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Champion
      
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heh. Sure, no problem. I'll just go find myself a blackthorn tree.
I'm not really trying to argue that wooden weapons have no value - just that their value should be lower than swords and axes. A pain in the arse from a game balance perspective i'll admit, but given a choice I'd choose realism over game balance any day, providing (as is the case here) that the unbalancing effects are pretty minor. If clubs were cheaper that would simply make them the preserve of peasants and criminals and no self respecting warrior or noble would be seen dead with one.
I actually didn't realise that being a member of an organisation gave 50 florins bonus cash - this does go some way towards making it a bit less relevant.
edit: I'd just like to add that this is a tiny tiny niggle and in no way important. I like your ruleset. I think you have a cool concept going and while I doubt I will be able to, I would really like to attend. But you asked for input.
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PD - Machupa Kivull - Sandy coloured great-coated Gnoll
Shards/Ascendancy - Crew
FOIP is short for 'torture me for more info'
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Prodigal
      
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Shven (1/17/2008) heh. Sure, no problem. I'll just go find myself a blackthorn tree.So your contention just became, "given a very specific type of tree, which may or may not be available, a stick off the floor is as good as a crafted item..." *grin* I can see the case for staves being cheaper than other 2H weapons, but clubs are restricted, by classification along with other 1H weapons (except daggers), hence the same cost. But I shall ponder this ne'ertheless. And thanks for all the input, by the way; it's actually been pretty helpful in thinking about our vision for the game.
--- Joe Rooney - Battle Vegan
Insurrection LRP: high fantasy in a dystopian setting. Event Two: 17th-19th April 2009. Book now for £20 discount!
Bladelands: Raoul Ortez - apostate, medium, bodyguard and vicious lunatic EOS: staff (probably the best job in LRP!)
Joe R's LARPCard
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Champion
      
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Glad you appreciate it. I wish you the best of luck, and should i find myself back in the midlands at a similar time to one of your events I shall endeavour to turn up - cos the background sounds awesome
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PD - Machupa Kivull - Sandy coloured great-coated Gnoll
Shards/Ascendancy - Crew
FOIP is short for 'torture me for more info'
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Squire
      
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Here are a number of questions I have regarding the game. I'm asking them because I don't understand why those choices were made, rather than as criticism.
Humans are the most screwed over race. You are unable to compete in the rank/land arena, and will have difficulty arming yourself with more than staves and daggers. And yet, many larpers prefer to play humans due to the lack of prosthetics. Why choose to make humans as an underdog race?
Furthermore, why choose to have 'dwarves'? You could've drawn from the entirety of fantasy, or even made something up yourselves, and yet chose to have a race whose main distinguishing feature is being shorter than normal people.
What do you envisage the turn-over of characters being? Will there be time at an event to deal with new character generation, or will a player be expected to join the monster crew? Assume someone pays £40 for the event, plus transport, food, holiday booked off work etc - will they get their money's worth if they die on the first night?
Why limit (combat) skill use to single uses per day, as opposed to other limitations that could've been applied?
Why introduce abilities/calls that can render another person unable to play their character? I'm looking at nerve strike right now, but this question can also be extended to any form of mind control, the time it takes to repair armour, the relative cheapness of 'stamina' (allowing for a potential starting death-count of 15 minutes), blindness, coshing, and so on. Not playing your character for long periods of time is not fun.
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Knight
      
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FavouredEnemy (3/19/2008) Here are a number of questions I have regarding the game. I'm asking them because I don't understand why those choices were made, rather than as criticism.
Think I'll have a stab at some of these.
Humans are the most screwed over race. You are unable to compete in the rank/land arena, and will have difficulty arming yourself with more than staves and daggers. And yet, many larpers prefer to play humans due to the lack of prosthetics. Why choose to make humans as an underdog race?
There are other systems (e.g Maelstrom) that do this too. Admittedly it's to a lesser extent but every race has an advantage, for humans it's the fact that they don't need prosthetics. Also to carry on your point, "many larpers prefer to play humans". In this system humans are the only people that can branch into every skill tree. No matter what kind of specced character you want, you can play it with a human. playing an elf and wanting to be a warrior would be a pretty foolish combination.
Furthermore, why choose to have 'dwarves'? You could've drawn from the entirety of fantasy, or even made something up yourselves, and yet chose to have a race whose main distinguishing feature is being shorter than normal people.
Got to agree here, no one can phys rep being 3 foot tall unless they ARE 3 foot tall. Orcs can be padded and Elves are the same anyway but I'm not seeing the reason for this choice
What do you envisage the turn-over of characters being? Will there be time at an event to deal with new character generation, or will a player be expected to join the monster crew? Assume someone pays £40 for the event, plus transport, food, holiday booked off work etc - will they get their money's worth if they die on the first night?
Yes it will. I've played systems with character gen like this before, I actually made a character mid game once, took ten minutes and that's because I was actually making the person on the spot. If I'd had a secondary prepared it would've taken five at max for the paper work. Plus, joining monster crew is only ever optional, never mandatory but to be honest, it's a lot of fun to switch sides if there's a big fight coming up. Target a mate and you get to have a friend come in with a new character with you 
Why limit (combat) skill use to single uses per day, as opposed to other limitations that could've been applied?
I'm not too knowledgable on the other options so I wont stick my nose into this one
Why introduce abilities/calls that can render another person unable to play their character? I'm looking at nerve strike right now, but this question can also be extended to any form of mind control, the time it takes to repair armour, the relative cheapness of 'stamina' (allowing for a potential starting death-count of 15 minutes), blindness, coshing, and so on. Not playing your character for long periods of time is not fun.
"playing your character" doesn't just mean being able to fight. If your armour's being repaired you're now playing a combat character with all the nerves of being vulnerable, also it stops you running off mid fight and running back 30 seconds with fixed armour. If you're mind controlled, you're now playing a character that has to follow orders whether he wants to or not. As for the death count, just don't get any stamina skills and you don't have to worry about it, alternatively you could alter the rules to say a dying person isn't neccessarily unconcious, that way you can still shout orders at troops/ scream for a healer/ put curses on the family of the one who just hacked you up etc. I'm actually looking forward to blindness, the character I have planned wont see it as a good enough reason to leave the battlefield and so long as I'm not stupid I can safely RP him fighting a tree for a while before realising it isn't fighting back and then stumbling toward the battlefield and getting in the way (I undertand some people don't see this as fun but look at it from the other way around, I like the idea of pointing at someone and blinding them mid fight). As for nerve strike and coshing, how else do you kidnap/mug/capture someone without killing them or drawing attention? Also good for assassins.
Sorry if this all sounds like I'm being arrogant or ignorant or anything ending in "ant" but you mentioned you didn't understand why these rules were chosen, just offering my opinion to try and help.
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So I may be small but trust me, I look big enough in my armour and what I lack in size I more than make up for in midget-berzerker-sword-waving-one-legged-foaming-mouth action! Just ask this small pile of mutilated bodyparts that used to be people looking at me funny.
I am NOT going to throw LARP safe hamsters at zombies... or frogs!
Maelstrom: Simon / Kendryck Veraletin (Retired)
Jade Empires: Akiko / Oren (Dead...ish)
Insurrection: Krull
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Prodigal
      
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| Hola! Thanks for the queries -- I'll try to answer them as best I can, and with a minimum of defensiveness! FavouredEnemy (3/19/2008) Humans are the most screwed over race. You are unable to compete in the rank/land arena, and will have difficulty arming yourself with more than staves and daggers. And yet, many larpers prefer to play humans due to the lack of prosthetics. Why choose to make humans as an underdog race?The plight of humans is key to the whole structure of the game. The Commonwealth is founded on the backs of human slaves, and by understanding that (and the inherent assumption of superiority that goes along with it) it's easier to get your head round things. If a majority of people play humans, then it means that the bulk of the player base get first hand experience of the injustice of the Commonwealth. Plus, yeah, humans get the advantages of being totally customisable, access to Faith, and no need for phys reps.
FavouredEnemy (3/19/2008) Furthermore, why choose to have 'dwarves'? You could've drawn from the entirety of fantasy, or even made something up yourselves, and yet chose to have a race whose main distinguishing feature is being shorter than normal people.A few things things here: IC, dwarves (in Insurrection) are called dwarves because they often develop a bit of a stoop from spending lots of time underground. Their distinguishing feature is horns. Elves, dwarves and orcs is kinda traditional, and we wanted to have a certain amount of old-schoolery around it. It was something we agonised over for a long while, though (hence no beards).
FavouredEnemy (3/19/2008) What do you envisage the turn-over of characters being? Will there be time at an event to deal with new character generation, or will a player be expected to join the monster crew? Assume someone pays £40 for the event, plus transport, food, holiday booked off work etc - will they get their money's worth if they die on the first night?We're not really clear what character turn-over will be yet. For the bulk of the first event, most of the threat of character death will be from other PCs, unless someone screws up big-style. If people die, they'll be welcome to join the monster crew, but it shouldn't take too long to put together a new character and slot them into an existing faction. We obviously won't be able to guarantee that we'll provide them with personal plot for the remainder of the event, but they'll otherwise be able to participate fully.
FavouredEnemy (3/19/2008) Why limit (combat) skill use to single uses per day, as opposed to other limitations that could've been applied?We played with "per hour" for a while, or mixing some skills as per-hour and some as per-day, but in the end decided that per-day gave us more opportunity for the "ohgodohgodohgod I am totally screwed!" feeling we want to have kicking around.
FavouredEnemy (3/19/2008) Why introduce abilities/calls that can render another person unable to play their character?That's sort of an argument against character death, isn't it? Anyhow, these abilities and calls exist for nastiness' sake. Say someone mind controls you -- that's a real incentive to slot the hell out of them at the first opportunity. Nerve Strike (at Advanced) and Waylay can take you out for a maximum of fifteen minutes, which provides an opportunity for people to do bad things for you. However, repairing armour or being blind don't stop you playing your character -- they just change the boundaries a bit. Being helpless for a short time is kind of a good thing in terms of the event experience... You can actually start with a death-count of 20 minutes (if you're an orc)...
--- Joe Rooney - Battle Vegan
Insurrection LRP: high fantasy in a dystopian setting. Event Two: 17th-19th April 2009. Book now for £20 discount!
Bladelands: Raoul Ortez - apostate, medium, bodyguard and vicious lunatic EOS: staff (probably the best job in LRP!)
Joe R's LARPCard
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Prodigal
      
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Feinix (3/20/2008) Got to agree here, no one can phys rep being 3 foot tall unless they ARE 3 foot tall. Orcs can be padded and Elves are the same anyway but I'm not seeing the reason for this choiceI'm fighting the urge to suggest that we change the phys rep to walking around on your knees for the whole event ;-) Like I said, dwarves are there for old-school's sake. Feinix (3/20/2008) As for the death count, just don't get any stamina skills and you don't have to worry about it, alternatively you could alter the rules to say a dying person isn't neccessarily unconcious, that way you can still shout orders at troops/ scream for a healer/ put curses on the family of the one who just hacked you up etc.I like the idea about someone in death-count not necessarily being unconscious...I might suggest that at our next rules meeting. One option might be that you could spend a Stamina bead to be a conscious non-combatant or somesuch. Thanks for your contribution, by the way!
--- Joe Rooney - Battle Vegan
Insurrection LRP: high fantasy in a dystopian setting. Event Two: 17th-19th April 2009. Book now for £20 discount!
Bladelands: Raoul Ortez - apostate, medium, bodyguard and vicious lunatic EOS: staff (probably the best job in LRP!)
Joe R's LARPCard
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