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The Fall Of Gondolin RPG Rules manual and servants of Morgoth guide Intro Welcome to the first RPG

based on the fall of Gondolan. Here you can learn about the fall of Gondolin if youve not already read the Silamarillion and or the unfinished tales and children of Hurin published by J.R.R Tolkien. We clam no ownership rights of the stories written by the most brilliant authors of all time. We simply wish to explore in depth this magnificent and sorrowful story. By playing it out as our own characters as a single fellowship who seek the fabled city of Gondolin and defend it in its final hours. Why play The Fall Of Gondolin? The Fall Of Gondolin is an action packed RPG that encourages outrageous and death defying acts of courage. We recommend that you try none of the stunts described in this RPG. The fall of Gondolin follows the story of your fellowship as you seek refuge from the enemy Morgoth in the hidden city of Gondolin. But the reason you should want to play is because its a lot of fun. Remember to always work together and think as a team to achieve the best result. Who can play? If you think this is not for you because you dont know enough about books then youre wrong. Anyone can play girls and guys there is no age limit but it is expected that you can at least speak a common tongue and gibberish does not count as a language. Also having some knowledge of Quenya will help as some clues as to where the hidden city lies. What you will need to play. You will need several D6 or six sided dice, in this manual all six sided dice are referred to a D6. You will need friends or a group of people that numbers at least 2. You will need a volunteer to be the GM or games master, in this manual the games master will always be referred to as the GM. It is the responsibility of the GM to prepare scenarios and know all the rules to this RPG. Fear not there will be guides on how to create the best scenarios to help the flow of the game. The rules. The following pages will include the rules for the game the rules are not set in stone. They are more like guidelines, it is preferred if you stick to them if there is any way you think you can improve on the rules with a custom rule or house rule as they will be referred to in this book. House rules are great if you ever find a loophole or error in the rules witch is unlikely house rules can fix any errors you may find. The main reason errors occur in RPGs is because the rules are written to accommodate certain scenarios but not others and this is where you may encounter problems. A simple house rule or two could fix any problems you have with indifferences between scenarios and rules.

Game turns. Every player will have a single game turn to use their action points witch will be discussed later in the manual. Each play has a single game to complete their actions and then it the next player has their game turn. It is best to form some order of operation at the start of the game. Once every player and the GM has completed their game turn you may start the proses again. Action points. Every action you make weather picking up an item or making an attack will require you to use action points. Some tasks may require multiple action points to complete. Once youve use your action points your game turn is over, you may never spend more action points then you possess.

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