Mind's Eye Theater

from Wikipedia, the free encyclopedia
Theater of Darkness
(Mind's Eye Theater)
publication
Original publisher White wolf
Original publication 1993 (cWoD),
2005 (nWoD)
original language English
German publisher Pen & sword
German publication 2001
World and system
genre Horror, modern fantasy
Game world World of darkness
Basic system Mind's Eye Theater
Ascent Experience point purchase system
cube none (Mind's Eye Theater)

Mind's Eye Theater is a rule system for live role-playing games that are located in one of the two fictional game worlds of the American game publisher White Wolf and are referred to as the World of Darkness. A distinction is made between the old game world oWoD (for old World of Darkness , also called cWoD for Classic Wold of Darkness by the publisher ) and the new game world nWoD (for new World of Darkness ).

Numerous books with rules and tips have been published for both game worlds, which are based on the role-playing game titles that also appear in the pen & paper role-playing game versions of the game worlds. The books are currently offered as PDF download and print on demand versions.

The German publisher for games of the world of darkness - Spielwelt, Feder & Schwert , has published the Mind's Eye Theater live role-playing rules for Vampire: The Masquerade under the title Laws of the Night and the Theater der Dunkelheit logo .

Control system

According to the "Mind's Eye Theater" rules, the player characters have several "traits" in different categories. The categories “physical”, “social” and “mental” are specific to every game that uses this rule system, while some other categories are characteristic of a certain game, e.g. B. "Gnosis" for characters from the game Werewolf: The Apocalypse . It is recommended that players have a small card with them for each of these “values” on which the value is recorded. The cards for values ​​that are used up in the game should then be marked or carried in another pocket separately from the unused values.

When a situation arises where the values ​​of two characters are compared, a "test" occurs. Both players describe their action in a combination of acting and speaking verbatim. The action should be assigned to one of the values ​​that the character possesses. In addition, both players play a rock-paper-scissors game . The winner was successful with his action, which both players should implement in the further action of their characters. The loser also has to “use up” the value that he had assigned to the confrontation.

If both players show the same figure in the rock-paper-scissors game, the winner is the one who has more unused values ​​in the corresponding category. A player whose character has special abilities values ​​can also trigger a new test if he has lost. Even a player whose character has a lot of values ​​in a certain category and was defeated in the scissors, stone, paper game can ignore this result by naming a number of the unused values ​​in the corresponding category that he has at least (he can undercut). If the winner of the rock-paper-scissors game cannot keep up with this number of values, the other wins the test retrospectively.

When comparing values ​​against "objects", the same system is mostly used, with an (auxiliary) game master usually taking on the rock-paper-scissors game for the object and approving a certain number of values ​​for the test as usual to be able to deal with. This would be the case, for example, for the picking of a lock, in which the lock has a certain number of values ​​that represent its quality.

Expended values ​​usually only return at the beginning of the next game appointment or when certain events occur in the game. For example, a vampire's “blood” levels can be replenished by drinking blood.

After each game, experience points should be awarded, which then make it possible to buy new values. There is a variable upper limit to how many values ​​a character can have in a category. In the "Mind's Eye Theater" version of Werewolf: The Apocalypse, for example, this is tied to the rank of werewolf. Thus, werewolves of a higher rank can buy more values ​​per category than werewolves of lower rank.

Individual evidence

  1. Portal of Drivethru-RPG
  2. Laws of the Night - Publisher: Feder & Schwert (2001) ISBN 3-931612-97-X