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Brighton Below Rules Expand / Collapse
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Posted Monday, September 04, 2006 12:59 AM


Champion

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I've done the first draft rules for Brighton Below, the new Neverwhere LRP game that we're working on

I'd appreciate any feedback etc that people have on it. Dont' worry too much about typos or gramatical errors and I know theres no section on Downtime as yet

But any comments will be duly noted

Ta

www.downloads.darklightlrp.com

Dark Light LRP
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Post #12380
Posted Monday, September 04, 2006 8:36 PM
Prodigal

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The Jinx advantage of the Leftovers just doesn't seem as powerful as everyone else's, especially a fairly recent Leftover like the Victorian you mention.

Scavengers also seem fairly weak, depending on how you are handling mundane items.

It seems like it will take a fair amount of work to make Speakers useful, although if the work is put in they could be quite cool.

The Undead 'advantage' seems strictly worse than the Bravo advantage in all situations likely to happen in play.

There seem to be an awful lot of random calls which don't really explain themselves (like 'jinx' and 'fade', 'Brainfaze', 'Feel the pain') which might be quite hard for your players to remember. There also seem to be a large number of abilities that you need a ref for. This might be okay if your crew is quite large, but trying to summon a ref to do something is generally not conducive to staying in character and often causes frustration as an opportunity slips by.

On a typographic note, you seem to be missing full stops quite a lot at the end of paragraphs.

What's the system behind 'Ettiquette'? Do you get a lore sheet of some kind, or does it have no uptime effect?

What's the system behind 'Haggle'? Do you just say 'OOC: I have Haggle' and the other person gives you an arbitary discount depending on what they feel like?

Note that other people have had lots of problems with finger-to-lips 'speaking another language' physrepping - for instance, it's not clear which other language you're speaking, and it's a bugger to do when you are wielding two weapons, and it's hard to spot when you're hiding under a table listening to a conversation.

The skills seem fairly oddly balanced - Geography seems very powerful, whereas Track seems quite weak (only one thing about the tracks? it would be just about balanced with the other skills with 'know everything about them and can follow them').

'Delusion' seems to have two different systems - a power that makes people mad for 30 seconds (for which a call is not given) and a power that makes them insane for 5 minutes (for which the call See the Truth is given).

Um, I stopped reading the system at about that point, but my general worries are:

1) The system seems to be very ref-intensive, which is often a bad sign. Can you think of ways to make some of the abilities that currently require a ref self-reffing?

2) There are a lot of random calls which all of your players are expected to know how to respond to. Many of them have nice flavour, especially the ones to be used in conversation, but there are just more and more of them the more I read, and I doubt your players will read all of them and remember all of them, causing frustration when someone uses their ability and people just look at them blankly as they can't remember what to do. Maybe consider listing the fundamental effects you want (freeze on the spot, run away, become confused) and have a smaller list of more self-explanitary OOC calls that you can use after the flavourful calls to tell the players listening exactly what to do.

3) There are lots of abilities which sound like they could be really cool if there is enough plot to support them, but it sounds like you'll have to put in an awful lot of effort writing enough backstory and providing sufficient NPCs to make the abilities useful (like the Foospeaker skills and creating mundane items). There don't seem to be self-sustaining systems which make people want these things themselves.



Maelstrom: Jessily the Wemic, previously Tourmaline of Weaver
CUTT: Ref 07/08, previously Kallestra Lorelai Aostare of the Sapphire Tower
EOS: Study the Venin
Post #12512
Posted Monday, September 04, 2006 9:01 PM


Champion

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Yeah the "too many calls" thing has been raised elsewhere as well, as has the "you will need a refs assistance to use this"

Whilst we're hoping to have good ratio of refs / NPCs to players I think you're right that it will inevitably cause problems.

Some of the stuff is just converted directly from other systems we use, so there might be some imbalance

Will have another hack at them as see if I can keep them simpler and less ref intesive. Cheers Cheesy

Dark Light LRP
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Post #12514
Posted Wednesday, September 13, 2006 9:54 PM


Champion

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I've been tinkering with the rules taking in mind what Cheesy Pig suggested

Its still not complete at the moment but heres what I've changed so far. A new full version will be up once I've got it finished


Character types
Bravos - Now only have 1 Hit Point restored after their countdown instead of all HPs
Craftsmen -  Can repair Broken mundane items in downtime
Leftovers - Removed as a character type. Jinx now made into a Quirk, and Leftover is now a Curse
Speakers - Removed as a character type. Have made Speaking a Quirk, so anyone can do it.
Scavengers - Jury Rig skill allows them to source any Common mundane item (see new section on Items) but its Jury Rigged. or can Jury Rig any Broken item
Undead - Need to change their Advantage but haven't decided on what yet


Factions
Have added in short sections for a Rat and Bird Faction for characters with the Speaker Quirk


Skills
Appraisal - Scare and Rare items have a code. Give details of the item and whether a forgery or not. Pick the area of expertise
Craft - Can make Common Mundane items or repairs on their speciality
Empathy - Deleted. Breaks from the roleplaying too much
Added in skill of Educated - The character can read / write and has a decent knowledge of humanities and sciences
Ettiquette - Player to be given a Loresheet of the Nobles and their details
Haggle  - Deleted. Just too difficult to work into a system where there is no concept of value
Herbalism - Revamped that section (attached below)
Lockpicking - Written a system for locks and lockpicking so ref intervention not required
Lore - Deleted some irrelevent ones
Pickpocket - Made it so that the player can pick a pocket, or get a ref to help if they want
Security - Just tidied up to make it clear that you can frisk someone without a refs help
Source - Takes into account new Items rules
Tracking - Now reveals all items about ther tracks.


Quirks
Command - Clarified that it doesnt have a group effect
Scarper - Removed the need for a call

Agony - Changed the call to Agony
Bond - They must tell a ref when they've created a bond.
Charmer - New Quirk. Can sweet-talk a target, and for the remainder of the evening the target can't initate combat against them
Cupidon - Deleted
Delusion - Got rid of the contradiction
Heal - Amended to the character must rest for 5 minutes after using rather than once per evening
Jinx - Added as a Quirk. Can target any item with at least one moving part
Magick Resistance - Deleted
Speaking - Added as a Quirk. No real changes


Curses
Leftover now made into a Curse. The character is really anachronisitic and "doesn't get it"


Mundane Items and other bits
Items are now classed into being Common, Scarce or Rare
Common things is stuff like shoes, shopping trolleys, old toothbrushes etc
Scarce are rarer items like a katana, or a green velvet cushion with flowers on it, or a diamond ring
Rare Items are rare things like paintings by Monet, the tongue of a thrice cursed murderer etc


All Rare and Scarce items have a code on them. i.e 1.The number states whether its the genuine article, or a forgery. People with the Appraisal Skill are given a number of codes (much the same as Artefacture) for their specialisation.(i.e art) as well as the "Forgery code digit". So they know whether its a Scarce or Rare Item, and maybe a bit about it, and whether its a Forgery. Negates the need for refs intervention

People with the Forgery Skill can change create an item that looks identical to the original. They can create an identical copy (probably just swap the phys rep) but change the number at the beginning from genuine article to forgery. As people have their own specialisations you'll only know its a forgery if you have the Appraisal Skill for that speciality


Herbalism

Expanded on the herbalism rules and put everything in so that theres no need for a refs intervention at any point


Getting there I reckon



Dark Light LRP
www.darklightlrp.com
Post #13631
Posted Thursday, September 14, 2006 6:58 AM
Squire

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One idea that springs to mind for the Undead advantage is to make them completely unkillable. Change it so that even if they are butchered they will *always* come back evenually.

Added in skill of Educated - The character can read / write and has a decent knowledge of humanities and sciences


So are all characters now illiterate by default if they don't take this skill?

---



PD: Horn of the Laughing Rainbows

BB: Nameless

RL: Mark/Zeke
Post #13652
Posted Thursday, September 14, 2006 1:00 PM


Champion

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  MESSAGE CONTENT!!!!!!

Will that do?

Okey maybe change Educate to say "Read / Write fluently"

 

How about....

 

Undead have the Advantage of Dead

The character is dead in one form or another. The character cannot be “killed” by normal means any longer, though the complete destruction of their physical body (if they have one) will turn them into an incorporeal spirit. Undead in any form are no longer affected by problems such as breathing, eating or other bodily requirements. They cannot starve, suffocate or drown

 

The character will still feel pain and suffer injury as their physical bodies are hacked apart. Chirurgery is of no use to the Undead, they can only be healed with Magic or Quirks and if reduced to 0 Hit Points they still have their countdown as per normal. During this time their spirit begins to slip out of their bodies and unless their physical bodies are restored at least 1 HP during their countdown then the spirit is forced permanently out of the characters physical body. Butchery will also force the spirit out of the body

 

If the spirit is permanently seperated from the characters body then the character becomes an incorporeal spirit, and though will continue to exist they will have gained the Incorporeal Curse and must follow the restictions thereof.

The spirit will re-manifest wherever they so choose within the game area but once back in play they may not vanish again. The character will continue as an incorporeal spirit, and if destroyed again by magical means they will be permanently destroyed



Dark Light LRP
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Post #13712
Posted Thursday, September 14, 2006 3:54 PM
Heroic Knight

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A group of undead - the Port Slayed.

Other stuff bubbling in here. Already have a concept that I'd love to try...

______________
PD: "Gentleman" Jig, of the Wayward Scholars.       White City : Orpheus DuValle / Elias Vincenzi.      RL: Dom Carroll, Firecat Masquerade.
Post #13737
Posted Thursday, September 14, 2006 7:28 PM


Champion

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