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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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