DYING EARTH, Old Earth. Presentation of the play of role to be appeared at ORIFLAM. Text written by Kaelzam Absurdateur de Jeersoch and subjected to your glance of esthète by Prossbal the Eloquent one of the Dogmatic University of Azenomeï in Almery. Envisaged for November 2003, Dying Earth, the Old Earth, translation of the set of roles of Robin D. Laws published by Pelgrane Press and based on the accounts of the Old Earth of Vance Jack *, propose to you the human incarner indolent ones, chicaniers and cheating briguant privileges and comfort at the time of the last days of the Earth, governed by a magic strange and lit by the ultimate reddish gleams of a cacochymic sun. The book of the rules has three levels of play at environments and the magic level of power various but nevertheless all impressed from a sarcastic humour. You will be able incarner thus a brigand dedicated to misfortune and with the swindle to survive, an apprentice magician exploring the world in search of knowing or a powerful archi-magus ridges some with the moanings of his sandestins, magic creatures restive but essential to the achievement of a powerful magic. The mechanics of the play rests on simple principles (a jet of d6 with a chance on two to succeed and possibility of buying revivals with points of aptitude) and accurately reproduced the erratic unfolding of the novels, made up of inappropriate bounces and reverse of fortune désopilants. The high dangerosity of the engagements, the paramount importance attached to the social aptitudes and of negotiation (Persuasion and Rebuff are two basic aptitudes as well as Attaque and Defense) and the system of experiment exclusively centered on the distracting use of counterparts to savour vancian (independently of unspecified "a success" of the characters) privilege the resolution of the disagreements and the confrontations by twisted tricks and a rhetoric sophisticated rather than by rough violence and martial competences. In Dying Earth, the Old Earth, your capacity of persuasion is a weapon more effective than any sword and no one (not even characters of the players!) is not safe from be convinced to achieve absurd acts which will involve nuisances cocasses for the greatest pleasure of all. Various rules also retranscribe the tendencies pedants, avaricious and lubriques of the inhabitants of the Hurdy-gurdy Ground, pushing the players to be ensured, in spite of imaginations narquoises destiny, comfort, the ease and the social recognition of their character. The rules also include many elements of context, so much of descriptions of savages and dangerous creatures with the as elaborate and persuasive language as that of human as those of the many ancient places to collapsing the beauty baroque which strew the Old Earth. The principal characters of the novels are also described in all their splendour egocentric person and hedonist. Many councils to reproduce the odd control of the eccentric companies of the Hurdy-gurdy Ground to the laughing idiosyncrasic habits are also extremely judiciously included. All these elements, as well as a scenario of introduction very "delectable" and a list of the traditional components of the accounts of the Old Earth, allow those not having read the novels to have a rather precise idea of discounted environment, often cocasse, sometimes cruel but always invaluable (nevertheless, the reading of Cugel the Astute one is highly recommended and of the councils to reproduce an environment closer to medieval-fantastic traditional are provided.) And a last recommendation, essential with your survival: never omit to cap a à.la.mode cover-chief local, was this in front of voracious a deodand with the hooks luisants courteously undertaking to convince you to enter his pot! To know some more, go on the official French site: < http://www.dyingearth.info > * Four volumes: A Magic world, Cugel the Astute one, Cugel Saga and Rhialto the Marvellous one (only the two novels on Cugel are followed) published out of pocket with the editions "I have Lu".