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Fates Dawn: Where the Huntlord Rides Expand / Collapse
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Posted Tuesday, February 17, 2009 2:19 PM
Squire

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Last Login: Saturday, February 06, 2010 11:43 AM
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Plot: As the ref team had a crew this time the plot seemed to get much more combat heavy this event, with substantial attacks on several occasions which didn't need to be three man waves. Embedding two NPCs with the PCs did help to keep the main mission of the event in everyone's mind, but they might not have needed to be as constantly present as they were. Some good practical PvP politics, with associated tension and survivor bonding, around racial and religious differences was fun and different from the icy diplomacy normal for LARP. I'm used to players being more cohesively led, but the loose factions that developed certainly made things more interesting. The final raid into the enemy camp on sunday morning, followed by the counter attack and desperate rearguard action back to the bridge will certainly stand as one of the most ferocious Larp combats I have had.

Players: The quality of kit amongst the experienced players present was very good. Few fantasy looking weapons or out of place kit. The presence of stab safe spears, throwing javelins and flails made the combat very interesting. The lack of drum rolling dagger ninjas was very refreshing. Cooking was very cooperative and amicable once everyone settled in, with a communal stew serving throughout the weekend, along with french toast for the survivors of the saturday night seige! I'd certainly be happy to do another event with any of the PCs or monsters as they were universally pleasant company.

Location: Stock Wood is, in general, a very nice site with only the pre-fab type hall/admin area out of kilter with the look and feel of the iron age camp. I can not speak too highly of the staff, they were attentive, happy to help and pleasant throughout. No interruptions from passing walkers ect. Snow runoff however made certain areas pretty treacherous. Fighting in clay mud in the middle of the middle of the night, with no moon, is an interesting experience. The woods are very attractive and have nicely made facilities for monster buildings ect.

All in all a good event, if a slightly muddy one. I'm just glad that I was let out of the house for the weekend!

T

Post #83984
Posted Monday, February 23, 2009 10:39 AM


Heroic Knight

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Glad you had such a good time, there are several instances that remain stuck in my mind:

Telling storys about the Vik God's around the fire.

The peacefull druids and the violent end to that unpleasent saga.

Taking the gate by force of arms and coming back to find you had constructed a barricade!

The tasty pottage!

And that terrible fight back to the gate trying to fight of the pig Mourne.

Looking forward to the next one!

Post #84206
Posted Monday, February 23, 2009 1:35 PM
Squire

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The Good:
* Lovely site. (Certainly one of my top two favourite LRP sites!)
* The Friday night encounters. (Some really interesting NPCs were introduced and key parts were well played, with the roleplay balanced by some quite enjoyable combat to add menace – there was always something going on to engage with, react to, etc.)
* The attentive site staff.
* Really friendly players/refs/crew and great atmosphere (from everyone being welcoming at the outset, to everyone chipping in for the stew, etc., etc.)

The Bad:
* The Crew who didn’t turn up. (This meant that key well-briefed crew-members were replaced at the last minute by guys who were just trying to muddle through.)
* The Combat. (On the Saturday, for every blow that was swung at me it felt like I had 2-3 verbals or command words to deal with. “Run towards fight and immediately get taken out by someone pointing their finger at me… again… and again” is not fun.)
* Lack of plot on Saturday. (Some of the players loved the wall-to-wall fighting. Personally, I’d rather have a balance, with more plot thrown in. Lots of interesting ideas from the Friday night went un-developed.)
* Lack of player cohesion. (A bit of PvP tension may be fun, but a total failure to communicate or cooperate isn’t.)

Overall: the Friday night was some of the best LRP I’ve done for ages; the Saturday was a real disappointment. If that sounds harsh, it isn’t meant to be. This event was in all ways superior to most of the LRP I’ve done in the last few years (names withheld to avoid causing offence!), and has some advantages over the systems that I tend to hold up as paragons – Dumnonni might have awesome visuals but it used to strike me as unfriendly and rather plot-light, the old Gall Saga had tons of plot but it became horribly cliquey and almost incomprehensibly complex, When Worlds Collide may (in my biased opinion) have great plot and solid visuals but for most people it’s a bit short on combat. FD is easy to get into, with a good mix of plot and combat, and has real potential.

This was my first FD event, and I’d certainly consider returning.

(Notes on the above, for anyone interested: Dumnonni = www.dumnonni.com . WWC = www.wwclrp.com . Fates Dawn =  http://fatesdawnlrp.webs.com/ .)

Post #84214
Posted Wednesday, February 25, 2009 6:21 PM


Heroic Knight

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Glad you had fun and thanks for the feedback!

The Bad:
* The Crew who didn’t turn up. (This meant that key well-briefed crew-members were replaced at the last minute by guys who were just trying to muddle through.)

This is beggining to be an ongoing problem and we are working to get a cohesive and well briefed team that turn up for each event. Work in progress at the moment though.


* The Combat. (On the Saturday, for every blow that was swung at me it felt like I had 2-3 verbals or command words to deal with. “Run towards fight and immediately get taken out by someone pointing their finger at me… again… and again” is not fun.)

Yup I agree, not only where the Mourne a bad choice of villian in this context, but the spell system for them needs overhauling (and we are in the process of doing so). The guidlines put in place that would put a block on PC Mourne overusing there spells (The fact that it costs a Hero Point and thats you losing your bleedout time every time you cast) did not have any real hold over them as crew, as (probably due to poor breifing, I should know, I did it) they where happy to die.


* Lack of plot on Saturday. (Some of the players loved the wall-to-wall fighting. Personally, I’d rather have a balance, with more plot thrown in. Lots of interesting ideas from the Friday night went un-developed.)

Yeah, should have changed that about a bit. Saturday night was particularly bad as everything slowed *right* down. Though there was some tention between players.

* Lack of player cohesion. (A bit of PvP tension may be fun, but a total failure to communicate or cooperate isn’t.)

An issue with FatesDawn where so many races have a background that makes them diametricely opposed to other players and there where certain partys who's characters where attending to undermine others.

I am not really sure how to help with this, larger player groups would, I hope, create at least oasis of calm where you had allies etc. moving in the same direction and could all watch each others backs, but it is true that at the last event there was a lot of pvp violence or simple misscomunication.

Post #84306
Posted Friday, May 01, 2009 7:09 PM
Initiate

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This was my first ever Larp experience, and I was helping out by crewing.

I have to say, I had a fantastic time!

Highlights for me were:

Making the Doompig Morne appear "through" the walls of the roundhouse, followed by the looks on people's faces afterward

Barricade building

The amazing site

Seeing a hunter and a Vik trader both whirling double handed axes/spears to great effect

Arriving on Friday, to find the Iron Age village pristine and covered in snow. I really couldn't believe it was ours for the weekend

Really looking forward to the Day event on sunday, and the next weekend event!
Post #90574
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