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Insurrection LRP ruleset Expand / Collapse
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Posted Friday, June 20, 2008 2:54 PM


Prodigal

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Feinix (6/19/2008)
Hopefully this is just me mis-reading but I realised that we're all a rebel group so we're not part of a governmental legal system, the option exists to play outside of a faction so you wouldn't be subject to their laws, who exactly is it that's going to have reason to complain if I take no points in rank but turn up in chainmail? And if I'm a factionless rebel, what exactly do I have a rank in? (Thinking specifically military for the last one)

Rank is very specifically Commonwealth Rank, rather than within a faction or whatever.  In terms of your interaction with other PCs, wearing chain and carrying a 2H sword without authorisation (i.e. Rank) may or mat not affect their view of you.  However, if you have a run-in with the local orc garrison and they discover that you're armed and armoured without protection, things will go very badly for you...

The idea is that, as of the beginning of Event One, all but one of the factions all exist alongside the Commonwealth:
Duke Ladrill's Second Battalion: Basically an entire battalion of orcs under the command of Colonel Ugluk who've gone AWOL on his orders.  As of the start of the system, they still keep to Commonwealth rank structure and discipline.
Free Thought Radicals: Although things have changed a bit in recent times, the reformist arguments made by about 2/3 of the Radicals are still permitted by the academic establishment.  Even the revolutionary remainder of the group are yet to be formally censured.
Velvet Glove: Glove members actually maintain a "cover identity" within the elven nobility.  Think of them as a pointy-eared League of the Scarlet Pimpernel.  Kinda.
Wayfarers' Guild: a lot of their more important members have some kind of Rank (usually Noble), not least because they have a lot of wealthy patrons...

So basically, feel free to load up with as much illegal gear as you can afford, but be aware that it may end badly for you...
Does that answer your question?

---
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

Post #63761
Posted Friday, June 20, 2008 2:56 PM


Prodigal

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Narcisse (6/19/2008)
Something I've noticed - The XP cost for High Race Varients has a (probably unintentional) side effect to starting characters of these varients.

You're not wrong.  Hmm.  I'll talk to Oli about it; changing the cost to 4XP would solve this issue really straightforwardly, I think.

Narcisse (6/19/2008)
Alsi - does a half-breed have access to the High Magic of it's parent race?

Nope.  Their powerful High Race blood is too polluted by filthy human scum and so they're only fit to use thaumaturgy.  Etc. etc. etc.  *grin*

---
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

Post #63762
Posted Friday, June 20, 2008 10:22 PM


Knight

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Ok, that works for me. I was under the impression that each of these guilds was a known enemy of the commonwealth and as such bumping into a large garrison of Orcs would have a similar effect whether illegally equipped or not. Also (due to the same impression) I thought this meeting was planned to take place away from populated areas so anyone walking in on it would know something non-commonwealth was going on. Cue previous Orc oriented statement.

__________________________________________________________________________________________________________________

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
Post #63798
Posted Sunday, June 22, 2008 9:33 PM


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I have just read the rules, and I have some observations and questions:

Questions:
1) How much do throwing weapons cost? Or are they free?
2) Is there going to be a downtime option for buying finished equipment from NPCs? There's the statement that the wayfarers will be selling natural resources, but no mention of finished products.
3) What is a feat of strength, and why would I want to be able to do one?
4) Limited repairs on armour means bookkeeping. How will it be done?
5) The Life-clock needs a little more explanation. The part about critical wounds killing you makes sense, but it's not clear how a wound can go septic in the absence of poison. Right now it seems to mean that if you don't get treatment in time the wound goes septic... but you also die, so it doesn't matter. Does septic apply to non-critical wounds too, or does it only matter in cases of poison, or what?
6) Can special calls like "through" be combined with other special calls such as "double"?
7) Through ignores shields, so if I block with a shield and my opponent calls through, where do I get hit? I'd guess shield arm, but it'd be nice to be sure.
8) Bows and crossbows go through armour. Is this the same as the damage call through, and therefore bypasses shields as well, or is a shield a useful defence against arrows?
9) Throwing weapons act as melee weapons. Does this mean you can use special damage calls with them?

Observations:
1) It gets progressively lower in value to take more advanced versions of limited use skills. E.G. "Double" gets you one go for the base cost, but at intermediate level it is 4* base cost for 3* advantage, and at advanced it is 9* base cost for 5* advantage. That seems odd to me, if only because some of the non-numerical skills seem to work the other way round. For example, basic level first aid is a bit pointless, while intermediate is the minimum for a competent healer.

2) Metal armours don't look like a particularly attractive option. For one thing, there's the cost. For another there's the bow through. For a third there's the problem that nobody will be able to repair them or make replacement parts for some time.

3) Craft (leatherworking) allows you to make leather armour... but it doesn't allow you to repair it. So you could make armour from scratch but you couldn't fix a piece with a hole in it. It makes sense from an OOC game-balance perspective, but it looks odd from an IC one.

4) Potions look great... but making them looks like it'll be an awful lot of work. First you'd need natural resources. Then someone with basic level pharmacy refines them. Then someone with intermediate pharmacy makes them into potions. Fun and all, but it doesn't seem to gel well with the prices in the equipment section, unless of course it's FOIP that you can refine and produce quite a lot of finished product in a single downtime.

------------------------------
Eos: Diego Gatito - the worst ninja in the world.
Insurrection: Marcus de Selene - the worst price negotiator in the world.
Post #63875
Posted Sunday, June 22, 2008 11:39 PM


Prodigal

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Hey Smileyface!

Thanks for all the questions and observations. Some of them will need to wait until next weekend for a proper response (the next time Oli and I meet to discuss the game) but I'll have a crack now:

Smileyface (6/22/2008)
1) How much do throwing weapons cost? Or are they free?

Good point -- they're not free. They'll be pretty cheap though (maybe 3-5F)

Smileyface (6/22/2008)
2) Is there going to be a downtime option for buying finished equipment from NPCs? There's the statement that the wayfarers will be selling natural resources, but no mention of finished products.

You'll be able to be finished equipment (and natural resources) from the Wayfarers in uptime. It's not unreasonable that you can do the same in downtime; I'll talk to Oli and sort it out.

Smileyface (6/22/2008)
3) What is a feat of strength, and why would I want to be able to do one?

Feats of strength are bursts of strength over and above humanoid norm. You might want to use one to break something hard or lift something heavy.

Smileyface (6/22/2008)
4) Limited repairs on armour means bookkeeping. How will it be done?

At the minute, I'm thinking either little stickers or hole-punching/embossing a mark on the lammie. We do need to discuss the exact mechanism though.

Smileyface (6/22/2008)
5) The Life-clock needs a little more explanation. The part about critical wounds killing you makes sense, but it's not clear how a wound can go septic in the absence of poison. Right now it seems to mean that if you don't get treatment in time the wound goes septic... but you also die, so it doesn't matter. Does septic apply to non-critical wounds too, or does it only matter in cases of poison, or what?

Septic applies to all wounds -- not just critical ones. We should make that clearer. Also, if your arm (for example) was critically wounded and no one attended to it within your life-clock, it would go septic but you wouldn't be dead.

Smileyface (6/22/2008)
6) Can special calls like "through" be combined with other special calls such as "double"?

Absolutely. My personal favourite is "Septic Critical Through," although I imagine that will be blessedly rare. There should perhaps be a limit on how many calls you can do in one blow, if only for the sake of people's ears.

Smileyface (6/22/2008)
7) Through ignores shields, so if I block with a shield and my opponent calls through, where do I get hit? I'd guess shield arm, but it'd be nice to be sure.

Shield arm indeed. Worth a clarification though.

Smileyface (6/22/2008)
8) Bows and crossbows go through armour. Is this the same as the damage call through, and therefore bypasses shields as well, or is a shield a useful defence against arrows?

My feeling is that shield should be useful versus arrows/bolts. I'll talk to Oli about it though.

Smileyface (6/22/2008)
9) Throwing weapons act as melee weapons. Does this mean you can use special damage calls with them?

Indeed it does, although it might be risky in situations where you're using one that you only get once a day.

Smileyface (6/22/2008)
1) It gets progressively lower in value to take more advanced versions of limited use skills. E.G. "Double" gets you one go for the base cost, but at intermediate level it is 4* base cost for 3* advantage, and at advanced it is 9* base cost for 5* advantage. That seems odd to me, if only because some of the non-numerical skills seem to work the other way round. For example, basic level first aid is a bit pointless, while intermediate is the minimum for a competent healer.

The progression thing has been dogging us for a while. We do want it to be slow but rewarding to become a specialist. I shall ponder this.
On the First Aid thing, though, any combat group definitely needs one person with Intermediate First Aid, but if there are ten of you and several are wounded, a few people with Basic First Aid will be invaluable to keep folk alive/not septic until the proper healer gets there.

Smileyface (6/22/2008)
2) Metal armours don't look like a particularly attractive option. For one thing, there's the cost. For another there's the bow through. For a third there's the problem that nobody will be able to repair them or make replacement parts for some time.

All fair points. They do have some value as status symbols, though, as well as being rather useful in a straight fight. "Disposable" fur or leather might be a better option in some ways.

Smileyface (6/22/2008)
3) Craft (leatherworking) allows you to make leather armour... but it doesn't allow you to repair it. So you could make armour from scratch but you couldn't fix a piece with a hole in it. It makes sense from an OOC game-balance perspective, but it looks odd from an IC one.

Hmm, true. Not sure how to get around that, except possibly by rolling it into one skill. Hmm. That then raises a game balance issue. I'll talk to Oli, although it may end up being one of those game balance things we just tend to pretend to ignore.

Smileyface (6/22/2008)
4) Potions look great... but making them looks like it'll be an awful lot of work. First you'd need natural resources. Then someone with basic level pharmacy refines them. Then someone with intermediate pharmacy makes them into potions. Fun and all, but it doesn't seem to gel well with the prices in the equipment section, unless of course it's FOIP that you can refine and produce quite a lot of finished product in a single downtime.

The production time on a potion is pretty low, which makes it a bit more reasonable. You might be right on the pricing relative to the costs of raw materials though. It certainly bears investigation!

---
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
Post #63880
Posted Monday, June 23, 2008 8:39 PM


Christopher Tookey's lovechild.

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Hello,

raggedhalo (6/22/2008)
Smileyface (6/22/2008)
4) Limited repairs on armour means bookkeeping. How will it be done?

At the minute, I'm thinking either little stickers or hole-punching/embossing a mark on the lammie. We do need to discuss the exact mechanism though.


Maybe if the lammie had little boxes on it, and you marked them off with a permanent marker when you repaired the item? Of course, you'd need a lot of markers.
At twenty repairs for a piece of plate, you could potentially do little tiny stickers, but what happens when they come off accidentally?

raggedhalo (6/22/2008)
Septic applies to all wounds -- not just critical ones. We should make that clearer. Also, if your arm (for example) was critically wounded and no one attended to it within your life-clock, it would go septic but you wouldn't be dead.


Ah. We're going to need quite a bit of salve then.

raggedhalo (6/22/2008)
Smileyface (6/22/2008)
8) Bows and crossbows go through armour. Is this the same as the damage call through, and therefore bypasses shields as well, or is a shield a useful defence against arrows?

My feeling is that shield should be useful versus arrows/bolts. I'll talk to Oli about it though.


If it isn't useful against bows, then what stops archers from killing non-archers? Two arrows can drop the target. A group of archers would be just plain scary.

raggedhalo (6/22/2008)
Smileyface (6/22/2008)
2) Metal armours don't look like a particularly attractive option...

All fair points. They do have some value as status symbols, though, as well as being rather useful in a straight fight. "Disposable" fur or leather might be a better option in some ways.


I'd expect them to become more common once they are supported - i.e. once some advanced-level repairers are in the game. Just not initially, is all. Especially when you think that an I-level repairer can fix an entire suit of leather from completely knackered to entirely working in 100 minutes, but it takes an A-level repairer to fix full chain in 200, or plate in 250.
Actually, that's a bit scary. You've been in a fight, and now you're waiting a few hours while your armour gets fixed. Realistic, but frightening.

raggedhalo (6/22/2008)
Smileyface (6/22/2008)
3) Craft (leatherworking) allows you to make leather armour... but it doesn't allow you to repair it. So you could make armour from scratch but you couldn't fix a piece with a hole in it. It makes sense from an OOC game-balance perspective, but it looks odd from an IC one.

Hmm, true. Not sure how to get around that, except possibly by rolling it into one skill. Hmm. That then raises a game balance issue. I'll talk to Oli, although it may end up being one of those game balance things we just tend to pretend to ignore.


It's a tricky one: it doesn't make sense IC, but combining the skills makes it far better to take leatherworking or metalworking than the other craft skills. Plus the metalworking skill isn't set up to work in the same timeframe as armour repair.

raggedhalo (6/22/2008)
[quote][b]The production time on a potion is pretty low, which makes it a bit more reasonable. You might be right on the pricing relative to the costs of raw materials though. It certainly bears investigation!


If the production time is low enough then it all hangs together alright on that score. The only other worry I'd have is that humans don't get land and therefore might have trouble getting resources... unless the wayfarers sell them reasonably cheap.
It's all a bit FOIP for me to work it out, really.

Anyway, three new questions:
1) Is there any kind of minimum swing rule, so that weapons have to pass through a minimum distance or arc in order for it to count as a hit?
2) Is there a maximum size a weapon can be before it counts as two-handed?
3) Is there a size limit on shields?

------------------------------
Eos: Diego Gatito - the worst ninja in the world.
Insurrection: Marcus de Selene - the worst price negotiator in the world.
Post #63946
Posted Monday, June 23, 2008 9:46 PM


Knight

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Smileyface (6/23/2008)

The only other worry I'd have is that humans don't get land and therefore might have trouble getting resources... unless the wayfarers sell them reasonably cheap.


The fact that you're underdogs is one of the more attractive things about playing a human. Finding ways to work around the deficiency in resources will be one of the fun aspects - gives an incentive to make deals.

LT - Evan Kinmarc - Scout-y, Healer-y, Ritual-y Armengarian Type
EOS - Luca Demetrius Shard - Rapidly Cooling Corpse
Insurrection - Dr Julius von Bismarck - "I love the smell of applied science in the morning!"

"Why are we digging? I'm not sure really. Probably something to do with Genetics."
Post #63959