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Seitenabrufe

237131230 Seitenabrufe seit dem 30.06.2003


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HauptseiteFirmenMonte Cook Games


Monte Cook Games

Monte Cook Games
(auf das Logo klicken, um zur Firmen-Website zu gelangen)

Monte Cook Games is all about revitalizing fan passion for RPGs through high-quality, innovative games that combine sweeping visions with premium art, storytelling, and design.

The company was founded in 2012 by Monte Cook and Shanna Germain, following the record-setting Kickstarter campaign for the company’s first game, Numenera.

Hauptproduktlinien

   

Cypher System

       

Cypher System gameplay involves a simple die roll that determines success or failure for any kind of action. There are few modifiers to encumber this roll; instead, the players apply their skills and other assets reduce the difficulty of a task. They can also focus a limited resource called Effort to further lower the difficulty of the actions really important to them.

It’s up to the players to bring to bear any advantages they have to lower a task's difficulty. Once they do, they roll the dice. The GM's job is to present imaginative and colorful situations, not fiddle with modifiers.

Characters earn XP when they make new, interesting discoveries (not from killing things, although combat is often necessary to make discoveries and accomplish missions). They also earn XP when the GM "intrudes" on the action of the game to introduce new complications. Lastly, players have the ability to award XP to other players for great ideas, useful actions, or other reasons.

XP can be spent to increase character abilities, or to affect events in the game (such as rerolling dice), gain short-term benefits, or advance in tier.

The Cypher System has been uniquely designed to make things easy on the GM. The goal is to decrease the amount of time the GM spends juggling game stats, and allow him to instead focus entirely on the story and the action at hand. Creatures, NPCs, and entire encounters are incredibly easy to make up on the fly — and even easier to run — but they still present vivid and interested challenges.

       

Nebenproduktlinie

           
   

Invisible Sun

       

A roleplaying game of surreal fantasy, secrets, and magic that is truly magical. Wield fabulous powers as you uncover the secrets of reality itself.

Lorcan made a gun out of demon; its bullets only harm possessed people. On his quest to discover the long-forgotten (and perhaps forbidden) number between 12 and 13, the weapon is proving useful as the Enemies of Sleep appear determined to stop him.

Duri’s face is normally a blur of swirling spiritforms, but occasionally she can make one of them manifest, and she gains its appearance and memories. If she risks keeping the new face too long, however, she can lose her identity.

Rodir has connections all over the city, and she holds a collection of wicked keys that allow her to unlock any problem by just creating a keyhole to insert a key, turn it, and see what happens. People don’t appreciate it when she does this to them, but that’s what they get for being in her way.

Do you think you live in the real world?

You don’t. This world you see around you is Shadow—a world illuminated only by the Grey Sun. You think it is your home, but that’s because you have forgotten your true self. Awaken, and return to the Actuality and Satyrine, the city under the Indigo Sun. You are a vislae, a wielder of fabulous powers and capabilities, a shaper of reality itself. You sought shelter in Shadow to escape the war, but the war is now over and your home has called you back.

Invisible Sun is a roleplaying game of surreal fantasy. The player characters are vislae—wielders of magical power—recently returned to their true home: the Actuality, a world that seems like a surreal dream to those of us toiling aimlessly in the boring, grey realm you and I falsely believe is the real world. These characters face incredible challenges, visit breathtaking places, and discover secrets so astonishing that the only ones who can cope with them are those who understand the truth that powers the universe: Magic.

Magic: A power that can be pursued, studied, and even mastered, but never completely understood or controlled. It is fluid, unpredictable, and ever nuanced in effect. Its secrets are boundless. But that does not mean it is without rules and methods. There are four orders, major schools of magical thought and training. Vances study their spells carefully, believing they are, in their own way, intelligent in and of themselves. Makers, as the name suggests, use magic to create powerful items. Weavers cast spells with a fluid and improvisational sort of sorcery. Goetics use their magical skills to summon demons, angels, and other creatures to do their bidding. Outside of the four orders, Apostates are vislae who find their own paths and methods for wielding the power of magic, rejecting the hierarchies of the orders.

It is a rare vislae who does not have a house. Your house is as integral to your being as your spells or character stats. The houses of vislae are often haunted, filled with mysterious unknown rooms, bigger on the inside, or possessed of their own intelligence. And in Satyrine, a house is defined as much by what goes on around it as by the contents of its walls (assuming, of course, that a vislae’s house even has walls). Local personalities, sites of interest (or danger), organizations or factions, and ongoing conflicts all affect a vislae’s house and life. And all of this is determined as part of the character creation process.

Bonds, character arcs, echoes of your life in Shadow, a secret Soul, your role within your order, and your relationship to other player characters are all addressed during character creation through a fun, interactive process that engages the entire gaming group. And leads to PCs with incredibly rich backstories, inner lives, motivations, and relationships—and a vast array of adventuring hooks.

When exiled to Shadow, you probably believed there was just one sun—but there are in fact eight. Nine, actually—but even many learned people don’t know that, for the ninth is a secret. Invisible. As a vislae, that is one of many secrets you know.

The Path of Suns is a representation of the way magic works, the known levels of existence, the stages of a life, and the makeup of the mortal soul, all in one. It is a symbol. A metaphor. A diagram. A map. Each sun represents a different concept, a different “place” and a different fundamental aspect of the universe. These different concepts are signified by the color of each sun, so that color ends up representing the sun and its attendant ideals.

The suns are also planes of existence—literal places vislae can visit. Each realm reflects the nature of the sun that illuminates it, and is guarded by wardens and peopled by creatures great and terrible, mysterious and, very often, dangerous. Magical power flows like a rushing river from the Invisible Sun through the other suns. (Although the main current follows the Path of Suns, not all do.) Powerful vislae travel the Path of Suns to master these different currents and better hone their spells, but to do so they must parlay with the wardens of the Suns and face the perils within their realms.

The Path of Suns connects all eight suns, Silver to Green, to Blue, to Indigo, then Grey, next Pale, and Red, and finally Gold. The Invisible Sun is not a part of the path, but rather outside, above, and around it. There are some, however, who follow the Nightside Path, which is the Path of Suns in reverse. In the Nightside Path, each sun has an altered, often darker, aspect. It would be far too simple—and erroneous—to call the Path of Suns “good” and the Nightside path “evil,” but some do.

As a vislae, you might travel the path of suns, visiting these realms, parlaying with their wardens, encountering the glories and horrors within, and unlocking their secrets. Or your adventures might never take you beyond the borders of Satyrine, a surreal city rife with intrigue and conflict following the terrors of the recently concluded war.

   

Monte Cook's: Ptolus Campaign 3E/5E

       

A fantasy city steeped in history and surrounded by threats, from dungeons below to the Spire above.

   

No Thank You, Evil!

       

A tabletop game of make-believe, adventure, and storytelling for creative kids and their families!

Olivia is a Super Smart Princess who Experiments with Science. Rowan is a Cool Robot who Loves Ooey Gooey Things. Their best friend tells them that a dragon has stolen all his chocolate coins. They’re the only ones who can enter Storia and save the chocolate—how will they do it? It’s all up to them!

No Thank You, Evil! is a tabletop game of creative make-believe, adventure, and storytelling. In No Thank You, Evil!, you create a character based on a couple of cool, descriptive, imagination-firing traits. The Guide (a special role often played by a parent or older sibling) presents a dilemma, and the players set off on an adventure of the imagination. Along the way you use your character’s special skills, companions, and equipment to overcome obstacles. Maybe you’ll rescue a friend from Dragonsnot Falls, save the world’s biggest adventure park from an ancient curse, or fix Whizbang’s broken time machine before it’s too late! Whatever you choose, you’re sure to solve mysteries, gain friends, confront bad guys, and have a wild adventure!

Scalable rules adapt easily to the abilities and interests of kids from five on up, so everyone can play together. How will your adventure play out? Your options are limited only by your creativity. Together, you and the other players create a story as you work together to make your way through the adventure!

   

Numenera (engl. & dt.)

       

Numenera is a science fantasy roleplaying game set in the far distant future. Humanity lives amid the remnants of eight great civilizations that have risen and fallen on Earth. These are the people of the Ninth World. This new world is filled with remnants of all the former worlds: bits of nanotechnology, the dataweb threaded among still-orbiting satellites, bio-engineered creatures, and myriad strange and wondrous devices. These remnants have become known as the numenera.

Player characters explore this world of mystery and danger to find these leftover artifacts of the past, not to dwell upon the old ways, but to help forge their new destinies, utilizing the so-called “magic” of the past to create a promising future.

       

Nebenproduktlinie

           
   

The Strange

       

The story-based Cypher System used in Numenera finds a new home in numberless worlds hidden within an ancient cosmic-sized alien network: The Strange! Explore and defend multiple recursions—shadow worlds much like our own, but with their own laws of physics and even magic. Based on the unique Numenera game system, The Strange allows characters to change with each world they travel to, taking on new aspects suited to that recursion’s unique laws and structures. Eventually, as characters progress, they might even gain the ability to create a recursion of their own!

   

Your Best Game Ever

       

Unlock the secrets of consistently awesome RPG experiences—for players and GMs!
We’ve all had them: games where the party clicked perfectly. Climactic moments when everything came together amazingly. Favorite characters everyone loved. Sessions and campaigns that became the stuff of legends—moments that were talked about for years! Sometimes, everything just turns out right. But why not every time?

You can make these games happen, and happen whenever you get together with your gaming group. You can make every adventure, every session, every campaign the most it can be. Your Best Game Ever unlocks the secrets of consistently awesome RPG experiences—for players and GMs.

Inside this gorgeous hardcover (perfect for your game table, but just as beautiful on your coffee table, too) you will find advice and suggestions for enhancing your RPG experience at the table and away from it. This is an insider’s look at everything that isn’t part of the game rules—building chemistry for a gaming group that really clicks, making a character you will love and remember forever, running engaging and exciting games your players will always look forward to, creating thrilling adventures, finding all the right ideas, hosting memorable game nights…and that’s just for starters.

You’re an Experienced Gamer
You’ve been gaming for years. You get the concepts; you know the rules. Your Best Game Ever embraces the hobby you love, and provides real tips, immediately usable advice, and hands-on pointers you can bring to the table—every game night. You’ll find it all here: enhancing immersion, creating characters with depth, worldbuilding, creating house rules, dealing with personality conflicts, and probably the most exhaustive guide anywhere for running and playing games online. And loads more!

You’re Fairly New to Gaming
Your friends play RPGs. You’ve maybe watched some streaming games, or given it a try a few times. You get the general idea, but where do you go from there? This book will give you everything you need to choose the right game, start your own gaming group or easily fit into an existing group, and get on the fast track to being a great gamer.

Either Way, You’ll Love this Book!
Your Best Game Ever covers a range of general game topics, along with sections tailored to players and GMs. And this isn’t a stuffy book on theory, either. You’ll find loads of specific suggestions you can use every day to create better characters with their own interesting stories along with plot ideas, character ideas, real recipes you can make for game night (and spruce them up for your genre of choice), specific suggestions for music and ambiance depending on the genre, and hundreds of pages of other ready-to-use material. All bound up in a volume as complete, user-friendly, and beautiful as only Monte Cook Games can make it.

Written by legendary RPG designer Monte Cook, Your Best Game Ever also taps a fantastic roster of seasoned pros from every corner of the industry, with different opinions, outlooks, gaming styles, and life experiences, to bring their insights to your game table. These consulting experts brought their perspectives to the overall text, and each contributed a short essay.

Eric Campbell • Matt Colville* • Bruce R. Cordell • Luke Crane
Stacy Dellorfano • Tanya DePass • Ajit George • Shanna Germain • Jennell Jaquays
Eloy Lasanta • Tom Lommel • Matthew Mercer • Susan J. Morris
Alina Pete • Sean K. Reynolds • John Rogers • Darcy Ross • Charles Ryan
Tammie Ryan • Monica Valentinelli • Bear Weiter

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