Sorcerer

This is a hard-bound book, to be mailed to you through regular mail.

The full rules for playing Sorcerer! Full color cover art by Raven, interior art by M. Wayne Miller, Jeremy McHugh, Gary Simpson (hive), Greg Pryor, and Des Jackson.

Price: $20.00 U.S. Orders are fulfilled by Indie Press Revolution. Please see their guidelines for shipping costs.

Please note: if you have previously purchased the PDF version of Sorcerer, contact Ron Edwards before ordering, as you are considered to have prepaid $10 for the book.

CONTENTS of SORCERER

PREFACE
A word on role-playing systems
Art or game?
Disclaimer
Visit the Sorcerer website
The supplements
A word of encouragement

Chapter One: INTRODUCTION TO THE GAME
The heart of sorcery

A quick question
The heart of the game
The player
The Game Master
The System
Rolls
Bonuses and penalties
A crucial role-playing mechanic
Bibliography
Books and stories
Comics
Movies
Television

Chapter Two: CREATING SORCERERS
Sorcerers

Steps to make a player-character
Scores
Score descriptions
Humanity
Cover
The Price
Telltale
Starting demons
Once-over
The Kicker
If you're stuck
Development
Improvement
Humanity
Everyone else
Other sorcerers
Persons of power
Just folks

Chapter Three: DEMONS
Demon characters

Demon type
Some important terms
Demon abilities
Desire
Role-playing demons
What are they?
The Three Rules
Example demons
Ruatt
Monicus
Doppelganger
Li'l (insert master's name here)

Chapter Four: PLAYING SORCERER
Customizing

Humanity
Sorcerers
Demons and what they want
Tone
Organizing a game
Setting it all up
The story
So what do we do?
Actual Play
Responsibilities
Understanding the currency
Making the story work
Sneaky player tricks
The training run
The back-story
The scenario
Some notes on play

Chapter Five: RULES FOR SORCERY
Sorcery

The Sorcery Chart
Group sorcery
Sorcerous rituals in action
In-game Contacts and Summons
Binding Subtleties
Dumb sorcery

Chapter Six: RULES FOR EVERYTHING ELSE
Everything but combat

Characters and their skills
Perception
Combat
Actions
Combat rolls and modifiers
Damage
Keeping track of damage
Recovery from damage
Effect
Demons in combat
Various modifiers

Chapter Seven: THEME AND MEANING
How I did it

Part One: the world and style
Part Two: sorcery
Deep stuff
Complex sorcery and other magic
Conspiracies
The really big questions
Thematic points
Going over the edge
Over the what?
Something simple
Recursion
A narrative experiment
A scary idea

APPENDICES
System Does Matter
Reference sheets


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All Contents © 2000, 2001 by Ron Edwards. For comments or questions about this site, please contact sorcerer@sorcerer-rpg.com