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Sorcerer (role-playing game)

Sorcerer
Sorcerer rpg bookcover.jpg
Sorcerer cover
Designer(s) Ron Edwards
Publisher(s) Adept Press
Publication date 2002
Genre(s) Horror, Fantasy
System(s) Custom

Sorcerer is an award winningoccult-themed indie role-playing game written by Ron Edwards and published through Adept Press. The game focuses on sorcerers who summon, bind, and interact with demons, powerful non-human entities who work with and against the sorcerer.

The game has no definite default setting beyond a few guidelines. Examples of these guidelines include the unknown nature and origins of demons and authorities who do not believe in the supernatural. The rule examples, however, assume a modern fantasy world which to mundane people resembles our own.

Play focuses on a particular theme defined by each group as "Humanity". Players make conscious decisions throughout play to commit their characters towards actions that support or negate Humanity, often risking it in the process of acquiring or utilizing the power of demons. Through doing so, players are making strong thematic statements about the issue defined by Humanity.

A "bang" is a situation that requires a choice from the player as to how the character will respond to the situation. The choice will often be thematically relevant, based on the Humanity definition and earlier events in the game. For a bang to be effective, the game master shouldn't force a specific choice, and the player doing nothing should also have consequences.

The game master should prepare a number of bangs for each session in what Edwards calls a bandoleer of bangs, but be prepared to alter them on the fly or discard them if necessary. A bang doesn't have to be initiated by the game master; another player or even the player himself could identify a bang situation that requires a choice.

The term was introduced by Edwards in the Sorcerer book.

Conflict resolution is handled with opposed rolls in dice pools. These dice can be any size, but must be uniform (that is, you only play with ten-sided dice, or six-sided dice, etc., but never mix them.) During conflict, each opposing force rolls their dice pool. The single highest die result wins, where ties are removed from the pool before looking at the next highest result. After a winner is established, the other dice are compared to determine the degree of success: the winner receives one 'Victory' for each die that shows a higher value than the highest of the loser's dice.

The number of victories determine how close the contest was: a single victory means a close win, and four or more victories is total domination. If the player receives Victories equal to their number of dice, it is considered a Total Victory. That character should receive some sort of additional advantage.


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