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Titolo: RECENSIONE (inglese) di Lupo Solitario


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Review of Lone Wolf: The Roleplaying Game
Playtest Review
Tim Kirk
October 4, 2004
Style: 4 (Classy & Well Done)
Substance: 4 (Meaty)
An excellant game, even for beginners. Not perfect but a very solid
work.
Tim Kirk has written 12 reviews, with average style of 3.58 and
average substance of 4.17. The reviewer's previous review was of Cloak
of Steel.
Publisher: Mongoose Publishing
Line: Lone Wolf/Ogl
Author: August Hahn
Category: RPG
Cost: 39.95
Pages: 304
Year: 2004
SKU: MGP1120
ISBN: 1-904577-47-4
 
 
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Lone Wolf
Predisposition: 
I'm not, as I've stated, a D20 fan; that being given, I am a Lone Wolf
fan, not as diehard as some, but I have many enjoyable hours in my
past as a Kai Lord or a Magician. 
Lone Wolf Books 
These were fun little game books that offered what is essentially solo
play with a mostly pre-generated character--Lone Wolf, or Greystar.
Said characters were tweaked slightly by your choices of their
supernatural abilities, then you took them on an adventure by reading
passages, facing encounters and deciding what to do, as well as
battling foes using either dice or the number selection system in the
book. They were far superior to "Choose Your Own Adventure" books.
They also, in my opinion, have a bit more style and careful world
building, it seemed than the somewhat similar Sorcery books. The books
are now available from PROJECT AON, on the web Project Aon These are
digital editions made available through the wonderful generosity of
their creator, Joe Dever. 
Aon is the world of Lone Wolf and Greystar. It is at first what might
seem a typical fantasy world with forces of thee Dark, the good guys,
ancient magicians, monastic mystic warrior guilds, knights, pirates,
dwarves and so on. Though it goes much deeper than that, you see the
characters are evocative and unique in many ways, with some very
different style choices made that creates a world that is fun,
interesting, and worth exploring.
The RPG game book itself is a hardbound 304-page book, with heavy-duty
'cloth' (i.e. cardboard) cover, color cover art, but with black and
white interiors. The interior or art is typical for black and white
games; sadly, it is apparently not art from the original books that
had a rather unique stylistic flavor. 
14 faces of 20 
Chapter Breakdown 
Welcome to Magnamund 
Magnamund is the mainland of the world of Aon and is the primary
locales where the adventures of Lone Wolf occur, this chapter
introduces the world. Perhaps too brief to convey the weight of
mega-series like Lone Wolf.
Role-playing in Magnamund 
The basics of the game, dice used, attributes all the general
information needed to play a D20/OGL game are covered by this chapter,
although the finer art of skills and combats are left for a later
chapter.
One note however it covers these topics briefly, but in a clear and
concise manner that can explain the stats and abilities to even a
relatively novice player.
Among these explanations are some of the differences, such as the
Endurance die, and its use (as hit points). As well as advice on
disallowing multiclassing that while possible in D&D and other D20
games, seems a bit odd for Lone Wolf, almost inconsistent with the
tone of the works. Though discouraged here it is still technically
allowed. 
Since this is an OGL game I find it strange they took relatively few
risks with the system--attributes still work the same, classes,
levels, hit points, advancement, skills, and armor work mostly the
same as D&D--I have to wonder why this is OGL, rather than D20,
because so much of the core system was kept. One of the good things
here is that magic, at least, is very different, thus making this game
take a huge leap forward to me in terms of playability over some of
its predecessors. 
The lack of feats should also be noted, and yes you read that
right--feats do not exist; instead, things that might be considered
feats occur as class abilities under the appropriate class. This
doesn't bother me one bit, as I am not a fan of what many feats do
mechanically and their general inconsistent purpose from various
OGL/D20 games (some feats are skill bonuses, others special powers,
and in some they are wuxia martial arts abilities. Not having them
actually makes this a better product overall, especially since they
were not things found in the Lone Wolf works.
This chapter wraps up with an examination of good and evil. It is
clear that is because no matter what your profession, you are meant to
be GOOD, big G at your core. Regardless of being "nice" or "perfect",
you are meant to play a hero in a fantasy epic nothing more, and
nothing less.
All of this so far crafts a much simpler version of D20, one which is
highly unique in flavor, but also terribly familiar, yet its approach
is simple enough that this makes it a very good introduction to
role-playing, especially D20 versions of that. (I can think of better
games to do that with, but not better D20/OGL ones.) The core is solid
and similar enough that one could jump to D&D with little difficulty
and very little system shock. 
14 out of 20 faces. 
Classes 
The class chapters beyond specific information unique to each one
lists those that would cooperate with each other, their likelihood of
accepting outsiders, as well as the chance one can "leave" the
profession for another and come back. Since it discourages
multi-classing, it may have just said no to the whole idea and saved
the space spent here on advising how to "handle" multiclassing.
Who are Lone Wolf and Greystar? Who will you be? 
There are 7 classes in the core rulebook 
Brother of the Crystal Star 
Dwarven Gunner of Bor 
Kai Lord 
Magician of Dessi 
Shadaki Buccaneer 
Sommerlund Knight of the Realm 
Telchos Warrior 
Each class details a profession of the world, but not generic
professions; rather these are the heroic, exceptional professions.
The Brother of the Crystal Star is essentially a magic wielder,
trained and often of Noble birth because the finest nobility send
their sons and daughters to become Brothers (or Sisters) of the
Crystal star. The basic concept of magic in the world of AON is
different than "core" (or should I say D&D) d20. Magic, while a
trained ability, comes in the form of specialized capabilities that
can be used and reused, abilities that grow from a basic ability to
become powerful and awe-inspiring powers. Rather than expendable spell
slots they have tiers of ability that can be accessed as the character
grows in play and specific paths of power one can obtain. 
Some limitations do exist though; certain spells tire the wizard,
costing fatigue in the form of endurance. This limitation is severe as
Endurance, in Lone Wolf RPG is also a character's hit points, their
ability to avoid a life-ending blow! In addition, spells of higher
tiers can only be used a limited number of times a day based on their
Intelligence modifier (while the lowest tier can be used as long as
they like, and, if costing endurance, have the energy to power it).
Crystal Star wizard's magic is based on power words, and essentially
requires a skill roll (based on occult) to activate. So while a bit
more open in some ways than D&D magic, it is still quite limited.
Crystal Star wizards can also counter spell other magics, this being
their primary ability to actually combat enemy magical spells. Rather
than a duel of pure power, you get a reactive ability to undo magic,
but it is not an easy task either.
Spells:
Counter spell 
Invisible Shield 
Levitation 
Lightning Hand 
Mend 
Mind Charm 
Net 
Sense Evil 
Silence 
Vigour 
In addition to this, there are for most of these spells multiple tiers
of effect, which increase their power significantly. 
Once a Brother or Sister reaches a certain level (10th), they can
begin selecting mastery of particular power words--this adds an
additional set of more powerful effects.
This class is very much a classical wizard, un-proficient in arms and
armor except for the quarterstaff, dart, dagger, and spear. Crystal
Star wizards are also bound by an Oath not to harm other members of
their order which might create some interesting conflicts of ethics in
play. 
Dwarven Gunner of Bor is the only non-human profession listed, in
fact, this is the only truly playable non-human race, as well. Dwarven
Gunners are a bit of oddness for me as I don't recall ever running
across one playing the Lone Wolf of Greystar characters, but they
defiantly fit the world as I've seen. Plus, while they are pretty much
stuck in a very limited role mechanically (they have the least
flexible abilities of all the professions it seems), they do have guns
and can gain significant and quite canny accuracy and lethal prowess
with their focus, almost akin to magic.
Though my player who chose this profession had visions of six-gun-like
slinging of black powder pistols, it focuses on their being users of
large bore rifle-like flintlocks rather than pistols. (I may very well
house rule this because it allows some unique flavor to his
character.) /p> 
Most of their better abilities (speed loading) work only with the
rifle, hence the reason why I may make such an alteration for his
image to fit. Being less familiar with the Gunners than other classes,
I'm not sure if the player's image is acceptable to the setting, but
it is to mine. In addition to being able to fashion and use firearms,
come a whole host of other abilities as they advance--dealing with
explosives. Considering the lack of other users of such technology, it
makes them quite a bit more effective even for their lack of ability
to tailor that individually. 
The Dwarven Gunner gets abilities based on level advancement with a
few choices--they start out with Forge Lore, get a rifle and shot to
start. (They are proficient with firearms, crossbows, all one-handed
melee weapons, and all armors (this is a huge advantage), plus they
can use a specialized war-axe one-handed.) As they advance, they gain
Secret of the Gun which is a collection of mini skill enhancements
dealing with speed-loading, accurate shots, defensive shots (shooting
arrows from the air) and so on. They also can learn a variety of other
level dependant gun-powder oriented abilities. 
Now we get to the whole point to this, the Kai Lord
Fundamentally, at least for me, was that Lone Wolf was cool--he was
the kind of PC I longed to play in tabletop RPG--a heroic, wandering
hero with a smattering of abilities over the field. At its heart they
have much in common with Strider in LOTR, but there is a bit more
under the surface.
They are essentially an honorable and noble society of do-gooder
rangers, but they differ a great deal in some ways from the typical
"D&D" variation of the theme. They are trained in a monastery; they
are a skill-heavy class and have fairly balanced saves, but more
importantly they have a variety of abilities that stem from mystic
skills trained into them as well as decent (but not on par with a
Gunner or a Knight) combat capabilities. Want more? Kai Lords are the
secret agents of the Kingdom of Sommerlund; they are that world's
elite agents. Considering Sommerlund borders the lands controlled by
the Dark, you may see why an infiltrative order of do-gooders is
useful. They aren't above deception for the greater good. They are
masters of a very honorable, if ubiquitous conspiracy to fight evil.
In play, I had a player choose one of these, and felt he might have
misunderstood "monastic" as being "ascetic." He played the role well
if a bit less kind hearted than I envisioned, but he was not familiar
with Lone Wolf, he otherwise still played it well.
Lone Wolf as a character is the last Kai Lord (his order being
destroyed, and him forced to run from the Dark).Through trials and
tribulations, he manages to do a great bit of good and grows in power
to become a Magnakai, an elite, extremely powerful champion of the Kai
Lords. 
Kai Lords get a choice of discipline paths--similar to the spells of
Crystal Star Wizards, but sometimes subtler of effect. 
Their choices (with up to 5 tiers) are: 
Animal Kinship 
Camouflage 
Healing 
Hunting 
Mind Over Matter 
Mind blast 
Mind shield 
Tracking 
Weapon skill 
They are proficient with all ranged weapons (except guns and shiel-fa)
and light armors and shield. Just examining their capabilities will
show you they are not your typical fantasy ranger, though there are
similarities (their hunting and animal based abilities)
As it should, this is where a game called "Lone Wolf" should shine the
most--lots of options here that allow an entire party of Kai Lords to
have different capabilities (and of course fits the original books
quite well.) 
Magicians of Dessi represent the class of the other, lesser utilized
but quite interesting character presented as a player character in the
Lone Wolf books bearing his name--Greystar.
The Dessi are descended from the Elder Magi who brought magic to the
world of Aon in the first place, and while human, they are a bit
different. Magic is something they are born with and it takes a great
deal of training to prevent them from destroying themselves with their
efforts. 
The magic of the Dessians is called the Elder art, and unlike spells
of Crystal Star wizards, or the powers of Kai lords they tend to be
broader but have less heights of power--having no Tier of increased
effect. 
However, the Elder Art allows the Magician to access the following
abilities: 
Alchemy 
Elementalism 
Enchantment (mental enchantment) 
Prophecy 
Evocation 
Sorcery 
They can also engage in psychic combat, and as they grow in power, can
channel a great deal of increased power through their staff. In
general, the role of the Magician of Dessi seems focused on
information abilities and less on direct combat, but with their staff
they do become quite capable as they learn. 
One of the less "noble" of the heroic Aon types, the Shadaki buccaneer
is a master sailor, swashbuckler, and, with a touch of pirate,
fulfills the closest thing to a "rogue" profession of the lot.
Like the Gunner, this class seems somewhat limited in options, and
more limited in actual play, mostly because a lot of thee other
adventuring professions tend to be somewhat land-bound. This makes one
group or the other likely a bit out of place when they meet. This is
not an insurmountable limit, but a limit all the same. Regardless, a
GM worth his sea-salt can throw the lot together, but it seems odd to
have a limited environment profession such as this one. 
Although the later Sommerlunder knight has some similar limitations, a
Knight has a far less severe limitation than a water-traveling
profession. The buccaneer's limited choices in advancement are
problematic, and just don't seem to be the same vein as most of the
others. It's a bit of a wide traveled class all the same, and
considering their native government, it is likely to find a few having
fled to somewhere, even inland to escape a bit of those tyrannies. I
suspect that will last only briefly at best. If one wants a civilized,
vibrant warrior who is light of feet, this may be the best choice for
them.
Sommerlund has a long history of knighthood. This forms the more
obvious of their militaristic forces, and fills its ranks with
Sommerlund Knights of the Realm and in fact Knights here have numerous
capabilities that make them very suitable heroes. A knight's combat-
and valor-based traits give them a lot of use, as well as their arms
and armor proficiencies. Though somewhat geographically limited,
(their recognition is more effective in Sommerlund itself), they are
not quite as restricted in terms of travel as the Shadaki buccaneers.
The Knight has several advantages, such as wielding a broadsword one
handed (not a one-handed weapon in Lone Wolf nominally) as well as the
proficient use of heavy armors; added to that, his command and horse
talents make this hero quite a bit more useful even for his
honor-bound limitations.
The final class presented for use in the core book is the Telchos
warrior. The country of Telchos is ruled by a gynarchy, and finds men
a precious resource to be protected. Therefore, most Telchos warriors
are female. 
Fulfilling a barbarian-like role, the Telchos Warrior has access to a
rather unique weapons set--a whip like atl-atl (spear thrower) called
the shiel-fa, which can fling light javelins called hand-bolts with
enough force to make these light shafts deadly. Plus, it can be used
as a whip on its own. This warrior isn't proficient in armor, but
gains numerous abilities to support survival in the desert land that
are native, too, as well as primal screams with mystic effects.
Perhaps more than the others, this profession intrigues me because it
truly evokes the differences of Magnamund from some a more typical
fantasy realm. 
12 of 20 faces 
Skills 
Little to mention here, the basics of the Skill system are covered and
not much else. My players had some confusion in understanding what
skills were needed for some of their class abilities (did the Gunner
need Craft for his firearms?) but most of that was covered in the
chapter on the class in question (although it would have been nice to
make note of it here again.)
Take 10 and Take 20 is described as well as Skill synergy. Each skill
provides the normal information on its uses, as well as providing some
sample DC's to give a GM a good idea of how hard to judge certain
tasks, over all useable and useful section for an introductory style
rpg. 
12 of 20 faces 
Equipment and Special Items 
A chapter of general equipment and special magical and Magnamundian
items such as the Wilder Cloak, a Bronin War hammer, or, yes, the
fabled Sommersword. One note is that the equipment material carries
the classic "item type" from the original game books, meaning some
items can only be carried in a Backpack (note capitalization), mostly,
I suspect, as nostalgia factor. 
15 of 20 faces 
Combat 
Simplified (and much cleaner) combat chapter than in core D20, no
attacks of opportunity, though the system is well detailed including
aiding others, mounted combat, dealing with movement and other factors
in play. It is still more complex than combat in the original game
books, and for that, especially since it is OGL, and not D20, it
suffers here. (Admittedly most combats in the books were pretty much
roll die, win, lose type affairs with little "round to round" style
tactics, but I prefer such items be abstracted and left to player and
GM to describe, rather than produce hard codification for such
flexibility. Players and GM's make the combat more interesting when
given such freedom.
Also detailed are the rules for magical combat, and psychic combat
(which actually occurs as a an addenda to the original combat round,
taking place outside it). This design makes for an interesting
addition to the standard play-by-play blow of the round, especially
for the psychic heavy Kai Lords (who, let's face it, are the reason
most of us wanted this game.)
12 of 20 faces 
Adventuring in Magnamund 
A bit misnamed, a chapter such as this deals with challenges, traps,
hazards and weather, as opposed to adventures themselves. Turn to page
50 for more review. 
The Lone Wolf Games Master 
A vital and important chapter those of us who wish to run Lone Wolf
(like me). It provides details on what makes Magnamund essentially
Magnamund, as well as concepts that some games overlook--shortening
travel times to focus on the interesting bits of the story, among
other tidbits of sound advice 
The advice of this chapter seems geared to less experienced game
masters, but that doesn't limit its quality and I suggest it be
required reading for anyone running any game, simply because of its
focus on flavor of a world.
The only bits that should be excised is the "Lone Wolf Sourcebook" bit
about using it to support D&D--did this game really want to be OGL? I
mean, honestly? The fact that it keeps drawing back to D&D makes me
think it didn't, or wasn't, envisioned as a separate and distinct
game. That is one of the truly hideous crimes here, and it's rating
suffered again because of that fact. 
15 of 20 faces 
Supporting Roles 
NPC classes--not much unique here. A lot of it seems to focus on
slight variations of the core D&D-style NPC professions varied
slightly, I'm not sure how Magnamundian they are however as they
stand. 
12 of 20 faces 
Magnamund Gazetteer 
Now this chapter gets its rating right of the bat--19 of 20 faces on
the old d20. 
The reason for this is that the chapter is that good. It details the
timeline and then goes country by country breaking down each one into
a quick overview, a bit of history, as well as future events (since
the game is set about 50 years prior to the Lone Wolf "Flight from the
Dark" book.) Not a perfect chapter, but very useful and useable
information on Magnamund. I suspect the only way to get better
information is to be a fanatic of Lone Wolf, or find the ill-fated
out-of-print Magnamund companion. Otherwise, this chapter is very much
a pivotal point in the game that gives us useful, useable information
on the world. 
I repeat, again 19 of 20 faces. 
Magnamund Bestiary 
A basic view of several of the unique beasts of Magnamund and their
statistics are contained herein. The only real flaw here is that we
don't get the clearest placement scheme (how, when and why to use such
creatures) as possible.
15 of 20 faces. 
Designer notes 
A short bit more bio than anything else; their decisions within the
game itself are not addressed.
The remaining pages are a random number table--so reminiscent of the
original books, but obviously aimed at d20. I'm not sure how useful it
is, but it's nice to have it tucked back there, then we get an index
that is serviceable but not perfect (I tried to look up a unique class
ability to see if it were mentioned anywhere else and it wasn't
listed), and finally the OGL License.
Overall, the game book is a solid piece of work; it isn't, however,
groundbreaking. It cleaves close to D&D without truly stepping too far
from its roots--while it has the Magnamund spirit, it misses a portion
of its body in trying to keep close to the basic rule structure of
D&D--this is not a bad thing, as the game books were highly controlled
and directed (scripted) in design, and while fun in their own way,
role-playing with a live and adaptable GM is very different and a much
more evocative and complete experience. Though one should not overlook
the quality and fun of the Lone Wolf game books just because they are
different.
The adventure I ran was called "Well of Darkness." It began with the
heroes being friends of the Kai Lady, Shy Sparrow (on her way to
Magnakai status), asking the heroes to deliver four letters, three to
various village elders across the edges of Sommerlund, and one to her
sister at a farm near the last village. Of course, things went wrong
as things commonly do. The hero's first encounter was a pair of
Doomwolves, and it looked to be the last, as well, considering their
positively abysmal die rolls. This is where my recommendation come
from for house rules, or if ever a second edition-add hero
points/action points of some kind. For a game about heroes dying
because of a bad die roll is boring, and frustrating, and this isn't a
Lone Wolf game book where you flip back to before the bad decision and
make a good one forewarned. (I didn't do this. I usually started over
with a "new" character but it seems I was the only one to do so).
Though in time they managed to win out the day, part of their risk was
that the gunner spent a round reloading rather than simply switching
to a melee weapon and ending the fight much faster. 
They made it to the first village and encountered the very friendly
villagers, and Alderman Yeor, whose daughters were trotted out in
hopes one of the two human heroes, might be smitten. At the dinner
meal, one of said beautiful daughters poisoned the lot of them. A rule
of the game books mentioned by a die-hard fan, not included in the
game, which seems to be "Of two NPC's encountered at a time-one is
always an assassin". Though I think, with a party of three players
this rule must be minimized as otherwise the assassins will soon
outnumber farmers in Magnamund. Penelope (the assassin) didn't wish to
get married and so tried to make sure there was no chance, failing (as
was the purpose--she isn't a trained assassin, yet, anyway), she was
uncovered and fled.
The heroes who were not bed sick from the poison (the Dwarf and the
Kai Lord) sought out their assassin and discovered her diary, finding
out her fondest desire to become a free woman warrior or assassin
without the leash of a husband.
So player's being players, they did the only sensible thing, they
decided to recruit her! This was unforeseen, but after a bit of a
chase by them and the town's sheriff, they caught her and made her a
deal to help her become a warrior. They then made off, as soon as the
chirurgeon had seen to their Knightly friend (who now held a grudge
knowing who his would-be assassin was.)
The next village was, well, peaceful relatively speaking, though they
encountered a barroom brawl made up of all the currently awake town
guardsmen (it seems a bad poker hand determines who gets the night
shift, and they resend the people who got day shift...oh well.) It
took some doing, but after a night's rest, they found the loser of the
poker hand, the town alderman, in a near coma from ale consumption in
the tavern's basement. They then passed on their letter and made off
to the final village. 
Where of course, they found everyone dead. Investigating until
nightfall, they hadn't located the cause of death. But as soon as the
last light of day fled beyond the hills the dead decided to get and
make a thorough nuisance of themselves.
Barricading themselves inside the smithy, the heroes waited until dawn
when the dead fell back immobile, and then committed heinous crimes
against the corpses and the undertaker's guild by dismembering them
and burning them on a pyre. Heroes 20, zombies-0, searching a bit more
they make it to the well where before nightfall they'd noticed most of
the bodies had been clumped-and yes there was something going on at
the well. 
The Knight, and Penelope, clambered down while the Kai Lord and
Dwarven Gunner slept (their players literally slept), the remaining
awake player continued the adventure alone with the NPC assassin. This
is where evil gm's cackle.
Finding the well was just a shallow pond fed by a water flowing
through a cave system, the Knight and lady wandered upstream
discovering a man-made wall. With careful searching skills, they
discovered an ancient door sealed with a puzzle lock that the Knight
promptly solved with little effort. 
Following the path around and up, they discovered another door-this
one trapped, which triggered and promptly failed to harm anyone.
Brushing off poisoned needles from his armor the knight solved yet
another puzzle door and entered a crypt antechamber. 
Skeletons attacked nearly slaughtering both of them before the knight
began using the flat of his broad sword to undo the skeletons with a
few quick smashing blows. Inside, beyond the antechamber, the crypt
had a sarcophagus which was center stage for the water running down a
stalactite into the stone box and through the undead thing inside
before pooling in the room and leaking out through a crack in the far
wall. Shattering the stalactite the knight discovered a lance or spear
that had pinned a shadowy wraithlike form in the sarcophagus. Once
removed, the shadow vanished and the water was no longer deadly and
tainted. 
Thus ending the first book of my Lone-Wolf game. 
Knight, Beolvye, played by Pat 
Kai Lord, Swimming Tiger, played by Steve 
Gunner, Blazing Spider, played by Flip 
I give the game broad score of 15 of 20. 
Average Score: 14 faces of 20 
I really found this game a nice useful OGL product. If I were
recommending a game to a d20 fan who wanted "good" but "simpler than
D&D", or a Lone-Wolf fan, I would say it's a definite must buy. If I
were recommending it out of all possible games, it is a solid "look
for yourself at the store." I am very glad to have the book and will
be making good use of it to run a continuing campaign.
-- 
ciao, fabio

 
grazie x la segnalazione, molto utile
speriamo che non faccia cambiare idea a quei miei amici intenzionati a 
comprarlo   ;)
ciao
francesco
-- 
---
All of the buildings, all of the cars
were once just a dream
in somebody's head
[P.Gabriel]
---

Io il manuale lo ho da parecchio tempo.
E' fatto assai bene, e rende l'atmosfera dell'ambientazione.
Nonostante il regolamento sia fondamentalmente d20system, alle classi son 
mediamente dedicate 15 pagine di descrizione: il concetto è partire dal 
descrittivo per arrivare alla "traduzione" in termini di gioco.
Insomma, prima l'atmosfera e l'interpretazione, e poi regole e 
numeri...nonostante sia d20system.
Prova del fatto che anche col d20system, in fondo, si possa fare davvero 
interpretazione.
A mio avviso, manuale da non perdere, se si è appassionati di Lone Wolf.
Interrogativo doloroso...chissà come lo tradurranno....^^
-- 
Durin Shadowcleaver, ammazzademoni di vecchia data.
"Paura, omuncolo?Uno Sventratore non conosce la paura."
Un nano è per sempre.
"Ci sono due modi di riempire un bicchiere: tirandoci una secchiata d'acqua, 
od usando il contagocce. In entrambi i casi il risultato è lo stesso." G. 
King 

Interrogativo doloroso...chissą come lo tradurranno....^^
Sicuramente malissimo, useranno la traduzione dell'Armenia invece che
quella della E.L., ritradurranno le cose che non gli piacciono e
terranno il nome Kai anzichč Ramas...
...
...
...
scusate, non ho resistito... oggi ho passato tutta la giornata in
tipografia per sistemare le bozze finali di stampa e domani se Ishir
ci protegge finalmente le rotative inzieranno a macinare...
--
Michele Bonelli di Salci, Editori Folli/25 Edition
Power-DB-IHGGer-IMMORTAL#1000,IHGGDer#66
simpatizzante Reindeer Corporation 
www.gilda.it/reindeercorporation
;
redattore 
www.roleplaying.it
, 
www.d20.it
www.25edition.it
, 
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www.fadingsuns.it
, 
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ICQ 29324394

Ho già visto le anteprime...ed è vero;__;


 domani se Ishir ci protegge
spero non come nei romanzi :D
-- 
i hope she fries
i'm free if that bitch dies...
...i'd better help her out...
                Domon
per rispondermi, togli il FILTRO!

 Ho già visto le anteprime...ed è vero;__;
*pop!*
nani?!
*poff!*

*poff!*
d'altronde i traduttori sono quelli che sono... :(


Ho già visto le anteprime...ed è vero;__;
guarda meglio
-- 
ciao, fabio

*ri-poff!*
ripeti con me
ahem = merde :P non avere paura di dire la verità!
...insopportabili.


 ci protegge finalmente le rotative inzieranno a macinare...
Ishir e Ramas vi proteggano sempre, figlioli.
Per Sommerlund e per le rotative!!!
^___^
--- Cielo Tempestoso ---
Grande Maestro del Nuovo Ordine dei Ramas
Arcitutore della Confraternita della Stella di Cristallo
monaste...@virgilio.it
Monastero Ramas
http://digilander.iol.it/stanzaramas/
Sommerlund Group
http://groups.yahoo.com/group/sommerlund/

 comprarlo   ;)
Allora devi ai tuoi amici di leggere anche quella su Terre di Oscuria n.3:
http://www.terredioscuria.it/download.php?id=5&numero=3
...così riequlibriamo i giudizi.
^____^



Io leggo Cavaliere Ramas sulle anteprime.
-- 
Durin Shadowcleaver, ammazzademoni di vecchia data.
"Paura, omuncolo?Uno Sventratore non conosce la paura."
Un nano č per sempre.
"Ci sono due modi di riempire un bicchiere: tirandoci una secchiata d'acqua, 
od usando il contagocce. In entrambi i casi il risultato č lo stesso." G. 
King 

 Io leggo Cavaliere Ramas sulle anteprime.
E' una delle *tre* diverse traduzioni che utilizzo' la EL a suo tempo.
E dico tre perche' le ho contate.

Io leggo Cavaliere Ramas sulle anteprime.
che e' <> da Kai Master no?
-- 
ciao, fabio

 ^____^
abbi pazienza, ma non ho letto nessuna delle 2
quella di TdO e' positiva mentre l'altra no? Cmq le ho segnalate 
entrambe ai miei amici
grazie
ciao
francesco
-- 
------
Crush this charade
shred this sad masquerade
(R.E.M.)
------

quella di TdO e' positiva mentre l'altra no?
a me pare positiva anche quella in inglese
-- 
ciao, fabio