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Fantasy En'Counter c/o Holger Willert  •  Gudulastr. 5 D  •  (Hofgebäude rechts hinten)  •  45131 Essen
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242272825 Seitenabrufe seit dem 30.06.2003


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HauptseiteFirmenWhy not Games


Why not Games

Why not Games
(auf das Logo klicken, um zur Firmen-Website zu gelangen)

Good choices make good gaming
To put it simply, having good choices you can make involves you with the game in positive ways.

Good choices have outcomes
A good choice is not simply the act of choosing. If you can go right or left and have no idea what the outcomes of each direction are, that is not a choice, there is no decision to make there. You might as well flip coins. We are not here to flip coins; we are here to play games. The choices we give you will have at least some hint of their potential outcomes, and likely a whole slew of them.

The best choices matter
You don't role-play putting on your boots, or at least not very often. The choices you make in a game should matter, and we want to offer those choices to you. A choice that doesn't result in anything that moves the story along, sets up some drama, or has any meaning other than the act of making a decision is no fun at all. This is not to say that all choices are earth shaking, just that they should have something to them, even if the results are bad.

The lesser of two evils is bland
Cake or pie is a good choice. Cake or death, not so much, but can be dramatic. Death or torture, now why are we even bothering? We want the choices you make in gaming to be fun, and although choosing the lesser of two evils is sometimes great for dramatic tension, it is all too often used solely to make things 'edgy'. We are not looking to be 'edgy', we are looking to have fun.

Character creation is about how you want to be awesome
We don't believe in character creation taxes, one true wayism, or any of that nonsense. When we design a race or class, even a background, our first thought is will it be fun to make this character and then play it? We don't want to give you pit traps to fall in to, we want to give you options, good options and never a secret hidden bad choice.

Hauptproduktlinie

   

Rocket Age

       

Rocket Age is set in a universe where, in 1931 Einstein, Tesla and Ray Armstrong, rode the first rocket ship to Mars, discovering that the solar system is populated by strange and wondrous alien peoples and adventure is never far away!

Discovering that they’re not alone in the galaxy, the nations of Earth race one another for the stars, sending out expeditions, embassies and invading armies to far-off worlds. There they discover all manner of alien life, from the stratified caste system of the Martians to the primitive, ape-like Venusians, from the degenerate Ioites and plant-like Ganymedians to the scheming of the Europans. The solar system is teeming with life – and danger!

Players take the role of whatever sort of heroes they want. There are thirteen playable intelligent species and sub-species in the Rocket Age Core Rulebook, with even more introduced in Heroes of the Solar System. What sort of game you play is up to you. Characters might be archaeologists on Mars, scientists exploring Venus, small time merchants running between the planets, or even members of the elite Rocket Rangers blasting off from one hot spot to another.

The Rocket Age setting is packed with danger and excitement – and it needs heroes! Heroes like you…

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