How to play CHIMA Adventures
Best way is to check it out! If you’re reading this guide
there is a good chance you got it from someone and that means there is a group
playing somewhere nearby. Give them a call, and sit in on a game: you’ll figure
it out in no time!
This is what you need to be able to play:
- A
StoryTeller,
- Players,
- Guidebook,
- Pencil,
Eraser, Dice.
The StoryTeller (ST)
The StoryTeller is your way to interact with the world
around your character: comes up with the Adventure ahead of you, decides what
opponents come your way, how powerful they are, how they act and what treasure
they may hold. The StoryTeller must fully know the world of CHIMA, its history
and future, must understand the rules that guide it and make sure that all
players are treated and rewarded fairly.
The Players
That’s you! And your friends. Ideally there should be 3-6
people on your adventure team, each playing as their chosen CHIMA character,
making their own decisions, heroes on their way to become legends… or heroes on
their way to make a pretty penny… or heroes on their way trying to get away
from that Rockworm.
The Paperwork
You’ll need a copy of this guidebook (unless of course you
have memorized the whole thing), a fully filled out character sheet, and
something to make modifications with on it. Your character sheet describes the
main attributes of your character, combat abilities and skills, it even
describes what tribe you belong to or what colour your fur is. It keeps track
of your health points, which round you used your Heroic Strike in, what you
keep in your bags and basically everything that is important about your
character should be on it.
The Gameplay
So what does this game look like? Well… not much to say:
it’s a couple of friends gathering around a table with their sheets and dice
having a good time acting out their characters in an imaginary world. Or is it?
Imagination is the key here that’s where the players cross the border of this
world and the World of Chima, and the guide book and sheet and dice are just a
vessel.
The Dice
So say you heroically state that you’re going to attack that
Carnivorous Plant in the Outlands that grabbed your friend and cut it down with
one mighty strike! Who’s going to decide whether you can do what you want to
do? That is the job of the dice! Every time you do something more than trivial
you’ll have to roll one or more dice and watch for results: generally rolling 1
means you failed miserably, while rolling 6 will mean you succeeded!
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