Over_the_Edge_-_2Ed_Core_rules.pdf
(
9356 KB
)
Pobierz
13162407 UNPDF
AG2002PDF
™
The Role-Playing Game of Surreal Danger by Jonathan Tweet with Robin D. Laws.
SECOND EDI TI ON
The Roleplaying Game of Surreal Danger
by Jonathan Tweet with Robin D. Laws
Electronic Edition
Saint Paul, Minnesota
WWW
.
ATLAS
-
GAMES
.
COM
Second Edition
This game is a coded message. You will decode the
message in your dreams and execute its instructions in
the spaces between moments of will. Neither you nor
I will ever know the contents of the message.
—
Jonathan Tweet, June 1997
Credits
Conception:
Jonathan Tweet
Design:
Jonathan Tweet, Robin D. Laws
Design Contributions:
Lisa V. Padol, Chris Pesl, John Nephew
Editing and Coordination:
John Nephew
Editorial Assistance, 2nd Edition:
Donna Millheim, Jeff Tidball
Index:
Bruce Baugh
Cover Art & Graphic Design:
C. Brent Ferguson
Interior Art:
David Brown, C. Brent Ferguson, Ovi Hondru, Eric Hotz, Cheryl Mandus, H.J.
McKinney, Lee Moyer, Kevin O’Neill, Grey Thornberry
Cartography:
Eric Hotz, Jay Ferm
Interior Graphic Design and Layout:
John Nephew
Playtesting:
Steve Cook, Robert “Doc” Cross, Marty Dennis, Jay Ferm, Nicole Lindroos Frein,
J.M. Gibbs V, Gail Hermodson, Mike Halse, Barbara A. Hare, Alex Hogg, Mike Lach,
Donna Millheim, John Nephew, Mary Oettinger, Kevin O’Neill, Rembert N. Parker, Lee E.
Paulison, Jr., Victor Raymond, Chuck Sohlberg, Greg Stolze, Eric Tumbleson, Gretchen
Tw eet, James Wallis
Special Thanks
to Lee Gold, whose tireless efforts to run
Alarums & Excursions
made this work
possible
DEDICATION
To Jay Ferm, whose demented performance during the
first-ever OTE game scared us all.
LEGALESE
Copyright ©1992, 1997, 2004 John A. Nephew. Published under license by Trident, Inc., d/b/a Atlas Games. AL AMARJA, OVER
THE EDGE and OTE are trademarks of John A. Nephew, used with permission. ON THE EDGE is a trademark of Trident, Inc. All
rights reserved. Reproduction of this work in whole or part without the written permission of the publisher, except in the cases of props
copied for personal use or short excerpts for the purpose of reviews, is strictly prohibited by international copyright law.
This is a work of fiction. All incidents, situations, and characters portrayed within are fictional. Any similarity, without satiric intent, to
actual events or persons living or dead is purely coincidental.
Digital edition version 1.0
2
TABLE OF CONTENTS
Introduction
...................................................4
C
HAPTER
1:
Players’ Rules
.............................7
Basic rules, advice for players
C
HAPTER
2:
Overview of Al Amarja
..........36
For players of experienced characters only
C
HAPTER
3:
Deep Overview
........................43
This and all following material is for the GM only
C
HAPTER
4:
The Edge
..................................55
General guide to the biggest city on the island
C
HAPTER
5:
At Your Service
........................72
Businesses and other establishments
C
HAPTER
6:
Forces to Be Reckoned With
...109
Overt and covert groups and people
C
HAPTER
7:
Game Moderator’s Rules
......176
Special rules, advice for GMs
C
HAPTER
8:
Plots
........................................204
Three introductory adventures, summaries of major plots
C
HAPTER
9:
Props
.......................................228
To give to the players
Index
..........................................................239
3
Introduction
What is
Over the
Edge
™
?
T
his is the section of the rules in
and the collective unconscious as
revealed in supermarket tabloids.
Since the first edition of
Over the Edge
appeared in 1992, new surreal and
conspiracy-oriented TV shows, such
as
The X-Files,
have appeared and
found popularity. Obviously, these
modern game so you can easily identi-
fy with the characters you create. The
game does not need a list of skills or
races or backgrounds for the PCs
because this is (apparently) the real
world. You know very well the kind
of people that populate it, and you
can easily imagine other kinds of peo-
ple that you hope don’t populate it.
The present-day setting allows the
GM and players to draw from their
vast personal experiences to make the
setting highly detailed and under-
standable.
And why the simple mechanics?
Tw o reasons: First, complex mechan-
ics invariably channel and limit the
imagination; second, my neurons have
better things to do than calculate
numbers and refer to charts all
evening. Complex mechanics, in their
effort to tell you what you can do,
generally do a fair job of implying
what you cannot do. When I look
back at the player characters my
friends have invented in my games,
and I review the adventures they have
had, they stand out as people and
events that I had never before seen in
role-playing games: wild, strange,
unique, mysterious, unpredictable,
bizarre, personal. The more you rely
on rules that someone else has written
to define your character or the adven-
tures that this character can under-
take, the less of a creator you become.
What’s more, the rules in any game
are a boat that takes you to the shore
you want to reach. This book
describes the shore in detail, but your
boat is a purely functional construc-
tion without the elaborate detail and
complications. It is my hope that the
boat’s simplicity will encourage you to
concentrate on your goal (enjoyable
role-playing) without getting caught
up in the vehicle (the rules).
which I get to explain why my
game is so incredibly interesting
that your life is incomplete unless you
play it regularly, and that all the other
games you may have pale in compari-
son, their game designers obviously
suffering from degenerative neural ail-
ments. This I accomplish under the
pretext of summarizing the game for
you. So what is
Over the Edge?
First, let’s look at the surface.
This game pits the player charac-
ters against all manner of decadent,
evil, twisted, mind-boggling, blood-
curdling, soul-rending, ego-shattering,
world-turning experience. The Game
Moderator (GM) is called upon to
evoke an atmosphere of surreal dan-
ger. The players are called on to deal
with this danger to body and soul, to
thrive and accomplish their own goals
in spite of it. Enjoy.
Over the Edge
falls in the same
amorphous genre as do the various
movies, television series, and novels
that take you over the edge of reality
and into the dark and surreal world of
human fears and delusions, insanity
and danger, or sometimes just the
inexplicably bizarre. As must be
obvious to those who have read the
book,
Naked Lunch
by William S.
Burroughs was a major inspiration,
but other works that make their mark
here include
The Outer Limits
and
Twin Peaks
from television, movies
such as
Repo Man
and
Liquid Sky,
the
fiction of Borges and Phillip K. Dick,
Nothing is True
Anything is
Possible
Everything is
Permitted
— William S.
Burroughs
sources are very different from each
other, and different parts of the
island, different game moderator char-
acters, and different plots will draw
more or less from these various
sources.
In terms of rules,
Over the Edge
emphasizes role-playing and story-
telling over number-crunching. The
mechanics are exceedingly easy and
open to interpretation, so your imagi-
nation and common sense will come
in handier than will your calculator.
But beneath the surface, what’s
going on here? What is the game
really about? I developed the island
of Al Amarja as a playground of the
imagination. Why this setting? It is a
4
Plik z chomika:
ItsOver9000
Inne pliki z tego folderu:
Over the Edge-Welcome to Sylvan Pines.pdf
(26822 KB)
Over the Edge-Unauthorized Broadcast.pdf
(12840 KB)
Robin's_Laws_of_Good_Game_Mastering.pdf
(9423 KB)
Over_the_Edge_-_2Ed_Core_rules.pdf
(9356 KB)
Over The Edge - The Myth of Self.PDF
(5133 KB)
Inne foldery tego chomika:
A Song of Ice and Fire
Ashen Stars
BTRC
Classroom Deathmatch
D20 Modern
Zgłoś jeśli
naruszono regulamin