Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
It's irrelevant. We are talking in general and any details would only complicate matters. Treat like a door, there are hundreds of them, and after awhile they all look alike to you.Kamaz said:First of all, what gate. There are no two identical gates in a whole universe, so you must know the background for the gate.
All those are "talk your way in" options. Some are more complex, some are less, but you rely on your conversation skills to succeed.You can learn about gate-keepers past....a)you can blackmail him; b)you can inspire him use his status...
You can try to bribe gate-keeper
You could offer some strong beer to guard, most likely he wouldnt refuse
Mix of "sneak in" and "climb the wall" and "talk your way in"You could search the town for someone, who'd get you out.
That's my "get a pass" optionYou could get false documents/identity and leave town with no pressure.
A talker option.You could start public disorders...
Overall, you simple fleshed out the options I gave you.
Heh, let's see. You walk to the guard and say "hey, pal, here is a drink". Try pulling this stuff somewhere without skills, go to a nearest military base and try to give one of the guard a drink. What else you had? Learning about the gate-keeper's past isn't an easy task either, unless everyone in town is dying to tell you a SEKRET! Starting and controlling a public disorder also takes some skills and practice in "crowd management". Same goes for obtaining a pass, you need to know who might have one, you need to get people to tell you that without going to the nearest guard to tell him "hey, officah, there is a weird guy here who asks who has the pass. Might be a LARPer!", you need to be skilled enough to get that pass from that person, etc. So, unless your setting is filled with dumb people who are eager to help you just because you asked, none of what you listed would fly if your character is unskilled.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.
What's wrong with that is that your skills don't work there. Let's say you have a girl who wants to steal the key. The guard guy knows that she's about to steal the key, so he either plays along and lets he steal it (based on his own criteria), or he doesn't. That's basically up to him and GM. Same with converstaions. How do you know that you convinced the guy? It's just not the same when the guy knows and expects. That's where it stops being an RPG and turns into a theatric play.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?
Denial, eh? OkNo, actually I just dont understand what LARP is other than RPG.
How about Comedy Gold?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.