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Overlord
      
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| Over at the Eos Rules workshop we've divided up our Rulesguide into several smaller booklets that deal with different aspects of the game. My next intention is to edit versions of this for the use of other games and LRP organisers. I want to offer our core rules as a starting point for anyone who wants to put a game together. So if anyone's interested, just let me know. Once the open versions are ready I will post them up here for people to download.
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Squire
      
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The DNDLarp rules are also heading towards open source when I get the time to finish converting them (from D&D to OGL) - so that's two sets of rules that are available for anyone to start a system from ;-)
Robin
DNDLarp - LARP system (Unforgotten Realms) and OGL rules for d20 LARPing
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Wag
      
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I've never really seen the benefits of open source rules. Open source computer code yes, open source game rules... no. Surely a good game has rules written to support the game it's trying to create? Seems that way to me.
Taking ideas from other systems is cool. That's how the hobby moves on, but the idea of simply reusing blocks of rules leaves me a bit cold.
However in the spirit of openness I'll contribute more positively by saying that none of the Maelstrom rules or campaign are copyright in anyway shape or form, so anyone can take any part of any of it and do what the hell they like with it.
History is an important source for LRP. Along with other works of fiction.
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Overlord
      
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| Thanks matey and apologies that I haven't got back to you on proofing your new copy, unfortunately we have a staff meeting this weekend and everything has been a bit hectic. I will still look through it when I have chance as te comments may help you later - or may not. I think my view on this is I want to offer some components that people can find a use for and I want to provide them in a format that they can derive their own use from. After all, Treasure Trap works for so many people and its essentially the same old system. I think part of the discussion on "Marketing to Joe Public" got me thinking about trying to put together some bits and pieces that would make things easier for people to get off the ground in whatever environment they are devising LRP in. I do think there's a balance to strike between making it a franchise - which doesn't workfor a lot of games or innovative new developers and organisers. As part of it I was also looking at trying to put together "The Knowledge" for LRP, but that's a project that I need to start when I have a less cluttered table!
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Wag
      
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Allen Stroud (3/7/2008) After all, Treasure Trap works for so many people and its essentiallythe sameold system.
I rather got the impression that Treasure Trap had keeled over in Birmingham due to lack of interest but was still going strong in other places by dint of them completely rewriting the system. I am largely ignorant however. Of most things... 
As part of it I was also looking at trying to put together "The Knowledge" for LRP, but that's a project that I need to start when I have a less cluttered table!
I blame the clock manufacturers, the idea that days should only have 24 hours in them is clearly ridiculous...
History is an important source for LRP. Along with other works of fiction.
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Wag
      
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Matt Pennington (3/8/2008)
I rather got the impression that Treasure Trap had keeled over in Birmingham due to lack of interest but was still going strong in other places by dint of them completely rewriting the system. I am largely ignorant however. Of most things... 
DUTT has evolved sufficiently (totally different hit/economics/priest systems) that you need to be looking out for tell-tale obscure phrases to note common genealogy with other Treasure Trap derived systems . Even then, the remaining elements/basic structure of the rules system is fairly generally accepted as not something anyone would choose to use if you had an alternative.
That said, CUTT actually uses a system which is one or two steps older than DUTT despite having branched off relatively recently (5 years ago-ish) - I think it's the same reason that America uses all sorts of old words (comptroller! fall instead of autumn) which were abandoned as ridiculously old sometime in the late 18th/early 19th century in Britain.
Basically, what remains is just a colossal, squishy mass of appendices, man-nipples and inverted retinas - all lovingly compressed into 640kb with no more than 80 characters per line.
Marios
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Overlord
      
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Matt Pennington (3/7/2008) Open source computer code yes, open source game rules... no. How about thinking of it as open source components then? As I said I don't really want to export everything as is, just establish some basics that may make things easier for new writers.
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Wag
      
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Allen Stroud (3/8/2008) How about thinking of it as open source components then? As I said I don't really want to export everything as is, just establish some basics that may make things easier for new writers.
If you can find a piece of code that does what you want, then it makes perfect sense to reuse it. Because code is about achieving objective results, it's rarely about creating a subjective experience.
The opposite end of the spectrum is to consider something completely artistic in nature. Imagine if directors started releasing sections of their film in short pieces so that other directors could simply reuse that bit. No-need to go to the expense of filming a new car chase, just use this one from the Italian Job... Would you watch that film?
Rules have both objective and subjective ends. You want them to be easy to use and workable but you also want them to reproduce a style and a flavour of game. Nathan prefers his LRP systems to be hard skill based (mentioned elsewhere) others might not. It's no use reusing a rules system for a hard-skill LRP if you want high fantasy with an emphasis on character ability over player ability.
There have been a few advantages that have come from the D20 open rules system for tabletop, but it hasn't been all positive. I worry that people proffering up sections of rules, even in carefully designed segments, damages LRP by encouraging game designers to think that rules are interchangeable. That it doesn't really matter what rules you have because you just need some rules and they don't really have any effect on your game. I believe it's important for people planning to running a LRP game to think about what they want to run, how they want it to run and how their rules will support that. I think a holistic approach to rules design is critical and my concern is that offering up "libraries" of rules helps to create an accepted wisdom that a piecemeal approach is acceptable/advisable/appropriate.
Sorry not to have anything more positive to say, I'm sure you already thought about these things, but since this is a discussion forum I didn't feel I could let the issue of "open rules" pass without saying why I thought it was a bad idea.
History is an important source for LRP. Along with other works of fiction.
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