[Jeu] Le sphinx à deux têtes !

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Pyth
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Re: [Jeu] Le sphinx à deux têtes !

Message par Pyth »

Extrait #4

GRAVE ROBBER
An opportunist who steals from burial sites.

ABILITY ADJUSTMENT: Strength +1, Dexterity +1, Constitution +1, Charisma -1 (Physical strength, coordination, and a strong stomach are essential to the Grave Robber's trade. Unfortunately, spending too much time around corpses can erode social skills.)
SPECIAL ABILITIES: Appraising, Handle Locks and Traps (+1), Iron Constitution(+1),
Fighting the Dead (+1), Night Vision
WEAKNESSES: Criminal Entanglements, Secret Life
HIT DICE: d6
TYPICAL EQUIPMENT: A shovel, a hammer, a dozen coffin nails, a crowbar, a saw, a knife, garotte, 1 set of rugged clothing, a book of anatomy, old rags, a vial of rat poison, 1 set of fine but stained clothing pilfered from a recent grave, a piece of stolen jewelry, a human hand, a wheelbarrow, a loaf of black bread, a bottle of gin, a wooden stake & mallet, 100-500p

Graves are an underdeveloped resource. Of course, most people have irrational prejudices against exploiting the potential wealth to be had by raiding the resting places of the dead. Not so with those intrepid and enterprising people who answer to the name “Grave Robbers”. They understand that the stench of decay is really the smell of money, and if the dead really wanted to keep their treasures they would do something about it. Unfortunately, the dead sometimes do.
Often, corpses are worth even more than the objects with which they are buried! In the Ghastly Age, surgeons are prohibited by law and custom from acquiring sufficient bodies to advance anatomical knowledge through the practice of dissection. Fortunately, the brave and selfless Grave Robbers step up, and charitably help medical science. For a reasonable fee, a Grave Robber will provide surgeons with the flesh they need to practice their art. Often, surgeons take up the trade of grave robbing themselves, cutting out the middle man.
It is not only the newly-dead that can be of use to the living. For example mummified corpses from certain ancient cultures are said to become a wonderful panacea when ground to a powder and dispensed by a quality apothecary. Powdered mummy is also used by painters to create certain colors, and as a preservative. Obtaining such “mumia vera” is a major source of income for those Grave Robbers willing to travel to exotic lands, whose populations are only too happy to serve up their ancestors so that some philandering nobleman might be cured of his syphilis.
It must be noted that, contrary to popular belief, not all Grave Robbers are men of low birth. In fact, many are gentlemen, who realize that when certain ancient and primitives people buried treasures with their dead, they meant for those riches to be later claimed by well-bred men from a superior civilization.
.../...

Indices précédents :

Spoiler:
Extrait #1 :

The Castle refers to a large and imposing structure that is the center of the scenario. The Castle could be an actual stronghold from feudal times. Such places as ancestral mansions, lunatic asylums, prisons, monasteries, and universities can also be considered Castles, especially if they had once been military strongholds, or have been built to resemble them. .../... The Castle is often a place of Confinement, home to a family under a Curse, encloses a Dark Place, is the site of a Haunting, shelters a Fiend or Monster, and contains an essential Mystery. If not an abandoned on account of being a Ruin, the Castle will be presided over by a Despot. The Castle is not just a place, but an actual character in the story. Its door may resemble a mouth, and its windows may stare like eyes. The Castle seems to have a will of its own, for good or ill.


Extrait #2 :

If a Debate is not simply role-played out, the following system can be used:
•A debater makes either a Charisma or Intelligence Check to successfully make a significant point. If the Check fails, it means that the point has so badly stated that nobody will even take it seriously.
•A debater can successfully make a counter argument with either a Charisma or Intelligence check. Again, a failure indicates the response is seen to be invalid, or even laughable.
•The debate will continue until somebody fails an Ability Check. Alternately, a debater can attempt to end the debate by making a final argument, which forces an Intelligence Contest. Whoever wins the Contest wins the debate then and there.
•Characters who achieve fame as debaters can expect to receive invitations to increasingly important salons.

Extrait #3 :

Preternatural Effects are events that appear to transcend the mundane order of nature. Summoning a Demon, creating a storm from a blue sky, and turning a hapless victim into a toad are all Preternatural Effects. The Preternatural world is shadowy and uncertain. Unlike an effect created through purely scientific means, the reality of a Preternatural Effect is never definite.
Preternatural Effects are created by many different means.
Incantations combine strange gestures and words of power to quickly create a desired Preternatural Effect, but at a cost in physical vigor.
Ceremonies are rituals used by Magicians to create Preternatural Effects. A Ceremony is the slowest and most inconvenient way to create a Preternatural Effect, but it is the only method that allows the Magician to use magic on an object outside their sensory range. A given Ceremony can only be performed once a day.
Talismans are physical objects that grant their possessors the constant power of a Preternatural Effect
Pacts are contracts between Magicians and certain Spirits. When the terms of the contract are fulfilled, the Spirit causes the desired Preternatural Effect to occur. A particular Pact can only be employed once a day.
Mad Inventions are items that create Preternatural Effects almost identical those made by a Magician, but through means of bizarre science.
Preternatural Powers are possessed by certain creatures, particularly Spirits such as Demons and Fairies. Generally, a Spirit can grant a Pact for its own Preternatural Powers, or can teach the use of Incantations, Ceremonies, and Talismans that correspond to those same Preternatural Powers.

Descriptif du jeu :

Jeu en deux volumes d'un total d'environ 350 pages, de la plume d'un unique auteur, auxquels viennent s'ajouter 7 publications supplémentaires, de taille variée. Appartenant à la mouvance OSR, le jeu cherche à émuler un genre littéraire particulier, et se focalise sur une période historique s'étalant sur 30 ans. Pour autant le jeu se défend de toute volonté d'être historiquement fidèle, l'objectif restant de jouer dans un cadre purement fictionnel. Une seconde édition serait envisagée, couvrant 6 périodes supplémentaires. Il n'a pas sa fiche au GROG, par contre on en a parlé sur Casus NO.
All things are true. God's an Astronaut. Oz is Over the Rainbow, and Midian is where the monsters live.
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Re: [Jeu] Le sphinx à deux têtes !

Message par pseudo »

Je ne l'ai pas mais je suis curieux de savoir ce que c'est.
Apparently you can take the boy out of the dungeon, but you can't take the dungeon out of the boy
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Re: [Jeu] Le sphinx à deux têtes !

Message par Pyth »

Je vais fournir encore deux ou trois indices aujourd'hui et si vraiment personne ne trouve, je donnerai la réponse demain. Après, rien ne vous empêche d'utiliser le net pour tenter de trouver ceci-dit, tant que c'est de la recherche servant la réflexion et pas une utilisation bête et méchante de Google. Autrement dit pas de copier-coller de portions de texte, par contre rechercher les dates pendant lesquelles existait par exemple une "batavian republic" (c'était dans un indice du précédent jdr à trouver), et à partir de là en déduire l'époque décrite par le jdr recherché, puis passer en revue les jdr se déroulant à cette époque, pour moi pas de problème, surtout quand personne ne trouve.

Mais bon bref, indice suivant :

Extrait #5 :

Step Four: Perversity
Determine your character’s Perversity, which defines the extent of their mental and moral corruption.
•Human Perversity is rated from 1 to 20.
•The more Perverse a character is, the more likely they are to commit an atrocity or morally outrageous act simply because they can.
•Characters with high Perversity feel compelled to transgress social and moral norms, and usually experience no guilt about doing so. In contrast, characters with low Perversity tend to adhere to social norms, and follow conventional modes of thought.
•Normal human Perversity is rated at 9, while scores below 3 or above 18 are extraordinarily rare.
•A person with Perversity of 6 or below is considered Virtuous or Good, while those with scores of 15 or above are Perverse or Evil.
•The Player can choose their character’s initial Perversity score, or determine it randomly. The higher a character’s Perversity the closer they are to going mad, but the better they are able to comprehend bizarre and strange events.
•If the Player wants to determine their Perversity randomly, they can simply roll 3d6. Players of True Innocents however, would roll a 1d6, and Libertines would roll a 1d6+11.
•A True Innocent’s Perversity must never rise above 6, while a Libertine's must never fall below 12.

Indices précédents :

Spoiler:
Extrait #1 :

The Castle refers to a large and imposing structure that is the center of the scenario. The Castle could be an actual stronghold from feudal times. Such places as ancestral mansions, lunatic asylums, prisons, monasteries, and universities can also be considered Castles, especially if they had once been military strongholds, or have been built to resemble them. .../... The Castle is often a place of Confinement, home to a family under a Curse, encloses a Dark Place, is the site of a Haunting, shelters a Fiend or Monster, and contains an essential Mystery. If not an abandoned on account of being a Ruin, the Castle will be presided over by a Despot. The Castle is not just a place, but an actual character in the story. Its door may resemble a mouth, and its windows may stare like eyes. The Castle seems to have a will of its own, for good or ill.


Extrait #2 :

If a Debate is not simply role-played out, the following system can be used:
•A debater makes either a Charisma or Intelligence Check to successfully make a significant point. If the Check fails, it means that the point has so badly stated that nobody will even take it seriously.
•A debater can successfully make a counter argument with either a Charisma or Intelligence check. Again, a failure indicates the response is seen to be invalid, or even laughable.
•The debate will continue until somebody fails an Ability Check. Alternately, a debater can attempt to end the debate by making a final argument, which forces an Intelligence Contest. Whoever wins the Contest wins the debate then and there.
•Characters who achieve fame as debaters can expect to receive invitations to increasingly important salons.

Extrait #3 :

Preternatural Effects are events that appear to transcend the mundane order of nature. Summoning a Demon, creating a storm from a blue sky, and turning a hapless victim into a toad are all Preternatural Effects. The Preternatural world is shadowy and uncertain. Unlike an effect created through purely scientific means, the reality of a Preternatural Effect is never definite.
Preternatural Effects are created by many different means.
Incantations combine strange gestures and words of power to quickly create a desired Preternatural Effect, but at a cost in physical vigor.
Ceremonies are rituals used by Magicians to create Preternatural Effects. A Ceremony is the slowest and most inconvenient way to create a Preternatural Effect, but it is the only method that allows the Magician to use magic on an object outside their sensory range. A given Ceremony can only be performed once a day.
Talismans are physical objects that grant their possessors the constant power of a Preternatural Effect
Pacts are contracts between Magicians and certain Spirits. When the terms of the contract are fulfilled, the Spirit causes the desired Preternatural Effect to occur. A particular Pact can only be employed once a day.
Mad Inventions are items that create Preternatural Effects almost identical those made by a Magician, but through means of bizarre science.
Preternatural Powers are possessed by certain creatures, particularly Spirits such as Demons and Fairies. Generally, a Spirit can grant a Pact for its own Preternatural Powers, or can teach the use of Incantations, Ceremonies, and Talismans that correspond to those same Preternatural Powers.

Extrait #4

GRAVE ROBBER
An opportunist who steals from burial sites.

ABILITY ADJUSTMENT: Strength +1, Dexterity +1, Constitution +1, Charisma -1 (Physical strength, coordination, and a strong stomach are essential to the Grave Robber's trade. Unfortunately, spending too much time around corpses can erode social skills.)
SPECIAL ABILITIES: Appraising, Handle Locks and Traps (+1), Iron Constitution(+1),
Fighting the Dead (+1), Night Vision
WEAKNESSES: Criminal Entanglements, Secret Life
HIT DICE: d6
TYPICAL EQUIPMENT: A shovel, a hammer, a dozen coffin nails, a crowbar, a saw, a knife, garotte, 1 set of rugged clothing, a book of anatomy, old rags, a vial of rat poison, 1 set of fine but stained clothing pilfered from a recent grave, a piece of stolen jewelry, a human hand, a wheelbarrow, a loaf of black bread, a bottle of gin, a wooden stake & mallet, 100-500p

Graves are an underdeveloped resource. Of course, most people have irrational prejudices against exploiting the potential wealth to be had by raiding the resting places of the dead. Not so with those intrepid and enterprising people who answer to the name “Grave Robbers”. They understand that the stench of decay is really the smell of money, and if the dead really wanted to keep their treasures they would do something about it. Unfortunately, the dead sometimes do.
Often, corpses are worth even more than the objects with which they are buried! In the Ghastly Age, surgeons are prohibited by law and custom from acquiring sufficient bodies to advance anatomical knowledge through the practice of dissection. Fortunately, the brave and selfless Grave Robbers step up, and charitably help medical science. For a reasonable fee, a Grave Robber will provide surgeons with the flesh they need to practice their art. Often, surgeons take up the trade of grave robbing themselves, cutting out the middle man.
It is not only the newly-dead that can be of use to the living. For example mummified corpses from certain ancient cultures are said to become a wonderful panacea when ground to a powder and dispensed by a quality apothecary. Powdered mummy is also used by painters to create certain colors, and as a preservative. Obtaining such “mumia vera” is a major source of income for those Grave Robbers willing to travel to exotic lands, whose populations are only too happy to serve up their ancestors so that some philandering nobleman might be cured of his syphilis.
It must be noted that, contrary to popular belief, not all Grave Robbers are men of low birth. In fact, many are gentlemen, who realize that when certain ancient and primitives people buried treasures with their dead, they meant for those riches to be later claimed by well-bred men from a superior civilization.
.../...

Descriptif du jeu :

Jeu en deux volumes d'un total d'environ 350 pages, de la plume d'un unique auteur, auxquels viennent s'ajouter 7 publications supplémentaires, de taille variée. Appartenant à la mouvance OSR, le jeu cherche à émuler un genre littéraire particulier, et se focalise sur une période historique s'étalant sur 30 ans. Pour autant le jeu se défend de toute volonté d'être historiquement fidèle, l'objectif restant de jouer dans un cadre purement fictionnel. Une seconde édition serait envisagée, couvrant 6 périodes supplémentaires. Il n'a pas sa fiche au GROG, par contre on en a parlé sur Casus NO.
All things are true. God's an Astronaut. Oz is Over the Rainbow, and Midian is where the monsters live.
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Re: [Jeu] Le sphinx à deux têtes !

Message par pseudo »

Je vais tenter un Miseries and Misfortunes.

Je crois que c'est un OSR, le seul (?) Luke Crane que je n'ai pas lu mais dont j'ai un peu entendu parlé par les e-mails de pub de burning wheels. Il me semble qu'il y a deux livres et ca peut coller niveau système et époque générale (la france du 18e siècle), de toute façon je ne crois pas que j'aurais mieux comme proposition.
Apparently you can take the boy out of the dungeon, but you can't take the dungeon out of the boy
(knights of the dinner table #73)
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Re: [Jeu] Le sphinx à deux têtes !

Message par Sylvestre »

For Coin and Blood ?
Mes ventes JDR sont là :)

"Tragedy tomorrow ! Comedy tonight !"
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Pyth
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Re: [Jeu] Le sphinx à deux têtes !

Message par Pyth »

Ce n'est ni Miseries and Misfortunes (qui se concentre sur la France sous Louis XIV me semble t'il, et plus spécifiquement sur la période de la Fronde, plutôt que sur le XVIIIème), ni For Coin and Blood. C'est vrai qu'avec les derniers indices un jeu où on joue les bad guys aurait franchement pu donner l'impression de coller, mais c'est un hasard en fait (ou un biais de ma part).

Allez, avant dernier indice :

Extrait #6 :

•July 8: The Duke of Wellington's army re-imposes King Louis XVIII on France. The Royalist “White Terror” begins. Bonapartists are purged from government and imprisoned. Prominent former supporters of Napoleon are assassinated. Royalist mobs begin lynching and massacring Bonapartists. Far-right terrorists intimidate electors into voting for Royalist candidates in the August 14th elections for the Chamber of Deputies.
•July 15: Napoleon Bonaparte surrenders to Great Britain aboard the HMS Bellerophon, anchored off Rochefort.
•September: An article in the European Magazine mentions "The Curious Vault at Stanton in Suffolk", another case coffins moving inside a sealed burial vault in a manner similar to those in the “Chase Vault” of Barbados. The incident supposedly happened in the late 18th century, but few details are given.
•September 26: The Russian Empire, Austrian Empire, and Kingdom of Prussia form the so-called “Holy Alliance” to oppose democracy and secularism in Europe. Rumors imply that Czar Alexander I was moved to propose such an alliance under the influence of sentimental novelist turned itinerant mystic, Julie de Krüdener.
•October 7: In France, the new Chamber of Deputies is seated. Due to election tampering, the body is so improbably dominated by far-right Royalist that an embarrassed King Louis XVIII calls it the “Chambre introuvable” (Unobtainable Chamber). •December: Polish aristocrat and author Jan Potocki kills himself with a silver bullet blessed by a priest.
•December 10: Lord Byron's wife Anne Isabella gives birth to a daughter, Augusta Ada. In hopes of preventing her from becoming like her father, the girl's mother forbids her from having anything to do with poetry. She is encouraged to study mathematics and science instead. In 1835 she will marry William King-Noel, the Earl of Lovelace. In the 1840s Ada Lovelace will work with Charles Babbage on his Analytical Engine, in the process creating the theoretical basis of computer programming.
•In Vienna, Franz Schubert composes his first version of the lied (piano song) “Der Erlkönig” (“The Erlking”, or “The Elf-king”), based on a poem by Goethe. The poem depicts a father's doomed attempt to save his son from supernatural assault by the titular fairy.
•Venice is joined to the newly created “Kingdom of Lombardy-Venetia”, with Austrian Emperor Francis I as its King.
•First publication of Robert Kirk's 1691 manuscript treatise on Scottish beliefs about fairies and second sight, “The Secret Commonwealth”.

Indices précédents :

Spoiler:
Extrait #1 :

The Castle refers to a large and imposing structure that is the center of the scenario. The Castle could be an actual stronghold from feudal times. Such places as ancestral mansions, lunatic asylums, prisons, monasteries, and universities can also be considered Castles, especially if they had once been military strongholds, or have been built to resemble them. .../... The Castle is often a place of Confinement, home to a family under a Curse, encloses a Dark Place, is the site of a Haunting, shelters a Fiend or Monster, and contains an essential Mystery. If not an abandoned on account of being a Ruin, the Castle will be presided over by a Despot. The Castle is not just a place, but an actual character in the story. Its door may resemble a mouth, and its windows may stare like eyes. The Castle seems to have a will of its own, for good or ill.


Extrait #2 :

If a Debate is not simply role-played out, the following system can be used:
•A debater makes either a Charisma or Intelligence Check to successfully make a significant point. If the Check fails, it means that the point has so badly stated that nobody will even take it seriously.
•A debater can successfully make a counter argument with either a Charisma or Intelligence check. Again, a failure indicates the response is seen to be invalid, or even laughable.
•The debate will continue until somebody fails an Ability Check. Alternately, a debater can attempt to end the debate by making a final argument, which forces an Intelligence Contest. Whoever wins the Contest wins the debate then and there.
•Characters who achieve fame as debaters can expect to receive invitations to increasingly important salons.

Extrait #3 :

Preternatural Effects are events that appear to transcend the mundane order of nature. Summoning a Demon, creating a storm from a blue sky, and turning a hapless victim into a toad are all Preternatural Effects. The Preternatural world is shadowy and uncertain. Unlike an effect created through purely scientific means, the reality of a Preternatural Effect is never definite.
Preternatural Effects are created by many different means.
Incantations combine strange gestures and words of power to quickly create a desired Preternatural Effect, but at a cost in physical vigor.
Ceremonies are rituals used by Magicians to create Preternatural Effects. A Ceremony is the slowest and most inconvenient way to create a Preternatural Effect, but it is the only method that allows the Magician to use magic on an object outside their sensory range. A given Ceremony can only be performed once a day.
Talismans are physical objects that grant their possessors the constant power of a Preternatural Effect
Pacts are contracts between Magicians and certain Spirits. When the terms of the contract are fulfilled, the Spirit causes the desired Preternatural Effect to occur. A particular Pact can only be employed once a day.
Mad Inventions are items that create Preternatural Effects almost identical those made by a Magician, but through means of bizarre science.
Preternatural Powers are possessed by certain creatures, particularly Spirits such as Demons and Fairies. Generally, a Spirit can grant a Pact for its own Preternatural Powers, or can teach the use of Incantations, Ceremonies, and Talismans that correspond to those same Preternatural Powers.

Extrait #4

GRAVE ROBBER
An opportunist who steals from burial sites.

ABILITY ADJUSTMENT: Strength +1, Dexterity +1, Constitution +1, Charisma -1 (Physical strength, coordination, and a strong stomach are essential to the Grave Robber's trade. Unfortunately, spending too much time around corpses can erode social skills.)
SPECIAL ABILITIES: Appraising, Handle Locks and Traps (+1), Iron Constitution(+1),
Fighting the Dead (+1), Night Vision
WEAKNESSES: Criminal Entanglements, Secret Life
HIT DICE: d6
TYPICAL EQUIPMENT: A shovel, a hammer, a dozen coffin nails, a crowbar, a saw, a knife, garotte, 1 set of rugged clothing, a book of anatomy, old rags, a vial of rat poison, 1 set of fine but stained clothing pilfered from a recent grave, a piece of stolen jewelry, a human hand, a wheelbarrow, a loaf of black bread, a bottle of gin, a wooden stake & mallet, 100-500p

Graves are an underdeveloped resource. Of course, most people have irrational prejudices against exploiting the potential wealth to be had by raiding the resting places of the dead. Not so with those intrepid and enterprising people who answer to the name “Grave Robbers”. They understand that the stench of decay is really the smell of money, and if the dead really wanted to keep their treasures they would do something about it. Unfortunately, the dead sometimes do.
Often, corpses are worth even more than the objects with which they are buried! In the Ghastly Age, surgeons are prohibited by law and custom from acquiring sufficient bodies to advance anatomical knowledge through the practice of dissection. Fortunately, the brave and selfless Grave Robbers step up, and charitably help medical science. For a reasonable fee, a Grave Robber will provide surgeons with the flesh they need to practice their art. Often, surgeons take up the trade of grave robbing themselves, cutting out the middle man.
It is not only the newly-dead that can be of use to the living. For example mummified corpses from certain ancient cultures are said to become a wonderful panacea when ground to a powder and dispensed by a quality apothecary. Powdered mummy is also used by painters to create certain colors, and as a preservative. Obtaining such “mumia vera” is a major source of income for those Grave Robbers willing to travel to exotic lands, whose populations are only too happy to serve up their ancestors so that some philandering nobleman might be cured of his syphilis.
It must be noted that, contrary to popular belief, not all Grave Robbers are men of low birth. In fact, many are gentlemen, who realize that when certain ancient and primitives people buried treasures with their dead, they meant for those riches to be later claimed by well-bred men from a superior civilization.
.../...

Extrait #5 :

Step Four: Perversity
Determine your character’s Perversity, which defines the extent of their mental and moral corruption.
•Human Perversity is rated from 1 to 20.
•The more Perverse a character is, the more likely they are to commit an atrocity or morally outrageous act simply because they can.
•Characters with high Perversity feel compelled to transgress social and moral norms, and usually experience no guilt about doing so. In contrast, characters with low Perversity tend to adhere to social norms, and follow conventional modes of thought.
•Normal human Perversity is rated at 9, while scores below 3 or above 18 are extraordinarily rare.
•A person with Perversity of 6 or below is considered Virtuous or Good, while those with scores of 15 or above are Perverse or Evil.
•The Player can choose their character’s initial Perversity score, or determine it randomly. The higher a character’s Perversity the closer they are to going mad, but the better they are able to comprehend bizarre and strange events.
•If the Player wants to determine their Perversity randomly, they can simply roll 3d6. Players of True Innocents however, would roll a 1d6, and Libertines would roll a 1d6+11.
•A True Innocent’s Perversity must never rise above 6, while a Libertine's must never fall below 12.


Descriptif du jeu :

Jeu en deux volumes d'un total d'environ 350 pages, de la plume d'un unique auteur, auxquels viennent s'ajouter 7 publications supplémentaires, de taille variée. Appartenant à la mouvance OSR, le jeu cherche à émuler un genre littéraire particulier, et se focalise sur une période historique s'étalant sur 30 ans. Pour autant le jeu se défend de toute volonté d'être historiquement fidèle, l'objectif restant de jouer dans un cadre purement fictionnel. Une seconde édition serait envisagée, couvrant 6 périodes supplémentaires. Il n'a pas sa fiche au GROG, par contre on en a parlé sur Casus NO.
All things are true. God's an Astronaut. Oz is Over the Rainbow, and Midian is where the monsters live.
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Orlov
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Re: [Jeu] Le sphinx à deux têtes !

Message par Orlov »

Pyth a écrit : sam. juin 14, 2025 12:03 pm Je vais fournir encore deux ou trois indices aujourd'hui et si vraiment personne ne trouve, je donnerai la réponse demain. Après, rien ne vous empêche d'utiliser le net pour tenter de trouver ceci-dit, tant que c'est de la recherche servant la réflexion et pas une utilisation bête et méchante de Google. Autrement dit pas de copier-coller de portions de texte, par contre rechercher les dates pendant lesquelles existait par exemple une "batavian republic" (c'était dans un indice du précédent jdr à trouver), et à partir de là en déduire l'époque décrite par le jdr recherché, puis passer en revue les jdr se déroulant à cette époque, pour moi pas de problème, surtout quand personne ne trouve.

Est-ce que tu considères une recherche comme " Georgian or Regency era osr rpg" comme assez fair play ? Parce que je pense avoir trouvé. Je t'envoie le nom par mp. Comme ça si tu penses que c'est de la triche, cela ne spoile pour personne.
Ce qui me rassure, c'est que je n'en avais jamais entendu parler . C'est donc une vraie belle découverte.
Cryoban a écrit : lun. juin 26, 2023 7:56 am Le vrai problème c'est les gens.

Mildendo aka Capitaine Caverne a écrit : Faire du Jdr c'est prendre une voix bizarre et lancer des dés en racontant qu'on tue des gobs.
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Pyth
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Re: [Jeu] Le sphinx à deux têtes !

Message par Pyth »

Pour moi c'est totalement réglo. Déduire des hypothèses à partir des indices fournis, puis tenter de les consolider par le net avant de formuler une réponse, c'est ludique, ce n'est pas forcément aussi simple qu'on pourrait le croire, je ne vois pas ce que ça enlèverait au concept du jeu, et ça évite en prime que la partie s'enlise alors pourquoi s'en priver?

On pourrait éventuellement s'interdire l'accès aux recherches les premières 24h (ou pendant les 2 ou 3 premiers extraits, peu importe) si on veut garder l'accent sur la connaissance encyclopédique des jeux plutôt que sur "l’enquête" sur des jeux qu'on ne connait pas. Why not. Mais bref en tout cas pour moi ça passe, si tu penses avoir trouvé propose ta réponse.
All things are true. God's an Astronaut. Oz is Over the Rainbow, and Midian is where the monsters live.
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Orlov
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Re: [Jeu] Le sphinx à deux têtes !

Message par Orlov »

Je tente donc Lurps! Lewis' Unified Role-Playing System, un jeu dispo sur itch.io.
Cryoban a écrit : lun. juin 26, 2023 7:56 am Le vrai problème c'est les gens.

Mildendo aka Capitaine Caverne a écrit : Faire du Jdr c'est prendre une voix bizarre et lancer des dés en racontant qu'on tue des gobs.
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Pyth
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Re: [Jeu] Le sphinx à deux têtes !

Message par Pyth »

Alors il se trouve que non, ce n'est pas Lurps! Lewis' Unified Role-Playing System, mais tu n'es vraiment plus très loin de la cible.
All things are true. God's an Astronaut. Oz is Over the Rainbow, and Midian is where the monsters live.
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Mugen
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Re: [Jeu] Le sphinx à deux têtes !

Message par Mugen »

Personnellement, j'ai lâché un C&C un peu par dépit parce que ça parlait de Castle dans un indice et de jets sous des caracs de Donj' dans un second. :mrgreen:
Sois satisfait des fruit, des fleurs et même des feuilles,
Si c'est dans ton jardin à toi que tu les cueilles.
Ne pas monter bien haut peut-être, mais tout seul.
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Orlov
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Re: [Jeu] Le sphinx à deux têtes !

Message par Orlov »

C'est bon, Je l'ai ! Et, contrairement à Lurps (qui est bien un jeu pouvant se situer dans la même époque et proposant une carrière de Grave robber), le jeu auquel je pense désormais est bien abordé dans les retours Casus No. J'aurais dû vérifier d'abord !
Cryoban a écrit : lun. juin 26, 2023 7:56 am Le vrai problème c'est les gens.

Mildendo aka Capitaine Caverne a écrit : Faire du Jdr c'est prendre une voix bizarre et lancer des dés en racontant qu'on tue des gobs.
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Gridal
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Re: [Jeu] Le sphinx à deux têtes !

Message par Gridal »

Je l'ai ! Gros coup de bol j'ai juste feuilleté le PDF du Player's Manual il y a moins d'un mois : c'est Ghastly Affair de Daniel James Hanley.

(Désolé je m'incruste, j'ai jamais vraiment suivi le jeu mais c'est marrant)

EDIT : Orlov est passé avant moi !
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Orlov
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Re: [Jeu] Le sphinx à deux têtes !

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Gridal a écrit : sam. juin 14, 2025 8:09 pm Je l'ai ! Gros coup de bol j'ai juste feuilleté le PDF du Player's Manual il y a moins d'un mois : c'est Ghastly Affair de Daniel James Hanley.

(Désolé je m'incruste, j'ai jamais vraiment suivi le jeu mais c'est marrant)

EDIT : Orlov est passé avant moi !

Non non ... On n'a droit qu'à une seule proposition par jour et je me suis perdu avec ma recherche internet.
Je pense que tu as gagné mais c'est à @Pyth de le dire
Cryoban a écrit : lun. juin 26, 2023 7:56 am Le vrai problème c'est les gens.

Mildendo aka Capitaine Caverne a écrit : Faire du Jdr c'est prendre une voix bizarre et lancer des dés en racontant qu'on tue des gobs.
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Gridal
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Re: [Jeu] Le sphinx à deux têtes !

Message par Gridal »

Ah oui... J'ai posté ma réponse avant de lire les règles proposées au début du fil.
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