in a couple of days after DTRPG uploads the game for sale.Best regards,Tito. Shatter6 is a rules light RPG published by Scott Malthouse, and available on DriveThru RPG on a PWYW basis (get it here: ).It has 5 pages, including a FAQ, and promotes free-form roleplaying, based on the “rule of cool”.Character creation begins by rolling 1d6+3 the four attributes: Physical, Intellect, Charm and Instinct.Usually I’d prefer an even split between physical and mental attributes, still maintaining 4 of them. My games are combat heavy, so a Constitution or pure Strenght score would be nice, even though damage in this game is not related to an ability score.Me and my group ended up using the attributes as parameters for other stuff.

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Physical x 10 is max load in kg for fighting, Instinct is closer to a reflex save than anything (sometimes working as the Luck save in Advanced Fighting Fantasy), and Charm is the total amount of close followers one can have.This is a recurring theme with Shatter6: it’s simple enough to be considered a rules light game, but logical enough to be customized.We felt 1d6+3 though is a little too much. Three of my four players rolled 2 “6s” each, and we had a pretty strong bunch.

Noite Na Taverna Resumo

I’d scale it down to 1d6+2 next time and see what happens.The next step is assigning “Tags” to the character. It gives a +2 on rolls related to the tag, and they can be pretty much anything. The game suggests a bunch of them, but since we were playing a “Dwarf Fortress” game, I grabbed the skills list from the game and the players chose from it.

We toyed with the idea of a Fallout themed game, and the skills would similarly be lifted straight from the game.This shows that Shatter6 is pretty flexible, and serves well as a testbed when I have a game concept, but I’m not sure which platform I’ll be running it on.Being a skill-based system, it skips classes, saying to use the tags as reference for naming the role of the character. These are the character sheets I made.Again, this helps using Shatter6 for very diverse settings, being able to accommodate concepts ranging from classical literature (an Argonaut class?) to anime (we toyed with the idea of running a Saint Seya themed game, where Charm would be equivalent to Ki energies and Intellect the knowledge of moves and fighting styles).The last mechanic is the ShatterDice itself.

Each player gets 4 extra dice to roll per day, adding them to ability checks and combat whenever they need. I think there’s a hint of Tunnels and Trolls on this, since it allows rolling again when a 6 shows up, reminding of the DARO mechanic (doubles add and roll over).This kind of enhancing luck mechanic is not a favourite of mine, but it shows up in GURPS, SS&SS and many other games.

Since Shatter6 has no rolls on damage, the actual effects of the extra dice are not as important as in GURPS, where the Luck advantage has saved many adventurer’s bacon through the ages (see ).My players keep forgetting to use the ShatterDice, except when I throw really threatening stuff at them. As they come from 5 ed., I blame this on WotC.Actions that require roll and combat use the same mechanic: roll over a set number ranging from 7 to 23, using 2d6+attribute+2 if you have the tag+shatterdice used.As I said before, I have two combat monsters in the party, with 9 for Physical and +2 from Macedwarf and Swordsdwarf.In the beggining I was a little bit frustrated with that, since I had planned a game with escalating threats in the style of the 5th ed.

After reading the section on combat again, the rule of cool made sense.Almost as if they were in a MMO, they declared “I attacked” and rolled dice, chipping away whatever number of hit points I had assigned to that enemy. Only when I started describing how more powerful enemies attacked in greater detail, and raised the challenge a bit, that they took more chances with their attacks, resulting in cinematic battles in opposition to the faux-tactical combat of modern D&D.I feel that the rule of cool is somewhat based upon an agreed idiom of what is cool in a group.

For the current game, describing combat as an actual Dwarf Fortress combat log, were a severed hand “ sails off in an arc” and a mace can “ hit in the right lower arm, bruising the muscle through the capybara leather robe” is what is cool, and thus, spears to the eye and axes to the foot are on the menu.Monsters and NPC’s don’t have stats, being described with a Toughness Rating from 7 to 23, which is also the difficulty of attacking and evading their attacks. The higher a TR is, the more damage it deals.Using a single number for monster stats can be traced directly to Tunnels & Trolls, which is a game I love, and from there I’d suggest grouping weak and coordinated monsters as a single threat. With powerful characters, this would allow big fights in the spirit of Helm’s Deep battle scene, by making each group of 5 orcs a TR 15 monster, instead of five TR 7 monsters.Another suggestion would be using the bestiary from “Out of the Pit”, the Monster Manual of Advanced Fighting Fantasy. In that rules light game, each creature has a Stamina rating, and they translate somewhat well in the TR range presented in Shatter6. There’s lots of monsters with Stamina from 7 to 11, and the “big bad” is the Snake Demon, a 25 Stamina abomination that should wreck everyone’s day.However, keep in line with the Dwarf Fortress theme, I’m using loads of were creatures, undead and giant animals, and divided them along the TR levels available. For variety I did use the Champaque from “OftP”, a treacherous simian that imitates the voices of humans to capture them and eat their brains.Enemies deal 1 to 5 points of damage per attack, and instead of hitpoints you cross parts of the character sheet.

You start with the four attributes, then the tags, and finally the name. At this point you’re “ Out of Action“, which means “ dead” in my game. The wounds are recovered after an 8 hour rest, which we ignored in favour of “realistic” wounds.Since a crossed attribute is reduced to zero, adventurers usually begin by crossing stuff like Charm and Intellect, leading to an interesting conclusion: during a fight, people get blood soaked crazy, and usually die screaming or cowering in fear.The only problem with this scheme happened when playing online. No software supports striking out parts of the charsheet, so I made a Google Docs with the names, tags and attributes as the fights went on.Magic is pretty straightforward – it’s just a tag and “cooler” spells are harder to cast.

We haven’t played a lot with magic, as only foul Necromancers dabble in magical secrets in Dwarf Fortress.Finally, as characters explore the world, they may gain levels. There’s no stablished adventure or experience points mechanic, and with each level you gain either: +1 to an attribute, +1 shatterdie or +1 tag. Since everyone rolled so well, nobody leveled up or felt the need for that, but it’s and option. In Dwarf Fortress fashion, I allow tags to stack, meaning the a simple Macedwarf can turn into a Legendary Macedwarf and kick more ass.In the end, Shatter6 is a fine little system, very suitable for experimenting new themes and scenarios without commiting to learning a whole new game. I’d also recommend this for kids, letting their imagination dictate the “rule of cool”, not yet constrained by the limits of other games and computer RPGs.