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Posted Friday, February 22, 2008 1:07 PM


Wag

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As to the dagger boy issue- stabbing someone is quick, but not that quick and it takes longer the more you do it (the sharper the knife the quicker it loses it's edge).

Sorry guys, but if you ever saw someone get stabbed(or got stabbed yourself) you'd know. Most knife wounds are slashes, fatal attacks are usually from single blows accurately applied or multiple blows delivered in a confused frenzy, you don't see many people who've been repeatedly slashed in the same spot.

Matt's one second rule makes a knife attack more likely to be the accurate blow of an assassin or knife fighter than the frenzied attack of a bunny boiler.

Post #51530
Posted Friday, February 22, 2008 1:57 PM
Wag

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But the key here is that these restrictions are predicated upon "realism" simply not mattering. Which I thoroughly agree with; what the designer wanted to do with the game is far more important.

I had a massive, sprawling, very personal argument with a small group of the players of 6P over the game's "first aid" type healing rules, in which the major issue seemed to be pretty much that the way it worked "wasn't realistic" and that it was shattering people's SoD as a result. I did try to point out that the system actively supports people taking anywhere up to 10 sword blows without actually roleplaying any injury at all, and yet that didn't seem to be an issue for people correlating realism with immersion. Unfortunately that didn't really sink in amongst the people explaining how, well, actually Viking raiders and Norman farmers all knew how to apply compression to wounds and it's a modern fallacy that people didn't know any medicine and that learning the skill took x weeks while they did their first aid certificate in an afternoon and and and and...

What this has all taught me is that realism is a huge red herring. What makes the game more fun, or challenging, or surprising, or entertaining - that's way more important.

Oh, and Matt - does "atmosphere" encompass what you were trying to say? The problem with Allen's coat is that it invokes the wrong kind of atmosphere, while Guinevere's invokes the right kind?



PD - Brother Farael of the Ordo Dictum Dominus
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RL - Will Robinson
Post #51531
Posted Friday, February 22, 2008 1:58 PM
Champion

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Personally I don't think that weapon speed is really the problem...its people reacting to blows.

On principle I don't mind a dagger fighter "drumrolling" (I'm not really a dagger fighter myself) as IMHO when using daggers you're sacrificing reach for speed.  The problem is definitely (as Ick stated) that you get dagger fighters that won't react to the first blow as the come in so therefore it is not a challenge to get up close and personal.  If systems regimentedly enforced their "react to blows policy" then I really wouldn't have much of a problem with drumrolling.

Matt J

If I wanted to listen to an arsehole, I'd fart!

Post #51532
Posted Friday, February 22, 2008 2:00 PM


Prodigal

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Matt Pennington (2/22/2008)
[quote]
Personally I'm convinced that Robin Hood is actually a parody of LRP, since it appears to contain every single bad LRP cliche I know of, with at least one per episode.

Completely on a tangent, but I thought that about that awful The Lion, The Witch and The Wardrobe film, which included bloodless fighting, and someone's girlfriend (well, sister) healing everyone after the battle.

Anyway, I was pondering all this stuff and I came to the conclusion that I think a lot of systems are designed for "honourable" combat, where people hold back a bit.  Berserk-type skills have always struck me as a bit strange in LRP, for much that reason.

As for people not reacting to blows, look at people on PCP/really full of adrenaline.  It's possible for them not to feel blows, although I agree they'd probably be knocked about a bit.  I think "no effect" is a really useful call to communicate that a character isn't taking damage from something.

---
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Post #51533
Posted Friday, February 22, 2008 2:13 PM
Wag

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Matt Pennington (2/22/2008)
But Guy of Gisburne wears a leather trench coat every week in Robin Hood on the telly and he justs look a twat every time you see him. Ok, he's the only character who wears a leather trench coat, but the sheriff has silk pyjamas.


I did qualify it as consistent _with_ whatever (real/fantasy) culture you're trying to portray. That won't necessarily make for good TV/ogling, but I reckon it will tend to support immersion (for some reason I failed to see the reference to Guy of Gisburne's coat first time around - must have been the heady of effects of the pot noodle I was eating).

I haven't watched the BBC's Robin Hood series but the majority of complaints seem to revolve around a lack of consistency with respect to anything. Robin Hood stories (like the ancient ITV series Robin of Sherwood) rarely tend to worry about realism/historical accuracy - but they tend to be immersive to the extent that they are consistent/faithful with respect to whatever their made-up world is (Herne may be a cheap special effect - but he's a special effect that feels consistent with the pseudo-Pagan atmosphere).

Matt Pennington (2/22/2008)
I'm not sure that Guinivere was consistent so much as smoking. She's look cool. Credible - no. Realistic -no. Cool - yeah. I think ManInBlue is closer with Panache.


Was it cool because you could see lots of boob (I forget how much) or because you could see lots of boob and it looked like a stereotypical Celtic Warrior Woman garb?

Panache is a bit vague - if Guinevere had been wearing an incredibly stylish Gaultier ensemble and carrying it off with amazing panache, I still think it would have been irritating - if someone with less a symmetrical face/acting ability than whoever it was playing her had been wearing it I still think it would have looked in keeping (albeit in keeping with the totally hammed up Celts).

Maybe 'fidelity' is better than 'consistency' - it's irrelevant what you're faithful _to_ merely that there's something which you're obviously being faithful to. That's the sense I get from seeing well played larp groups.

Marios
P.S. 'Atmosphere' is a good word, but I tend to steer clear of it because people tend to use it when they are implying an incidental flavouring added on after the fact (we didn't want to do the whole human/mokosh Kamakuran caste thing, but we wanted the atmosphere so we got in some really nice set dressing).
Post #51535
Posted Friday, February 22, 2008 2:18 PM


Wag

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Fair enough, though a little confusing- LRP combat is honourable- people holding back a bit, Berserk skills seem pointless, but they don't react to blows because their adrenalin is up?

Sounds a bit like you're choosing the bits of an adrenal rush to suit your point.

Usually, people ignore damage- not blows when they're hyper (you knock em down and they get up again) and they tend to loose it it offensively and defensively

Post #51536
Posted Friday, February 22, 2008 2:21 PM
Heroic Knight

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For me this comes down to a fairly regular discussion boiling down to 'style'.  I agree that the 'one-true-way of LRP' is, as Matt points out, an utter fallacy.  We each have our preferences, and I for one actually prefer different styles of combat at different games to support the different styles of game for which they are a feature.

Combat is there to facilitate my enjoyment, whether through increased immersion, more challenging fights, feeling that I look cool (it's for this reason I dislike photos...in my mind I'm much cooler than the fat man dressed like a twat, stood in a field photos make me - so I prefer my version), or whatever other aim I have.

Sometimes you want to be a hero, fighting hordes of enemies conan-style...you want a heroic yet bloody system for this, and Hyborean Tales (for example) does this really well, as heroic fights are encouraged, people hit the deck, but the consequence of getting beaten to the floor isn't that terrible.

At a massive fest system, you might want to create rules to support a style of fighting that might not be anyone's ideal - but does a good job of making things relatively equitable., creating a relatively balanced playing field.  I think the one-second rule is great for this.

The games I tend to run don't have hard and fast stat-rules for combat (or anything really), but give an indication that you should pretend you're a character in a movie and react appropriately - I like to call this 'Die Hard Realism'.  It's still a rule though...

The point is that these are three different ways of doing combat for three different types of game, each game having a different end goal (or vision).  So my advice is to pick a game that supports your preferences in combat, or make a new one yourself.

Post #51537
Posted Friday, February 22, 2008 2:27 PM
Squire

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MattJ (2/22/2008)
Personally I don't think that weapon speed is really the problem...its people reacting to blows.

On principle I don't mind a dagger fighter "drumrolling" (I'm not really a dagger fighter myself) as IMHO when using daggers you're sacrificing reach for speed. The problem is definitely (as Ick stated) that you get dagger fighters that won't react to the first blow as the come in so therefore it is not a challenge to get up close and personal. If systems regimentedly enforced their "react to blows policy" then I really wouldn't have much of a problem with drumrolling.

Matt J


I agree with this. One of the reasons I think the combat at Dumnonni Chronicles is so good is because most of the players, and pretty much all of the crew, are great at roleplaying damage in combat - hit someone, and they cry out and fall backwards, so you can effectively hold off large numbers of enemies if you're good enough. I think to add to this, I prefer "heroic combat", by which I'd mean not so much people fighting slowly, as people who look like they're putting some "welly" into their blows - not people who seem to tap people to death with the tip of a broadsword. That's all roleplaying combat comes down to for me, for the most part - pretending you're hacking someone to death with a broadsword, or pretending you're being hacked to death with a broadsword.

This also makes berserkers bloody scary when they do appear, for much the same reasons as they would probably have been scary in real life - you know that these guys aren't going to stop, aren't going to flinch, and are going to keep coming at you until you hack them into itty bits. Add the wolf head dresses and howling and you have some scary bastiches.

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Let he who can win glory - that is the warrior's best bulwark.
Post #51538