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Re: Different LARP rules just to consider
Not a flame...just a suggestion Kris. Candy might not be the best item
to count DP with. I'm afraid any of my poor characters would eat
themselves to death rather quickly...their last words a conntented
"Mmmmmmmmmmmmmmmm cinnamon..." ;).
Rick
>Okay..This is just an idea..something to bounce off people and see what
>they would think.
>
>**************************************************************************
>*************
>
>A couple of us were bouncing around some ideas at lunch yesterday and I
>thought they might be worth your perusal. The idea was how to make live
>action mechanics play more like AQ instead of so different.
>
>
>Each person gets their own color coded bag of jelly beans (there are so
>many flavors now and you can buy them by the flavor at the mall).
These
>jelly beans would represent DP. Maybe gummy bears could represent
spell
>units (also color coded if necessary). The color coding stops any
>potential cheating or mix ups since John the mage's DP could be lime
>jelly beans and Jill the warrior's DP could be cinnamon etc.
>
>Combat. Actually done in rounds and if necessary a stop watch is
pulled
>out by a moderator to adjudicate actions other than straight spell
>casting or attacking. Attacking is done by rock paper scissors.
Weapon
>skill translates into additional attacks. Damage is the average damage
>of the weapon. Damage is modified by two things 1. Joe the warrior
who
>has a really high Mod gets X extra points to any damage he does 2. Jill
>the defender in plate gets X points subtracted from damage. These
>variables are set by the Adventure coordinator when they hand out the
>character cards for the evening.
>
>All spells are the same (obviously the moderator just states the effect
>and moves people, things, hands out damage etc. accordingly). To help
>said moderators they should have a big stick (5' or so tall) with a 30'
>string knotted at the 10', 20', 30' mark. This can be used to
determine
>radius of spell effects or even help in the straight line lightening
bolt
>(moderator plants stick at caster's location walks straight out using
>string toward termination point and any one who can touch the string is
>hit). Saving throws are done by guess the number I am thinking between
1
>and 100 (the number of dice for save determines how close to the number
>you need to be to actually save 1 die means within 50, 2 dice within
35,
>3 dice within 20, 4 dice within 15, 5 dice within 10 or whatever).
>
>
>Skill rolls for things like pick pocket could go the same way as saving
>throws. If they succeed, the moderator would just go get said pick
>pocketed item from the player (at an opportune time) and casually slip
it
>to the one who succeeded. Otherwise the player has to try and pick
their
>pocket (hence get caught and face the consequences).
>
>Moderators and nomads and priests of Isis could be given generic DP
jelly
>beans to represent artificial healing.
>
>The players could even take some of the work off of Dan by drawing up a
>rate X character a head of time and turning it in with their entrance
fee
>(concept: Each person pays a $5-7 entrance fee to pay for jelly beans
>etc. All who pay PLAY. Obviously moderators don't get charged.) 1
week
>a head of time for Dan to translate into damage modifiers, multiple
>attacks, etc. On the day of play, then Dan as usual could hand out two
>cards per person (one character and other one goals with XP point
values
>next to them and also on the card any extra information or stuff they
>have at their disposal).
>
>All games would need at least 2 pure mechanic moderators and one
>moderator/actor. The nice thing is that moderators could even
adjudicate
>things like following motivation or achieving goals. I.E. if Jill the
>warrior whacks hobo the defenseless peasant and her motivation is
>charity, the moderator can deduct XP.
>
>Okay, I am done.. I sit prepared for the flaming..
>
>
>-Kris
>
>
>
>
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