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Mendoza

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Kamaz said:
Yeah right. Mech-lovers anti-larpers. This place is fine, but far from ideal. Although mostly you have point and rough, direct bitching [and piss-offing if you like] is something internet and cRPGs deserved years ago, you still fail to become the King of All RPG Sites, the best site. Why? Because there iare too few different opinions. Like, let's say, LARPs or mechs. There were few that raised against overall codex opinion, creating image that is the only correct and the best opinion. Well, I am not saying its not, sometimes I just feel there are two kinds of opinions in codex - the codex's and the wrong one. I am not saying there aint no discussions, no, I just say mostly what you declare is good and other - wrong and people run after the loudest opinion. Without diving into details of a problem.

But ok, enough with this shit, you aint going to change and most likely I will be flamed in the next few tens of posts. Bye-bye.

I don't know, I disagree with a lot of the opinions of a lot of the people here, but a big part of the reason I come here is because the opinions are different. I wouldn't say they were homogenous either, and I agree with tha arguments I find best, not those that seem loudest.

LARP still sucks though :wink:
 

Whipporowill

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Just because people don't agree with you on anything Kamaz, doesn't mean there's not enough opinions. I can't help feeling Larping is really silly and have no hate for mechs (although I don't particularly fancy them either). Sorry, you're just on your own... :lol:
 

Kamaz

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THe problem is that you dont want to see beyond shiny outfit. All you know is "LARPs are baaad" [Mkey] why? "OMG, they dress-up silly. OMG OMG OMG! Its so stupid OMG OMG OMG" None of you would ever abstract from what you associate with term "larp", all your predictions are based of what you have seen, read or heard 'bout larps, but you are too short-sighted to throw away all you know, all your associations, predictions, all the things you have heard/seen/read about larps and think about the idea. Ignore the parts you dont like [jesus, noone asks you to play] and focus on structure, principals in larp building. I know, that next post will be witty comment like "OMG, structure and LARP OMG", but who cares anyway. You just dont get by that dress-up/pretending thing.

I started the thread not because "LARPs are so cool...why dont you play them :(((((?!!!?!?!?!11" but because I thought LARPs have interesting questological, story-building, character-creating problems that can bring some new ideas into role-playing as such. I looked in the sky..to the top of a page and read "putting back the role into RPG". There was nothing said about cRPGs and there was role in that phrase, so I said to me, "Hell, maybe those folks really know stuff and can see farther their nose?" and started the LARP thread. But no - as soon as comments arrived, I realised you cannot get by dress-up/pretending. Yeah, it is pathetic. You play cRPGs, some of you - PnPs, but as soon as its LARP, its gay. Have you looked at yourself from aside? [insert next witty comment like "Hey, Kamaz, look at yourself from aside"! here and distract from argument even more]

Believe it or not, I have found some new ideas for any kind of roleplaying - especially cRPG - in LARP. Maybe you deserve flat mainstream hack`n`slash pseudo-cRPGs if you yourself are so short-sighted?

The above applies for many other things. I am getting tired reading all your "discussions" in here, few raises any good ideas on how cRPGs should be done or sees the point why devs are acting as they do. Mostly its the same "oh fuck..again..no..they didnt include that feature..oh my". What have you done to prevent this happening?

Still, having said all of the above, I find the Codex the most advanced game-science related site on internet.
 

Andyman Messiah

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Saint_Proverbius said:
I asked him that once. He said it was because this site doesn't directly compete with his site for visitors. We attract opposite types of people.
That's why I wonder. Normally you pack one group of sites into one corner and the other group of sites in the other corner instead of "mixing" them. Ah well, it's all good I suppose. :)

Saint_Proverbius said:
His visitors are wussies who can't handle flaming, for example. :D
I have seen one major difference in maturity on both forums, and I'd have to say that the RPG Codex is (surprisingly) nicer in terms of discussion and debate. Really.
 

Saint_Proverbius

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Kamaz said:
THe problem is that you dont want to see beyond shiny outfit. All you know is "LARPs are baaad" [Mkey] why? "OMG, they dress-up silly. OMG OMG OMG! Its so stupid OMG OMG OMG" None of you would ever abstract from what you associate with term "larp", all your predictions are based of what you have seen, read or heard 'bout larps, but you are too short-sighted to throw away all you know, all your associations, predictions, all the things you have heard/seen/read about larps and think about the idea. Ignore the parts you dont like [jesus, noone asks you to play] and focus on structure, principals in larp building. I know, that next post will be witty comment like "OMG, structure and LARP OMG", but who cares anyway. You just dont get by that dress-up/pretending thing.

Here's the problem I have with it, since I never actually bothered to explain why I think it's gay. Instead of having the complexity of a PnP RPG, complete with a physical model of events based on probability ratings, outcomes, rules, and numbers - you have goofy costumes and wooden swords. Role playing games are all about being somewhat detached from your character, and having a model in place to abstract who you are from what your character can do, and even who that character is.

In PnP, you're measuring distances, determining possibilities, and so forth. In LARP, you're making sure the ring mail you made out of twist ties and pop can pulls fits. In PnP, you're rolling for dexterity to determine if you can deftly tumble across the floor to avoid the trap and grab the key. In LARP, you're flailing around in tin foil trying to get the most wacks in at the giant teddy bear with the word OGRE written on it.

PnP is a game of imagination, creativity, and most importantly - MATHEMATICAL MODELS. LARP is just playing cops and robbers with slightly better costumes and talking goofy.
 

Greenskin13

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There's only beer and whoring.

Happy belated, Codex.

Here's to another year of fine wine and dining.
 

Fez

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Sadly I have heard of the pop can pull chainmail. It is a sad sight to behold.
 

Kamaz

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Saint_Proverbius said:
PnP is a game of imagination, creativity, and most importantly - MATHEMATICAL MODELS. LARP is just playing cops and robbers with slightly better costumes and talking goofy.
That's why I hate DnD[and similar] PnPs or just games. You say its mathematical model - maybe, but who needs it in PnP, if you can build as many math-models as you want for computer that can calculate the stuff for you? Those few times I actually played the PnP game were with system very simple and far from model complexity because if I wanted some, I'd play n computer or, in worst case, program my own stuff. I find it rather strange to do sever and very complex calculation in PnP game. Stats can have very light influence on gameplay, main feature in any RPG is storytelling/questology/setting/choices. You can add whatever system you like or even try to play without one, but you should not forget about storytelling. Think of it as an interactive bookread [but not that crap that is called interactive books] where you decide what your protagonist does and system is just for support.

That is the way with LARPs. I mean, it should be so. Mostly LARPs are very rough PnP or cRPG translations to real-world using the same mechanics ["I hit you with the Ubber-powah sword in eyes! I did! I did! -74 Hp!!" "Nah, I had 38 AC, you dumbarse. Let me roll to see could I evade that blow...[rolls]"] That is the wrong way.

In cRPG there are skills that can be altered with skill-points. In LARP - if you know how to steal/fight/cook/build/hide then you can do that. In cRPG you win or lose in combat depending on your combat skills/stats. In LARP its pretty the same only that those are your real dexterity/swordfight/charm/speach skills. You just cannot walk to someone in LARP and say "Listen, pal, I am trying to rob you. What are your stats...oh..I didnt succeed.. maybe you would like to buy some potion then? ", if you want to steal something, you will have to do that by yourself. Sadly, in many larps its the other way round which I found silly.

This far about system - in LARP we try to avoid as less unnatural behaviour as possible. Next thing is the storytelling.

Its the most complex and interesting part. The way we usually do is to take character and bring him into game poligon, leave it alone and say, "Well, the game started. See ya, dude." Any player has background, the story he wrote of his character describing its past. GameMasters take this info from all the players and try to stick it together in one big story. E.g., you wrote you were a trader, then got sued for a lot of money because of cheating and therefor ran away. GM takes the legend, looks through and tries to create problem for character, bringing in a) guards/policy that hunts him; b)old clients; c)lot of money [say, treasures]; choosing the most adequate characters from the players list. When the game starts they might meet and how[if] they solve the problem is their own busyness. Then there are also individual goals, key-characters and other ways to influence the game-process.

In LARP you just create the world and give the freedom to do whatever player wants [of course, in game's setting frame]. Local consequences are natural - if you piss someone off, he'd remember. If you steal, you'd be pursued. Plus, GMs write the after-legends as soon as game is finished telling what did happen with your protagonist, with the world and others. Your actions can have consequences even on global scale - another reason why use totally independant and self-created setting rather than crappy Realms or silly ME[:D, I mean, MiddleEarth, not ME].

So, to sum-up - in LARP you
  • dont pretend having skills you dont have in real life;
  • are thrown into pre-generated original game-world with its past and future you can influence;
  • can actually fight with sword [btw, Saint, those are not wooden swords, those are boofed swords. Its stupid to use wooden swords just for outlook, we use swords for fighting, and those cannot be metal or wooden swords. Making safe swords technically as close to metal swords is our another goal.]
  • can push forward storyline not with stat-pumping but quest-solving or politics instead
 

taks

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Saint_Proverbius said:
Role playing games are all about being somewhat detached from your character, and having a model in place to abstract who you are from what your character can do, and even who that character is.
bold is mine...

well said SP. i won't personally dis LARPing, but, i think this is the key to the sentiment around here... rpgs for most folks are about playing a role that you can't play in real life. LARPing extends that role into real life, and thusly, removes the detachment you get from sitting behind the statistics and otherwise incomprehensible situations. essentially, LARPing makes the role real, which is kinda counter to the goal of rpgs (crpgs in particular) in the first place...

LARP away, kamaz, it's your deal if you want it...

taks
 

Stark

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damn it gentlemen, turning a fine birthday thread into LARP.
 

Kamaz

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taks said:
rpgs for most folks are about playing a role that you can't play in real life. LARPing extends that role into real life, and thusly, removes the detachment you get from sitting behind the statistics and otherwise incomprehensible situations. essentially, LARPing makes the role real, which is kinda counter to the goal of rpgs (crpgs in particular) in the first place...
Wait, wait, wait.. If LARPs wouldnt about "..playing a role that you can't play in real life.." then it would be just reality. I mean, "I was larping to school this morning, there we had some quests like write the essay and then I had to travel far [home]..". Of course LARP is about something "you cannot play in real life", otherwise t would lose its sense. Only difference is that you have real stats like sword-fight skill I mentioned instead of imaginary, technical ones. And that is what turns you off? You would refuse playing cRPG if it had possibility to model allyour abilities and skills precisely 1:1? Its not RPG anymore?
taks said:
essentially, LARPing makes the role real, which is kinda counter to the goal of rpgs (crpgs in particular) in the first place...
You mean it is bad cRPG if you actually get involved/immersed into gameplay? You want un-realistic roles...gee..let me think, where the DnD and other mechanic rules origin..in real life, isnt it? Those are models - less or more close, but still real-life models. Can you name better model to reality than reality? Why do Physicians still compare experimental data to calculated results? Because the model is never ideal. I thought the goal of any RPG [and cRPG as indiviual case] is to bring as realistic experience as possible. BTW, LARPs are models too, much more closer in many aspects, but still models.
taks said:
LARP away, kamaz, it's your deal if you want it...
I came here, saw the header "..putting the role back in RPGs" and dont see reason why I should "larp away". Larps are as RPGs as PnP or cRPG. Replace RPG with cRPG in header and I'll cease this LARP thing.[Additionally you could add hyperlink to index under that image.]
Stark said:
damn it gentlemen, turning a fine birthday thread into LARP.
Codex claimed having pissed larpers off. Well, I am here to shit back.
 

Spazmo

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Stark, we'll have to come back every damn year to argue LARPing again now.

Kamaz, LARP if you want, I don't think anyone really cares. But you asked for opinions and people told you LARPing kinda blows. Deal with it.
 

Vault Dweller

Commissar, Red Star Studio
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Kamaz

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VaultDweller said:
Really? How about We also introduced much developed magic system - to perform a spell/curse/any magic ? Don't know many people who can cast spells in real life.
Well, you did not read carefully enough. Its not DnD style magic, its Teudogar style magic. Therefor you can put curse on other characters or you can get +1 to your weaponry or armour if you convince half-gods [aka GameMasters] it is necessary and you are good enough. You can bribe half-gods, you can dance around campfire, you can sing songs, even threaten them - whatever you find reasonable to convince divinities. In this case the quality of ritual and knowledge matters which is some kind of skill.
If you bless sword, you get only red sign on it. Other players are instructed that such sword deals double damage, therefor they believe in it:). The same with curse, blessing and so on. They can even not believe in that and count it as normal sword, but then, maybe, they might face the anger of half-gods...anyways, it works quiet well in practice. There are no ping-pong, tell-the-truth magics, just magics that technically are carried out like I said.
VD said:
Influence its past? What setting is that? Back to the Future? Laughing
Errr..yeah. Of course. When you write the background for your character you influence its past. The setting is flexible and has many white spots, so you can sometimes define or even redefine some moments aspects. And there are allways different point of views - e.g. fact is that 1000 years ago here was settlement, one character thinks it was great kingdome, the other - it was miserable village. Who is right? Noone knows before the game, while in the game both have oportunity to prove ones truth.
Spazmo said:
Kamaz, LARP if you want, I don't think anyone really cares. But you asked for opinions and people told you LARPing kinda blows. Deal with it.
I did not come here to ask your opinion on LARPs. I came here to speak of IMO interesting differences between LARP and other RPGs -
Kamaz said:
So, ending this damn long post, I'd like to point out main thing - LARPs are also RPGs that need "role put back into game". You see, as in cRPG world, there are very many bad LARPS..not bad..not perfect, not elaborated enough and there are many things to discuss besides equipment that - in my opinion - is boring. Gameplay, game-technics are of much greater interest.
From beginning I strtessed that equipment, pretending and other stuff is not of my interest. I wanted to discuss gameplay, game-technics which are kinda universal and can be applied to other RPGs in some situations. But then come you and start saying that LARP blows. OK, I know it blows, I mean, its your opinion, ok, ok, I wouldnt mind, but hell, that was NOT the thing I wanted to speak about. I have no interest to convince you LARP is great, whats so more, I actually dont think LARP is great, its just another kind of RPG. But all I get is you saying LARP sucks. YES, IT SUCKS. Who cares anyways? It sucks or not, but there ARE interesting gameplay moments, interesting differences and similiarities i questologic THAT is what I wanted to speak of, god damn it!

I am no LARPer, actually, I only organise the events and dont have any adequate chainmail or plate, I have never thought of participating in the game as player, I just find it interesting to build LARP as well as other kinds of RPGs. What is so "gay" about that?
 

Shinan

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In the spirit of this thread I also have to say that Mechas suck.

I don't know enough about LARPing to really care, but it seems like fun. Almost like theatre, and theatre is always fun... Are there Musical LARPs? That would somehow be great. Where everyone sings their dialogue, no matter what they say.

"Oooh, bring me that bottle of liqour please."
"Heeeere, you aaare, my alcoholic frieeeend"
"Argh! Who are you caaaling an Alcohooolic you?"
Or even a musical PnP where everyone have to sing their lines... I am so going to torture my players with a game like that soon. MUAHAHAHAHAHA.
 

Vault Dweller

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Kamaz said:
Well, you did not read carefully enough. Its not DnD style magic, its Teudogar style magic.
So, when you cast that freeze spell that the linked thread mentioned, the enemy actually believes that he's frozen?

You can bribe half-gods, you can dance around campfire, you can sing songs, even threaten them - whatever you find reasonable to convince divinities.
No offense, but it sounds kinda lame, and not very logical. You threaten a half-god (whatever that is) and force him to give you even more powah?

If you bless sword, you get only red sign on it. Other players are instructed that such sword deals double damage, therefor they believe in it:).
Ok, so they somehow believe that the sword deals double damage. Don't they realize that it doesn't after a few hits? Something like "OMG! I've been hit by that Red Marked Sword of The Double Damage! ...wait a second! My guts and brains were supposed to be splattered all over the place, but all I have is this scratch! Something is wrong here" :lol:

I came here to speak of IMO interesting differences between LARP and other RPGs
It could be fun with the right groups of people, but it just doesn't have what it takes to be an RPG. Without stats and skills that measure your character's abilities and thus define success/failure probabilities, your games are merely theatric performances (likely,with bad actors :wink:). I'm glad that you enjoy them and having fun, but they are not RPGs.
 

Kamaz

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Kamaz (in THAT thread) said:
Combat magics as such werent, only one, that got banned later - "Blangtrool" that freezes non-human enemy for 5 seconds.
I allready said that magic got banned. We wanted some magic shamans could use to protect their lives[its harsh setting], but it was mistake. There are no more magics like that.
No offense, but it sounds kinda lame, and not very logical. You threaten a half-god (whatever that is) and force him to give you even more powah?
When I say "threaten half-god" I dont mean putting sword to his/her throat. There are divine affairs in the game, so you can use politics, protection of other half-gods and other things to push forward your needs. You can threaten half-god like "Listen, with all my respect to you, NazhulBlja is offering much more protection to our village, so it is most likely we would accept its offer and he - our food and donations. But if you'd agree to put some curse on our nieghbour village, overall public opinion would be much more positive towards you." I recall similar cases in mythologies of different nations.
Ok, so they somehow believe that the sword deals double damage. Don't they realize that it doesn't after a few hits? Something like "OMG! I've been hit by that Red Marked Sword of The Double Damage! ...wait a second! My guts and brains were supposed to be splattered all over the place, but all I have is this scratch! Something is wrong here" Laughing
Erm. I raised that thing with that "believe, its double hit!" just to stress the in-game teudogarism. Its not game technics, in combat rules you get hit by 2 HP if the sword is marked with red sign. They are made to believe that.
It could be fun with the right groups of people, but it just doesn't have what it takes to be an RPG. Without stats and skills that measure your character's abilities and thus define success/failure probabilities, your games are merely theatric performances (likely,with bad actors Wink). I'm glad that you enjoy them and having fun, but they are not RPGs.
So, it means, if I'd brought a game without stat you can modify directly, then it would not be RPG? Whats with that choices things? With sub- and main-quests? Storyline? Gameworld you can influence by your decisions and actions? Its not RPG? As soon as there are no [visible] numbers, it fails to be RPG?
Even then, all the numbers/stats exist in LARP. There are even LEVEL-UPs, just those are your biological abilities. If you walk a lot, you get stamina boost. If you fight a lot, you get more skilled at swordfighting. If you speak a lot, you got even more skilled at speaking/convincing.. Those are real stats and even if not visible, they are changeble.
Even if you think biological statistics are nonsense, there are tons of items. PH4T L3WT. Yeah, you get loot if you crash enemy, you can find loot, you can get loot in quests, you can summon loot, you can buy/trade loot. Better swords, better armour, crossbows, bows... And Armour have its statistics - +1, +2, +3, so there are the numbers...And, of course, magics, different levels of magics, magical artefacts [lflashlight!:D] and so on. I think our LARP has more RPG features than many other cRPGs. Its unfair to treat it like...I dunno what. If it is not RPG, how would you call it? Live-action quest? Live-action adventure? no, sir, its RPG
 

Vault Dweller

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Kamaz said:
Kamaz (in THAT thread) said:
Combat magics as such werent, only one, that got banned later - "Blangtrool" that freezes non-human enemy for 5 seconds.
I allready said that magic got banned.
Alright, alright. I saw that, but you banned it because it was too powerful not because it didn't fit into "real life skillz only".

I recall similar cases in mythologies of different nations.
Okay, fair enough.

Its not game technics, in combat rules you get hit by 2 HP if the sword is marked with red sign. They are made to believe that.
Still having a problem with this one. You may believe that the sword is cursed and in anything that comes with that, but you can't believe that you were hit for more damage, if you weren't. Granted, you can think that your wound is more serious then it is, but in (most) RPGs HPs simply measure your ability to keep fighting. You may think that you are dying because you've been scratched by something cursed, but you can still fight, so mechanics-wise it has little affect, unless you treat HPs differently.

So, it means, if I'd brought a game without stat you can modify directly, then it would not be RPG? Whats with that choices things? With sub- and main-quests? Storyline? Gameworld you can influence by your decisions and actions? Its not RPG? As soon as there are no [visible] numbers, it fails to be RPG?
Ok. Let's look:

Choices. Choices should be determined by your abilities. Without abilities restricting you, you can choose anything you want. Let's say you need to pass through a gate. The gate is guarded during the day and locked at night. So, your all available choices are:

1. Kill the guard (fighter)
2. Obtain a pass (fighter, thief, talker)
3. Talk you way through (talker)
4. Sneak (thief)
5. Pick a lock at night (thief)
6. Climb the wall (thief)

You may have all the options, but your actual options are defined by your skills. You can't just choose to talk your way through, if you don't know what to say. Let's say you are a thief, you have options 2,4,5,6 available. Your skills determine your chances to succeed, let's say 50% (pickpocket), 25% (sneak), 75% (lockpick), and 95% (climbing). You real choice is choosing and developing the skills, which is, btw, just like in real life.

The same applies to quests, story, gameworlds, etc. You solve quests, affect the stpry, influence the gameworld by using your skills, not by wishing to handle a situation in a particular manner.

I think our LARP has more RPG features than many other cRPGs
That very well may be, considering what's being passed for RPGs these days.

Its unfair to treat it like...I dunno what. If it is not RPG, how would you call it? Live-action quest? Live-action adventure? no, sir, its RPG
If you say so. You have your opinion, I have mine, and in case of disagreements, may I refer you to my signature?
 

Vault Dweller

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Hey, larp off, mister :lol:

A split? What a blasphemy! Don't you know that when Saint created the Codex he said Thou Shalt Not Split, for a thread shalt evolve? Do you really want to see 5-page worth of happy birthday posts? The best tribute to the Codex is to have a flame war here, asshole*, so don't be such a cunt and go flame sombody. :lol:

_________________________________________________
* Disclaimer: The author doesn't think that Whip is an asshole, and the word is used in instigating purposes.
 

Kamaz

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VD said:
Alright, alright. I saw that, but you banned it because it was too powerful not because it didn't fit into "real life skillz only".
Partially. Having seen that magic "in action" convinced us it is lame and unnecessary. Then we settled on "no-combat magics" principal which more or less includes also that "only-real-life skills" part.
VD said:
Still having a problem with this one. You may believe that the sword is cursed and in anything that comes with that, but you can't believe that you were hit for more damage, if you weren't. Granted, you can think that your wound is more serious then it is, but in (most) RPGs HPs simply measure your ability to keep fighting. You may think that you are dying because you've been scratched by something cursed, but you can still fight, so mechanics-wise it has little affect, unless you treat HPs differently.
Ahh...first of all, HP is the same here - it measures your ability to continue fight. Average man has 2 HP. Having 1 HP left, he is almost dead and may not continue fight. If you put on some armour, you get direct bonus to your HP [leather +1, chain +2, plate +3] . Plus, there are special feats chosen before game that allow you to keep fighting even with 1 HP [kinda Berserk]. We introduced HP because armour does metter and it is the easiest way to measure it. With no armour it is one hit in any body-part [hand, leg, torso] and youre deadly wounded, unable to continue fight. Any weapon does -1Hp damage, except for crossbows, those deal 2Hp as default being armour piercing weaponry. Thats the HP system.
Now, about those curses and blessings. Firstly, you can bless sword so it does more damage. Being hit with such sword means, you lose 2 Hp instead of 1. Thats the whole thing.
There are such things like cursed swords, but those are questologic items, you can get through quests. They deal more damage - because of being "magical", just like blessed ones, but thay lay curse on its wearer automatically. There were three or four such swords in our latest session. E.g. if you killed big badarse, you could get his sword. It was good sword, well balanced except for one thing - if you kill more than three people with it, the ghosts [unded] of killed start coming after you. [Ghosts are players killed in game. In order to reborn, they must obey orders of the King of The Dead. In LARPs those are mostly used as cheap NPCs.]
VD said:
Choices. Choices should be determined by your abilities. Without abilities restricting you, you can choose anything you want.
Totally disagree. It is not bad quest -design, but definetly not the best. Even in cRPG I wouldnt use such structure of quest solutions and choices.
Here is how I see the same problem [the options you listed stay, just add these]:

Let's say you need to pass through a gate. The gate is guarded during the day and locked at night. So, your all available choices are:

(First of all, what gate. There are no two identical gates in a whole universe, so you must know the background for the gate. Lets say its fortress that protects little town on the very border of some immmaginary country. Its fantasy. Further is only desert with wandering robbers, scavengers, wild animals. On the other side - more or less civilized, agricoltural countryside. Next, you must know the political situation. Lets say everything is calm right here, but still there are some raiders noted, so gate is kept closed at night. But you must get through because...lets say, you just robbed a very important person that had been cought by sudden nightfall. You have stolen a very valuable gem. So, now we have everything necessary to start thinking about choices, solutions.)
  • You can learn about gate-keepers past and find out that he has been a robber time ago from the desert gangs. Noone of his current boses knows it, otherwise he would never gotten his job.
    a)you can blackmail him;
    b)you can inspire him use his status and let some of his old friends into town to steal as much as possible and then get away. You could help him with this affair, so get additional loot or you could just sneak out while he is stealing the stuff.
  • You can try to bribe gate-keeper [considering his past, it would not be impossible].
  • You could search the town for someone, who'd get you out.
  • You could start public disorders [slim hope, most likely you'd be cought and thrown into jail before anyone would even woken up. Still, its possibility.]
  • You could get false documents/identity and leave town with no pressure.
  • You could offer some strong beer to guard, most likely he wouldnt refuse. Then you'd be able to
    a)pick his keys while he is drunk/asleep;
    b)convince him to let you out ["I want to pea in fresh air!"]
    c)become his friend and use new friendship to get out;
None of quests above should have some limitations from characteristics. Those variants you suggested would be the easy way, the ones I listed - much more complicated, but - in exchnage - non-dependant on stats. Your choices would affect the gameworld, as well, e.g., if you blackmail him, be sure he would not wellcome you sincerly back. If you had inspired him to leave the goddamned guard's job and rob the village, maybe you could add him to your party. And so on.

That was cRPG example, though it very well fits for LARP needs. Its not that easy to implement in LARP such solutions, but its the direction we are headed. Or you like stat-check better?

If so, I allready said - you have biological abilities and stats. There are different people on larps, some of them are really well with sword - they could try to fight through. Others are good thieves [really, some girls are like cleptomans], they could actually steal the keys. That was the simpliest case. In more complex situations fighter character could talk thief into stealing better weaponry and armour for him so he kills the guard with less problems.Whats wrong with that?
VD said:
If you say so. You have your opinion, I have mine, and in case of disagreements, may I refer you to my signature?
No, actually I just dont understand what LARP is other than RPG. It has the role-playing elements and even stats/combat mechanics...I actually dont care is it larp or smth else, like live-action quest :D. It changes nothing except that I would stop raising LARP topics in this forum and move them on to Just Adventure :> .
 

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