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Heroic Knight
      
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| Good point Ian - props 4 and 5 are very neccessary. Almost as neccessary as props 6 and 7 (how ever did I overlook these?), one with half a blade with a powerful magnet at the end, and the other as just half a blade with a powerful magnet at the bottom. So when you need to cut your way through a door, the ref can put prop 7 on the other side of the wall while you hold prop 6 and physrep slicing through the metal door. Plus prop 8, so if someone attacks you while doing this, you can sidestep and let them run into the now extended second blade.
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Champion
      
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cant argue that prop 7 would actually look amazing
------------------------------------------------------------------------------------------ Eos: Sornasian: Gregory Patell; Burning Salamander; Fingers Club Secretary Heroes and Heroines LARP
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I do talk a good fight
      
Group: System Moderators
Last Login: Tuesday, January 06, 2009 9:41 PM
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I wonder if there's a need for Props #8 to #16, too -- miniature versions of #1 to #7, for those old-school space battles phys repped by scratch-built models.
http://www.hyboriantales.com
PD: Ghostdance ("The most irritating curse I've ever encountered" -- NPC played by H.)
Riftworld: Rossar Kuug ("Clearly mad, because he thinks he's a Com-Trow Skirmisher" - Aela)
Hyborian Tales: Crew, cook, dogsbody, general labourer, toilet cleaner ("Dangerously overoptimistic ref" -- Tom Nowell)
Otherwise usually crew ("Quite spry & fit, & willing to wear a big costume & run around a lot" -- various event organisers)
"My other oversized foam weapon is THE LORD" -- Questionable Content
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Heroic Knight
      
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Last Login: 2 days ago @ 2:37 PM
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| Good call Ian, I'd suggest string puppets for that though, so you can get full effects of wire work and bullet time without losing the pace of the live game. That way the ref can just call a time freeze, and the players/crew pull out their puppet versions and decamp to a preset puppet game-area. We may have just revolutionised the way people LRP forever...
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