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Posted Monday, March 31, 2008 7:14 PM


Prodigal

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Group: System Moderators
Last Login: Tuesday, August 31, 2010 8:07 PM
Posts: 700, Visits: 2,391

This section has been put up to show rules changes and considerations that the refuge team are currently thinking about. This is different to the updates section in that changes may not come into effect.

Have your say!






www.refugelarp.co.uk
A survivalist larp with a greek and roman theme.

Refuge: Event Manager
Erin Cycle: Mil (the horned god)




Post #55277
Posted Monday, March 31, 2008 7:26 PM


Prodigal

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Last Login: Tuesday, August 31, 2010 8:07 PM
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We are looking to add bonus points at levels 3 and 5 to as many skills as possible. At the moment we are considering the following changes:

Pioneering
At level 3 in this skill, players will gain the ability to survive mild weather conditions without suffering from the effects of cold. At level 5 they will gain the ability to survise moderate weather conditions without suffering negative effects.

*We will never allow the surviving of weather conditions worse than moderate without suffering some negative effects over the long term as those who do undoubtedly build shelters to survive more comfortably.

Scavenging
At levels 3&5 in scavenging players will be entitled to pick specializations. As it stands the scavenging table is split into sections. One of these sections will be chosen at level 3&5 and when an item from a specialized section is rolled their will be an increase in the characters findings.

Orienteering
At levels 3&5 players will gain the ability to conceal their tracks from players with tracking bonuses from hunting. The level of concealment will directly correspond with the levels of tracking gained from the hunting skill.

any other ideas for skill specializations?

Carrying Cap

Also we are considering a carrying cap for resources, shelters and equipment.

This would increase the use of slaves and add carts as an additional item that players can craft.





www.refugelarp.co.uk
A survivalist larp with a greek and roman theme.

Refuge: Event Manager
Erin Cycle: Mil (the horned god)




Post #55278
Posted Monday, March 31, 2008 8:48 PM


Champion

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Last Login: Thursday, August 19, 2010 1:07 PM
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a Carryin cap sounds good it makes more realism to the role play like you can carry upto 5 items (includes your weapon(s) and armour) or if you have a "back pack or satcal(cant spell )" (could be usued as a part of equipment) which would let you carry an extra 2 or 3 items Sound good either way

-------------------------------------------------------------------

IC: ALEXZANDER LOK

"I RISE AND YOU FALL!"

RACE: HUMAN/AREA: PENMERTH

MEMBER OF SONS OF PITHEN FACTION

DESIGNATION: MILLITA MEMBER

OOC: Joey Williams

Post #55285
Posted Monday, March 31, 2008 9:06 PM


Prodigal

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Last Login: Tuesday, August 31, 2010 8:07 PM
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yes that was the idea,

Only certain items would count towards the carrying cap, such as weapons, resources, accommodation and tools etc. Certain resources such as metal and stone would take up more space.

The idea of backpacks and satchels is a new one as previously I had believed that it would just be taken for granted that you had them. Carrying stuff in a backpack would not reduce the weight or the fact that you needed to carry them. But it is worth thinking about.

Regards

Refuge






www.refugelarp.co.uk
A survivalist larp with a greek and roman theme.

Refuge: Event Manager
Erin Cycle: Mil (the horned god)




Post #55287
Posted Monday, March 31, 2008 9:11 PM


Heroic Knight

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If there were a carrying cap, would some skills such as orienteering be useful? Not in being able to carry more, but being able to leave them somewhere, hidden, and to return to them at a later date. It would mean that you'd be able to navigate to other regions if you need to keep returning to check on things you can't carry, but means you can hoard that bit more.








::Refuge:: Saul Walden - Hunter Gatherer.
::Maelstrom:: Rak'shi - The twitchy Wemic.
::Eos:: Soon to be Raggard Retainer 27
Post #55288
Posted Monday, March 31, 2008 9:15 PM


Champion

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That would be part of hunting as well though, burying food for later consumption, it would lso be part of scavenging because theoretically you could make scavenging null and void without it with carry cap rules. If you're at the limit during downtime then you roll twice on the table and get something amazing, you'd lose it stright away because you couldn't carry it. You'd have to hide/bury it somewhere and come back for it once you are settled into the camp.



Refuge :: Tarik Aristicles. Founder of Aristicles' Trade Emporium, Leguire.

LT :: Diego Tyrnhand; Wolves Faction, 1IC Thea Talda, Bard and Casino Croupier

IRL :: Pete 'Apache' Matthews :: Myspace | Facebook | LT Wolf Faction | Refuge
Post #55289
Posted Monday, March 31, 2008 9:48 PM


Champion

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ok the how about while being in the camp your items go into a storage tent for safe keeping? but the maxium you can carry is 5 (or 8 if you have a backpack) while out and about, however you can disgard an item to add a new one to your items or give it to someone to look after for a price, maybe as a gift?, or trade it?

-------------------------------------------------------------------

IC: ALEXZANDER LOK

"I RISE AND YOU FALL!"

RACE: HUMAN/AREA: PENMERTH

MEMBER OF SONS OF PITHEN FACTION

DESIGNATION: MILLITA MEMBER

OOC: Joey Williams

Post #55301
Posted Monday, March 31, 2008 10:58 PM


Champion

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Well no, while in camp it's obvious because that's when we're kitted up and there in LARP, it's what you can actually carry with you, there's no point in having a rule saying you can only carry 5 items when it's obvious and proven just by standing there that you can carry more.

The carry cap rule is a bit sketchy though because this is LARP, not PnPRPG, the carrying cap should be fairly obvious because you as a player would literally drop the item if you couldn't carry it. It's always an issue in PnPRPG because what your character has is just written down on the sheet but if you as a player actually has to carry round the stuff in order to use it in game, carrying capacity rules shouldn't need to apply. Just "if you've got it on you, you can use it" sort of thing.

As for long term storage, that's up to each player to decide, whether it's buried or hidden or whether they simply have no real material possessions apart from what they carry on a day to day basis.

You have to be carfeul not to create rules that turn it into more of a LARP/PnP hybrid. For a start it will take the fun out of the game (and it is a game, it's supposed to be fun) but you could end up jeapordising the integrity and realism of the game by creating rules that are not needed. I think this rule would take the realism out of the game rather than adding it. It would encourage meta-playing.

For instance, when I'm kitted up I carry:
  • Tankard
  • Hipflask
  • Goblet
  • Sword
  • Shield
  • Dagger x2
  • Hunting Horn
  • Chainmail
  • Belt x2
  • Cloak
  • Leather Trousers
  • Boots
  • Vanbraces
  • Furs
  • Greaves
  • Sash
  • Money Pouch (containing little trinkets and trophies)
  • General Purpose Pouch (mainly containing OOC items such as cigarettes, lighters, phone etc but does contain some more treasured IC items including food and water)

How much of this would count towards the carrying limit? Would my basic day to day item take me to or over the limit? When wearing all that I can still move around freely, run, sit down, carry more stuff, fight and even play guitar.

At the moment Ronan has a large chest, scavenged in the first days after the fall, that he has buried in the forest, it's been in the same place for 10 years so he's used to it's location, he knows the forest like the back of his hand like you would know your own street, it's where he lives, he doesn't need a point in orienteering to tell him where he lives and where he buried his possessions, it's common sense, it's natural instinct. Especially for a territorial and wild aspect such as a wolf. The point I'm trying to make is in game rules that replace common sense or sheer practicality are not needed.



Refuge :: Tarik Aristicles. Founder of Aristicles' Trade Emporium, Leguire.

LT :: Diego Tyrnhand; Wolves Faction, 1IC Thea Talda, Bard and Casino Croupier

IRL :: Pete 'Apache' Matthews :: Myspace | Facebook | LT Wolf Faction | Refuge
Post #55325
Posted Monday, March 31, 2008 11:26 PM
Apprentice

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Last Login: Monday, April 20, 2009 8:13 PM
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'fraid I agree with pete on this one, having a carrying cap doesn't work for this sort of game, espically the whole back pack thing - we all have back packs any one who doesn't have one during down time is dead!!! I mean I'm good (me personally my character doesn't know which two servants to rub together to make a fire) at survival but even I need shelter, food, water, a weapon, warm clothes (or a place to put them when its baking).

Though its good for pen and paper its just too much rules for rules sake, and with these things the simpler the better.

Really like the pioneering rules etc very flavourable.
Post #55334
Posted Monday, March 31, 2008 11:29 PM


Heroic Knight

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I think that only the weapon and shield would count towards carry cap, as the rest is worn, or tucked away somewhere on your person. The general idea i think is to stop people from carrying lots, and lots of scavenged items, or resources.

Refuge - Tolan, militiaman 5th class
Post #55336
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