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Do good game mechanics promote good roleplay?... Expand / Collapse
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Posted Monday, July 24, 2006 4:25 PM
Squire

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coffmeister, i think Ryan Paddy said about what i wanted to, but your specific perception of two ways asks for a specific answer:

1. get rid of rules when you can. in a 50 players game i run i have practically no rules. no HP, no magic, no bonus for armor and almost no exterior special powers/influences at all, yet i have mages and priests, alchemists and hipnotizers. but it is a small game, for adult experienced players. i had almost no problems with cheating or angry players. this game is one of the most respected games in our community. when i do my part as the rules/plot team of a large scale game (in our terms, over 400 players at the yearly event) we try to minimize the rules, minimize the interface between the player and the rules. the game has no battle calls or any demands from the player to act something specifically.

2. given the lines above, i totally agree with you and even quote you for it :" Rules mechanics should be intuitive and simple... The less you have to think about rules the better the game because you can get on with your ruleplaying (/just make it roleplaying/) and not have to question whether your actions are "legal". "



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Post #7377
Posted Monday, July 24, 2006 4:41 PM
Prodigal

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Sagy (7/24/2006)
 get rid of rules when you can. in a 50 players game i run i have practically no rules. no HP, no magic, no bonus for armor and almost no exterior special powers/influences at all, yet i have mages and priests, alchemists and hipnotizers.

  That's interesting.  When someone tries to do something unphysreppable that affects the physical world (e.g. make a potion, cast a spell, beat someone to death), how do you decide if they succeed or not?


  WARNING: the information above may have been subjected to dangerously high levels of ignorance.

OOC (and on Pagga): Carrie
Post #7382
Posted Monday, July 24, 2006 4:45 PM
Prodigal

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  To clarify (since the Edit function isn't working), by 'unphysreppable' I mean something that can only partially be physrepped.  You can physrep stabbing someone by hitting them with a latex dagger, but you can't actually wound them.


  WARNING: the information above may have been subjected to dangerously high levels of ignorance.

OOC (and on Pagga): Carrie
Post #7383
Posted Monday, July 24, 2006 10:34 PM
Squire

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this is the way i run a specific game. i don't think all games should work like this and i gave it as an example of something radical. but- it's something like that- if you can't physrep it you cant do it. if can convince someone to "play along" with you, by roleplaying something playable you might be able to do something that might be called by others "magic". say hypnotize someone to help you or an old haggs' curse, a love potion sold to you by the welsh cleric might make his sister make a move on you, etc. a ritual might actually work if it is realistic (in a kind of ritual way of realism, and relevance to the game). the point is not to interfer with other players game unless it is done by the game, for the greater purpose of the game. battle is resolved by the players' common sense- if you're hit you hurt, if you're hit enough or stabbed in the chest- you die on the spot.

this is a way of doing it, not The way.

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Post #7472
Posted Monday, July 24, 2006 11:15 PM
Prodigal

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  Didn't think you were saying you thought it was the One True Way- sorry if it came across like that.  I'm just interested because I haven't seen a game that does things that way before, and so it's hard for me to visualise how it works.  This makes me nosy.

  What sort of plot do you have at events?  Is combat something that happens often?  If a character is moderately wounded (knifed in the arm, say), how do you decide how long it takes to heal- is it a decision normally made by the player concerned or by a ref?


  WARNING: the information above may have been subjected to dangerously high levels of ignorance.

OOC (and on Pagga): Carrie
Post #7477
Posted Tuesday, July 25, 2006 12:30 AM
Heroic Knight

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NathanG (7/24/2006)
It is not some much that rules can improve the roleplaying it is that the wrong rules stifle it.

The event writers should use rules which do not interfere with the type of game they want. this does not mean that there are good rules and bad rules, only appropriate rules, inappropriate ones.

Really good rules should give the players a feel for how the game is expected to work.

I agree. Too often, rules from one larp are transferred to others where they are inappropriate.

Moreover, there are some rules that are transferred so often that they become ubiquitous within a given larp culture, even though they may be inappropriate to many of the larps in which they are used.

Armour points and armour repair are a glaring example of this. While they make for a simple mechanic, they're very counter-immersive and therefore unsuitable to larps that emphasise immersion in their environments. However, they get used in such larps anyway because they've become a standard live combat rule in the UK, USA, and elsewhere.

Post #7493
Posted Tuesday, July 25, 2006 9:24 AM


Wag

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Sagy (7/24/2006)

1. get rid of rules when you can. in a 50 players game i run i have practically no rules. 

(in our terms, over 400 players at the yearly event) we try to minimize the rules, minimize the interface between the player and the rules.

Which event would this be then?

Post #7538
Posted Tuesday, July 25, 2006 11:54 AM
Squire

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I'm not sure what your question is, do you want to know the name of the game or do you suggest that a game with no rules is not a game?

the small game is called "the chronicles of Dulas", and the large one is called "Emias' Saga", both run in Israel.

the second question would require it's own thread, i believe.

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Post #7603
Posted Tuesday, July 25, 2006 12:06 PM


Wag

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Nah I just wanted to know so I could look them up and see how they run.... (what infos on line etc...) cos I was interested.

Erm do they have web pages?

Post #7610