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    1.07 MB Anonymous 03/08/11(Tue)20:20 No.14176140  
    Old thread autosaged, and I said I'd post them. Sadly, RL kicked me in the balls today, so I didn't get done everything I wanted to, and I didn't compile them into a document. But I would like /tg/ to help me in making as ideal a LARP ruleset as possible. I'll dump the ideas and stuff that I wrote. You tell me what you think and what to do with it.

    There had better be some elegen/tg/entlemen on from the Nordic countries...

    Dump proceeding.
    >> Anonymous 03/08/11(Tue)20:34 No.14176280
    My combat system consist of hp assigned to body parts. Each arm is 1, each leg is 1, head is 1, stomach is 1, chest is 2.

    Wound effects have a major part in the game. It's got a shade of grimdark, and fighting is supposed to be brutal and have terrible aftereffects. Heroes are also vulnerable, no matter what. As a result:

    Sustaining a hit to an arm renders it useless, and gives a pain score of 1 to the person it belongs to (pain must be RP'd). Bandaging for an hour results in healing. If the arm is reduced to negative hp, it is broken. It cannot be used for anything (must dangle limp), and adds 2 to the pain counter. Splinting the arm for 2 hours (maybe 3?) will result in healing.

    Legs are the same, save that legs at 0hp can still be used.

    The head is up to the GM. Personally, I'm fine with headshots. Not everyone is. If I was running the game, negative head HP means death.

    The chest: negative HP means death. +1 pain per damage sustained.
    >> Anonymous 03/08/11(Tue)20:45 No.14176425
    Stomach hits are nasty. 0 hp means you can't consume anything (including healing options), vomit, and take 2 pain. Autodeath occurs within 20 minutes if not cured (magically). Cue miserable slow deaths.

    3 pain forces unconsciousness unless you have really good physical stats (more on those later). Every 5 minutes, a 5 minute recovery is allowed, after which you are overcome by pain again.

    Death is caused by the following:

    Taking a total loss of 4hp.
    Dropping to -2 on the chest
    Taking a coup-de-grace (RPing slitting the throat or some other vital)
    Stomach wound goes untreated for 20 minutes.

    Brutal, nasty, makes combat a less desirable option.

    Armor is resetting ablative. There are 3 tiers, with 1, 2, and 3 points, roughly corrosponding to cloth/soft leather, chain/hard leather, and plate. If a body part is struck on a piece of armor, ot is lowered by one point. If you are struck on a part of armor that has 0 points left, the body part the armor is associated with takes damage.
    >> Anonymous 03/08/11(Tue)20:52 No.14176513
    Armor rating for a piece of armor resets after the body part it's protecting takes damage.


    I'm dividing XP up into 3 categories: Domestic, Knowledge, and Combat. Because the DND system is stupid.

    Domestic concerns hunting, farming, etc. Peasant work. The setting I designed all this for concerns a village, and these things are important. Items that players bring IG are limited, and severely. You're not going to bring food in game. After a game session, you're going to resolve what actions your character performs between sessions. That's where domestic XP comes it. A good farmer will find himself bringing 20lbs of flour to a session, and may end up making bread (cooking is a hard skill unless you want food that speeds healing) all day. Boring, right? Not for everyone. Besides, you could be a hunter instead and roll dice after the session to see how much meat, dried, raw, or otherwise that you can bring to the next session. There are a lot of these skills, covering pretty much every aspect of peasant life, from farming to mining to beermaking. yes, beermaking.

    >5 ranks in beermaking
    >bring gallons of soda to each session
    >loved by everyone
    >> Anonymous 03/08/11(Tue)21:03 No.14176637
    Wisdom governs magic, etc. Which is a lot lower than most settings. You have to buy abilities individually, and they're bitch expensive, save for like the most basic heal. There's a lightning bolt spell that bypasses armor and deals 1 damage to each body part (instadeath for most). It can only be used once a day, and only after time is spent studying. It's also so expensive that only long-time veterans will be able to even think about getting it. Most of the spells are things like root, sleep, paralyze, heal (several flavors), etc. I'm considering a spell of some kind that buffs an ally, but IDK how those would work. Maybe just increasing the ally's pain and death threshholds. I'm considering adding very high-level enchantments for weapons and armor, although I'm really not sure.

    Combat XP is for combat-related skills. Duh. Pretty much increasing how much pain you can take, how many wounds you can take, etc. I'm tempted to add armor restrictions that can be removed by spending combat XP, but I really don't know. I hate arbitrary restrictions like that. I need more combat skills though, maybe abilities of some type (hint hint wink wink nudge nudge).

    Questions/comments/criticism. Give them to me. I'm sorting through my notes, I'll post any other interesting tidbits I find.
    >> Anonymous 03/08/11(Tue)21:22 No.14176862
    Bumping for feedback and discussion.
    >> Anonymous 03/08/11(Tue)21:38 No.14177051
    Combat skills are sort of... I don't want to say stupid, but stupid, for a REAL fight.

    Unless you mean like, x times a day you can shrug off a pain or something.
    >> Anonymous 03/08/11(Tue)21:48 No.14177180
    Im considering a few things here. Things like increasing the pain threshold, so you pass out at 4 pain instead of 3, etc. I'm also considering things like maybe an ability that lets you one-shot undead that you have to buy with both wisdom and combat XP, and can only be procured in you fulfil certain RP requirements. Lots of specific abilities for special situations. A skill like that, you could develop an entire character around (maybe like those warriors that serve Urox in King of Dragon Pass that always demand magic and do nothing 90% of the time, but save my ass the other 10%).

    I want more skills/abilities though. Combat XP needs to be good for something other than buffing yourself.
    >> Anonymous 03/08/11(Tue)22:36 No.14177704
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    Ah, the Humakti.

    Pic related. Perfect costume right there.
    >> Anonymous 03/08/11(Tue)23:03 No.14178012
    Bumping before I go to bed. Please, /tg/, give me something to look forward to when I wake up...
    >> Anonymous 03/08/11(Tue)23:21 No.14178205
    So, everyone just takes ranks in combat because thats the most fun and so they dont have to bring everything?

    >> Anonymous 03/09/11(Wed)04:36 No.14181402
    I will get you the current bulgarian larp system in a moment (we got one main with modifications for the occasion)
    >> Anonymous 03/09/11(Wed)04:56 No.14181527
    Ok here it is. Bulgarian fantasy/historical LARP system:
    Hit points and armor - all body parts have 1 HP, you get hit you lose ability to use arm or leg - torso means dead, head and groin - forbidden(though it happens you can accept it as a kill hit). POSSIBLE MOD - Bleeding to death if you lost 2-3 appendages after a few min.
    ARMOR - divided in two general cathegories - leather/gambeson and metal armor. First includes all imitations from plastic (only if they are good) leather armor and gambesons and gives you +1 HP to the area it covers ONLY(so "criticals" are possible) Metal armor includes chainmail,plate etc. and gives you +2 HP. If you have two metal armors - chainmail + plate/lamellar etc you can get +3 HP to the torso only. Head armor doesn't count,except for looks and saving you from a careless blow which is more important than people think.
    All weapons do 1 point of damage. POSSIBLE MOD - 2 damage for VBW - Very Big Weapons - zweihanders, halberds, two handed war axes etc.
    Swords, 1 handed, 2 handed spears, halberds, axes, maces, flails knives, pointy sticks, everything goes as long as it passes the weapons check by the arbiters.
    RESTRICTIONS - on throwing weapons only, you can carry only 1, if you want more, you are limited to a total of 5 short(30sm) weapons.
    >> Anonymous 03/09/11(Wed)04:57 No.14181538
    COMBAT - Its ok to charge(with some caution) Its ok to push your enemy back if you are too close. Its ok to kick a shield if its sturdy enough(it helps that most of us know each other and what is everyone ok with) Its ok to shield bash if your shield has soft front. its NOT ok to grapple and to grab enemy weapons and shield except for spear shafts. Its ok to slit an enemy's throat with a knife if its uncovered though it has to be a well made knife.
    POSSIBLE MOD - yellow armband - it means you are ok with tougher fighting - grappling, harder hits from other people with yellow armbands only. Normal players are treated the ordinary way. Yellow armband rule is forbidden for night fighting.
    SKILLS - You do what you can do system. THat means people actually know how to sneak on someone, assasinate, sip poison in your drink and do combat acrobatics like side rolls and backflips(very few do it though)
    Only restrictions are those imposed by your character - peasants should act as such, not discuss nuclear physics.
    MAGIC(for fantasy larps only) - Two systems i will describe the more common. Wizzards are limited to 1 handed sword or a staff and have 6 MP. If he wants leather armor he has 4 MP. Metal armor - 2 MP. I will describe the schools of magic later.
    >> Anonymous 03/09/11(Wed)06:11 No.14181964
    No... because it's going to such to have no food, nothing for the traders, no manual labor, etc. Stop thinking this is DND. This is not an exclusively combat-based game, not by any means. Combat is brutal enough that you have to be -good- IRL to be effective. Otherwise you'll just end up unconscious and bleeding on the ground. It'll take you a long time to recover, and you'll be a liability until you can fight again. Who wants some guy with a broken leg tagging along and slowing their band down?

    Looking forward to more.
    >> bulgarian LARPfag 03/09/11(Wed)07:29 No.14182250
    I am back.
    SCHOOLS OF COMBAT MAGIC(simplified system)
    First - the wizard should look like one and be his school be clearly distinguishable from his attire. - Bright red, Different tones of blue, black silks, skulls, ghostly white robes, you name it, but it must be obvious what you are. Casting requires from the wizard to clearly and loudly say the necessary incantation. Get hit, get it wrong, break it and you have to start all over again. I will not translate them all, only give several examples.
    1st spell - Fire ball - costs 1 MP - incantation
    Gather here, Rage of the land,
    a Ball of Fire in my hand.
    RESULT - Throw a small Red ball at your target that does 3 HP damage. If it hits a weapon or a shield, it is destroyed and the damage is transfered to the hand holding it. If you miss, its your problem.

    2nd Spell - Flame - cost 2 MP Incantation is a bit long to translate I won' be bothered.

    RESULT - the Wizard's weapon or staff is engulfed in flames. Everytime he strikes someone, he can shout "Burn!" and the strike will bear the same results as a Fireball. After 3 burning strikes, the spell is exhausted, regardless of whether it was a hit or miss.
    >> bulgarian LARPfag 03/09/11(Wed)07:41 No.14182320
    School of ICE
    1st spell - Ice Bolt MP cost - 1 Won't translate incantation.
    RESULT - throw a small blue ball at your target, if its not parried by a weapon or shield, it does 1 HP damage and freezes your target - he can't move or speak and cannot be unfrozen by physical actions(that includes hits) only by another wizard.
    2nd Spell - Frost aura MP cost 2 Incantation is a bit long
    RESULT - The wizard is covered by frost that gives him 2 HP(summary not per body part) after taking 2 hits, the armor is destroyed. Every time the wizard takes a hit in close combat, he can shout "Freeze" at the attacker, which will result in the effect from Ice bolt, but without the 1 HP damage. Ice bolt spells can't freeze someone with Frost Aura, they only deal 1 HP damage to him.
    >> bulgarian LARPfag 03/09/11(Wed)07:48 No.14182358
    School of Life
    1st level spell - Healing - Cost 1 MP Incantation -
    "Let a miracle be done,
    Mend this flesh and bone!"
    RESULT - works by touch, heals 1 HP for all body parts. Removes negative spell effects.
    2nd spell- Ressurection - cost 2 MP, incantation is long.
    RESULT - Works by touch, revives a dead character with the memories, MP and looks up until the moment of death.
    >> Anonymous 03/09/11(Wed)07:50 No.14182372
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    1. Go to Dagorhir's home page.
    2. Fix their weapon regulations to be more realistic.
    3. ?????
    4. Pretty awesome LARP system.
    Seriously, I've been playing Dag for 2 years now and the only thing that bugs me are the fags with pixie sticks and 5x3 shields that weight 1lbs. Especially since the game is advertised as 'combat simulation' and boasts a more 'realistic' environment. I understand that you can't expect every one get into fighting shape to play a game, but right now the rules allow battle axes that are 30" long that weigh 12oz.
    >> bulgarian LARPfag 03/09/11(Wed)07:54 No.14182390
    School of DEATH
    1st spell - Zombification - cost 1 MP, incantation is long.
    RESULT - brings a dead character back as a zombie serving the wizard. Zombies can't be killed, only slowed down(and they must move slowly like proper zombies) by hits, only with the death of the wizard they go down. They don't zombify others.
    2nd spell - Nightmare - cost 1 MP incantation is short.
    RESULT - the wizard throws a small black ball at his target. On hit, the target falls down asleep and can't be awoken by physical action, only by a spell. If the wizard gets to him, he can raise him as a zombie for free.
    >> bulgarian LARPfag 03/09/11(Wed)08:02 No.14182422
    NOTES - all wizards can cast a free incantation removing negative spell effects.
    There is a still work-in-progress system for Roleplay wizards that involves curses, potions, messmerising and so on and works mostly by giving the target a drink, or aquiring one of his possesion, a flock of hair etc. but its still unfinished and way too long.

    I forgot to add and obviously we allow bows and crossbows if not too powerfull and with arrows and bolts properly made safe.
    >> Anonymous 03/09/11(Wed)08:11 No.14182459
    Personally, I feel there's too much magic. That may be just me, but I dislike the DND-type battle-magic, casually throwing fireballs, etc. Especially in a medieval village. When you consider it, there are far-, far more practical uses for that kind of magic. A fire-ball throwing wizard in a medieval setting would probably be used to get your forge going fast, or start your cooking fire, or burn heretics as much as they would be wanted for actual fighting.

    I also hate conventions like armbands to mark that a fighter is more powerful. They break immersion.

    What poundage do you allow on your bows? 10-15ish?
    >> bulgarian LARPfag 03/09/11(Wed)08:35 No.14182557
    Actually much work has been put in avoiding that proverbial DND LIGHTNINGBOLT machinegun style sorcery. AS you can see there is barely a dozen spells and you have to say outloud the entire incantation to do something, not to mention you will get 3-4 spells per combat due to the MP limits. Wizards are tactical support, not one man armies, and what I desribed is what they can do in combat only, outside of it they can do many things (and yes one of our Fire mages did carry a lighter for the purposes you described) thats why its called Roleplay after all.

    The yellow armband does not state a fighter is more powerful. It states he is ok with getting pounded. I don't have one, but I am better than many of the people who wear one when the rule is in place - I am also ok with serious hits, but I dislike retaliating in the same way which will put me at a disadvantage.

    Our bows and x-bows(very few) have no limit set in stone - about 20kgs top. Usually much lighter - most common are those junior bows since they are so cheap, there are also expensive ones too with good draw but only the serious archers who know how to handle and ballance it out use them.
    >> hungarian LARPfag 03/09/11(Wed)09:09 No.14182713
    In Hungary the most used system for combat is something like this:

    You got 3 HP
    torso hit is 3 damage
    leg hit is 2 damage
    arm hit is 1 damage

    head, groin and hand is forbidden

    leather armor saves 1 damage
    metal armor saves 2 damage

    so if you have a leather armor in your arm then you won't take damage there. Of course armor counts only if its physically there.

    So if someone has a full plate then you need to hit him three times in the torso.

    This is not the best system but the most common here.
    >> Anonymous 03/09/11(Wed)09:14 No.14182738
    How much MP does a Strike Raid cost? By the time you can get enough magic to be able to afford using a 2 MP attack, bosses have so much health that it barely matters, even if you manage a combo.
    >> Anonymous 03/09/11(Wed)09:18 No.14182750
    Gentle LARP-safe bump so this'll be here when I get back.
    >> Anonymous 03/09/11(Wed)09:21 No.14182770
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    >he equips Strike Raid
    >> hungarian LARPfag 03/09/11(Wed)09:29 No.14182809

    There is one LARP where there are only limited number of wizards allowed and they give to every wizard a torch, and they must always carry it, can't give it to someone else. As long as the torch is burning he can do magic and shit, if he have the necessary components. For example a resurrection spell needs candles and you have to light those candles from the torch. You can light up the torch again from another torch or from magic fires.
    But there is only a handful of spells in that game, and only two of them is a combat spell. One is something like a magic missile another one is a litany of death. The magic missile is doing one damage if you can hit the enemy, the litany of death instant kills.
    But the trick is as I said you have to get the components. For example for the litany of death there is maybe enough component in the whole game to use it once or twice. And you have to gather/loot/buy them.
    >> Bulgarian LARPfag Anonymous 03/09/11(Wed)09:58 No.14182979
    During night play/combat, wizards are the only ones allowed artificial light - flashlights etc. of course properly implemented say - Gandalf style in the staff. The rest go in the dark or use torches lanterns whatever they can think of.
    >> Anonymous 03/09/11(Wed)10:56 No.14183374
    Shameless bump.
    >> Anonymous 03/09/11(Wed)11:14 No.14183512
    Here in Siberia we only have rules considering equipment, if master thinks your weapon is unsuitable you get hit with it with full force.If master thinks your armour is unsuitable you get hit through it. First teaches care for other players, second teaches care for yourself.
    >> hungarian LARPfag 03/09/11(Wed)11:25 No.14183609
    Another thing that is somewhat related to the combat system is the resurrection of the character by normal means.
    Here, when a character/hospital/whatever dies usually he has to go to the graveyard then there wait 15-30 minutes depends on system. After that he can go and play again.

    Thats the core but there are a few things you can add
    - you can count the deaths. Every death gives you more time that you have to wait. So if you die the third or fourth time you have to wait much more
    - after the resurrection you can say that the character is on the lowest health possible in the system or something like that
    - permanent death. You die? sucks to be your character. Get a new one.
    - there is a box at the graveyard with full of pieces of paper, effects written on them. After resurrection you draw one and thats affect you. This can be -1 permanent HP or a limp leg maybe a mild insanity, whatever.

    There is another thing we thought about, but never had the chance to try out.
    you have to wait minimum 10 minutes. But in the graveyard there are a few dice to determinate your actual waiting time.
    At first death you have to roll 3d6, second death 4d6, third death 5d6 and so on.
    You can't go under 10 minutes, but if there is a healer or cleric or something like that who tends your wounds and he has the relevant skill he can lower the amount of dice you have to use. first rank of the skill -1d6, second rank -2d6 and third rank is -3d6 (It's not a good idea make more ranks in it, also this must be an expensive skill)
    But you have to roll a minimum of 2d6 regardless the skill of the healer.
    >> Anonymous 03/09/11(Wed)12:02 No.14183912
    OK, poking my head back in here from >>14182750 with a little history lesson on "why the fuck a lot of American LARPs are so damn complex."

    First off, American games tend to be more complex the older they are. The earliest games were attempts at "live-action D&D", and it shows. That's the NERO/Alliance/IFGS era of gaming, and those LARPs have had ever-growing rulebooks since the first ones. Why?

    Because as the games got older, players and plot writers wanted to do more. So they wrote rules for new things, new spells, new skills, new monsters, new rituals...and that added page after page of things people needed to know.

    The good news, and why they still function- a player doesn't have to know all the rules to play, just how they affect them. The guy playing a warrior doesn't need to know the rules for poison making, only what the poison does to them. The rogue stabbing you in the back for your gold doesn't need to know how you make a ritual, only that the barrier of sorcery just stopped his knife cold.

    As long as those games manage to keep the "everybody needs to know" part of the rules relatively small, they're just fine. Even if they give people who've never played in a system that complex headaches, because those people don't know that.

    The advantage? Players and plot people have many, many options to develop things, and can build bigger things built on those rules over years. They're designed to support a game that's often run in one form or another constantly for decades.
    >> hungarian LARPfag 03/09/11(Wed)12:07 No.14183956

    In my experiences there are a lot of player who don't read or understand rules of a larp where the rules are literally one page long
    >> Anonymous 03/09/11(Wed)12:09 No.14183965
    Darkon works pretty well. Lot of fighting but still magic classes for the pansies.

    The big downsides though is the magic "armor" that some soft classes get and the inability to use shields on your back.
    >> Anonymous 03/09/11(Wed)12:13 No.14184000

    The disadvantage? Higher learning curve. New players have to spend more time getting familiar with a rule-heavy system, meaning it's less friendly to them. Since most games that rule-heavy are generally designed to support long-term play, it also means the power level between newbie and veteran can be very broad, which again can lead to them feeling relatively helpless or excluded from play.

    It's also tougher keeping people from min-maxing with more options to do so, especially in systems that have long-lasting characters that can build up a lot of skills. Rules-heavy systems tend to break down at higher power levels for PC's, which is one reason lots of rules + a light love tap for a death system can equal trouble.
    >> Anonymous 03/09/11(Wed)12:25 No.14184094

    Those players would fail at just about any game, regardless of rules, and should be stuck in a pig pen with lengths of foam and allowed to slap themselves into deeper mental retardation.

    Heck, I play in a rules-heavy game- it's been running for over 20 years, and it was a direct offshoot from one of the first-generation LARPs itself.

    You can still sit there and get someone up and running on what they need to know by the first event. The other stuff? Easily explained as it happens if needed, or relevant only to specific characters (and usually a few pages worth of stuff at that). More powerful characters need to know more, but no worries- that happens over months or years. Plenty of time to learn.

    I've seen rules-heavy games fail horribly- and that's because those games required you to know the whole damn rulebook to engage in even basic levels of play. And good riddance to them.
    >> Anonymous 03/09/11(Wed)12:27 No.14184113

    Personally, I've always thought that a back-worn shield should simply count as armor of some kind, rather than the often-invincible barrier it can be in many systems that can absorb a near endless barrage of lesser blows (and might not even break in some games if you clubbed one with a boulder).

    It'd give you some protection,but be much more easily destroyed that way.
    >> Bulgarian LARPfag Anonymous 03/09/11(Wed)12:34 No.14184162
    Well thats the advantage of our system - it lacking in ways of abuse with no skills system and leveling. You can't minmax it. You can't "grind" your way to an unfair advantage.Hard training is another question.

    Btw we got a similar rule to the Siberians - Your weapon is first tested on you. Armour is only inspected though.
    >> Anonymous 03/09/11(Wed)12:40 No.14184210

    *nods* Actually, I can see some already that even in that system, the people writing it have tried to fix.

    The limit on the number of thrown weapons you can carry. I've played in systems where you/the bad guys can take minimal amounts of damage, and I was one of those guys.

    I had javelins. I had throwing knives and hatchets. I'd generally sit there and nail people at range- and when you can only take 2-3 hits, that usually meant I could drop people before they got in reach.

    Gotta agree on the weapon test, though. Most marshals I know will thwack you with it and look for the reaction, then check it for flaws. :)
    >> hungarian LARPfag 03/09/11(Wed)12:43 No.14184233

    I'm sure that some "creative" player would try the three meter long bamboo spears, the floppy kind
    >> Friend of Nurd 03/09/11(Wed)12:46 No.14184266
    I'm part of a norse-themed LARP. We have a very interesting system. Firstly, players create characters that are their own Aesir from Norse mythology. I'll explain more on that later, but you just care about combat. In our battles, you have no HP of any sort. You take a hit from a weapon, you fall down dead. The a Valkyrie comes along, carries you back to valhalla, and you rush out to battle again. Later, once you get some epic stuff under your belt, you get access to Wyrd. Basically, the player gets the ability to shrug off a single hit, denying the fates or Wyrds, of their destiny. Simple, really, once in play.
    >> Bulgarian LARPfag 03/09/11(Wed)13:12 No.14184520
    Oh, I'm not saying its impossible, but even if you tried, it won't be anything noticeable, since that would have been fixed already. We got a saying
    "Mages get killed by bows, bows get killed by shields, Christmas trees get killed by mockery"
    >> Anonymous 03/09/11(Wed)13:44 No.14184826
    Some kind of weight/encumbrance system? obviously larp weapons are lighter than actual ones.

    ...Ever have anyone badass enough to catch your thrown weapons and use them on you?
    >> Bulgarian LARPfag 03/09/11(Wed)14:20 No.14185139
    Hmmm actually I've seen a person catch a throwing knife in mid air for the handle and throw it back but once only.
    >> Anonymous 03/09/11(Wed)14:24 No.14185172

    A brace of throwing knives and hatchets really doesn't weigh all that much. Seriously. Heck, even a decent war javelin shouldn't. Try picking up a Roman re-enactor's throwing pilum, they're only 2-5kg if they're built proper.

    And actually, I've been the badass in question on catching a weapon and throwing it back a few times, although my personal favorite was a bit different.

    Hit a monster with a throwing knife. Owie. Hit him again, it's wounded but nowhere near dead. Angry orc picks up knives, throws them at me.

    First one goes wide left. Second one is on-target and about two feet away from my chest...but hits throwing knife number #3 in mid-air and both go *thud* to the ground.

    NPC is so suprised that I managed to airblock his throw with another throwing weapon the javelin I sent in next centerpunched him into the dirt.

    Gawd, I love ranged weapons. Nothing like getting a good 35-40 yard throw off and nailing the big bad guy mid-rallying speech, and then doing it over and over for good measure cause he was some cursed undead git that would put himself back together. I had people playing fetch for me just so I'd shut him up for five minutes while we dropped the other undead (the ones that would stay down as long as cursed-boy didn't reanimate them).

    From that night onwards, nobody called that character anything but "Dartboy". Worn with pride.
    >> Bulgarian LARPfag 03/09/11(Wed)15:03 No.14185584
    Which reminded me - here is one of the ways to deal with the Who's Going To Be Monster problem. On the big events, dead players go to the graveyard where they are assigned to be monsters for 1 quest before they can be reborn. Thus everyone gets his turn. I've seen mosters win too - being one doesn't mean you should bend over - hell 3 of us have sent 25 people running(ok so we were immune to physical and they had no mages so what? ;):):):)).
    >> American LARPfag 03/09/11(Wed)15:18 No.14185754
    OP is back. Glad to see the thread still alive.


    Understandable. I just dislike magic as a weapon as a general rule. I like that your MP system really only allows a few casts a day, it keeps the LIGHTNING BOLT! LIGHTNING BOLT! spam away.

    You're doing it right, although I shy away from carrying burning objects in the woods.


    I actually had an idea that I discarded (and now can't remember why, so I might reimplement it) where when one became an actual magic-user (mage, wizard, whatever you want to call it), they were allowed to use one piece of modern technology as part of their equipment, ensuring the GMs approved. So a magic lantern with an eerie light that never goes out (lantern with flashlight LED), a wand that spouts fire (lighter embedded in a wand), etc. It would be heavily moderated on exactly what tech could be brought in so as to not ruin the atmosphere (which was my inb4 iPod in my staff), and the tech itself was a phys rep for the "actual" magic.

    Reading the rest of the thread now.
    >> Anonymous 03/09/11(Wed)15:24 No.14185822
    want opinions from a western martial arts type, who used to LARP extensively?
    particularly regarding the armour system.
    >> Bulgarian LARPfag 03/09/11(Wed)15:35 No.14185951

    Technically speaking you can still get a lot of casts per day, but a maximum of 6 per 1 battle, which aint much, not to mention the long proverbial "reload" between spells, and the fact you may not live long enough to say your thing in the first place. On theory a mage can kill a lot of people, but once exhausted he is useless and he is one of the easiest targets (did I said arrow magnet before? Now I do) to begin with. A good archer with a full quiver can also do a lot of damage from afar, while still being a hard target ready to draw weapons.
    >> Bulgarian LARPfag 03/09/11(Wed)15:37 No.14185971
    What do you mean want? Give it out already ;)
    >> Anonymous 03/09/11(Wed)15:45 No.14186064

    >Understandable. I just dislike magic as a weapon as a general rule. I like that your MP system really only allows a few casts a day, it keeps the LIGHTNING BOLT! LIGHTNING BOLT! spam away.

    The disadvantage of course to a low-MP magic system is that it also leaves your mages tossing a few spells...and then having nothing to contribute while your meleers go off and whack monsters with swords and cover themselves in glory as the wizard goes and has himself a smoke by the fence.

    You want to reduce spell spam, an MP system is aces...especially if you put in tiers of spells. LIGHTNINGBOLTLIGHTNINGBOLTLIGHTNINGBOLT is a guy sitting there blowing through a Vancian magic system's worth of memorized spell slots.

    Same mage in an MP-based system can just go "Dinky weak bolt? Fuck that" and hammer them with something appropriate, because a smart MP system has options to deliver a bigger punch for more MP. And believe me, they will. Spellcaster players love to cast spells, and if you let them, they will eat through an entire mana pool in no time flat (if your rules allow it)

    Just don't make it MP x damage, pumpable for attack spells. This leads to bad things. Trust me. And limit the time anything that stops motion works, or you'll meet Mr. Bind-O-Mancer, the guy who sticks you in place and daggers you to death.

    The rule of thumb in MP-based systems around here is "A mage never has enough casting power. Ever. If you can't figure out what else to improve and you have the choice- build up your mana pool. If you think you have enough power- add to your mana pool, you're an idiot and probably neglected it anyway."
    >> Anonymous 03/09/11(Wed)15:49 No.14186113
    ok, first off, depends on how you're likely calling shots, but one thing I'd say is that the resetting ablative system of armour bugs me.

    I'm wearing plate, and you hit me on the arm...
    in actual armoured combat, I'm going to completely ignore that. if you're trying to stab at me with a sword or dagger, in plate, you're so little actual threat, that you get put well down my list of targets.
    in that respect a subtractive system, where a weapon can do N amount of damage, and each armour type subtracts X from that amount may work better.

    your dagger does 2 damage? I have plate that subtracts 4 pts? then you can keep hitting away all you like.

    its unfair, but plate is unfair. unless you're bloody lucky with a hit, you're not going to even get in. only things like warhammers and maces are a threat.

    I would be tempted to suggest if you want it slightly more complex, so "blunt" and "cutting" damage calls. Cutting works better on unarmoured, blunt on armour.

    but that could be making it over-complex.
    other thoughts. if you're thinking of any sort of hand-to hand combat, outlaw grappling in armour, and make it a stat/call skill, ie, if you step in and bonk the other guy on the head and call "grapple", they are obliged to fall and drop to the ground, before trying to get up.
    its far too dangerous to try actual grappling in armour without practice. I've seen people tear ligaments and dislocate joints doing bad grapples.
    >> Bulgarian LARPfag 03/09/11(Wed)15:51 No.14186131
    True but the job of the wizard is to do the things the warriors and archers can't do, not being able to do it all himself. Nothing breaks a shield wall faster than a good fire mage who burns the shields down. Nothing makes a better siege weapon than a pack of invincible zombies at the gates and so on and so forth...
    >> Anonymous 03/09/11(Wed)15:58 No.14186228
    oh, one exception to the ablatives - shields.

    they should get worn out and broken after a half dozen or so hits.
    >> Bulgarian LARPfag 03/09/11(Wed)16:00 No.14186244
    I've seen such combat system and I know what your point is - it will make combat a more accurate but the complexity and implementation on a larger scale make it a problem. While its annoying to have to accept knife cuts through two layers of steel it leaves little room for error or cheating and keeps combat fluid, which I'd say is more important for LARP as it helps overall immersion. For grappling we got our yellow armband rule, and truth to be said I've yet to see people overdo it.
    >> Bulgarian LARPfag 03/09/11(Wed)16:04 No.14186285
    A proper shield can withstand a looot of punishment. By a lot, I mean say, a friendly 5000vs5000 match with the local Byzantine garrison. Having them break after a few hits is just wrong.
    >> hungarian LARPfag 03/09/11(Wed)16:06 No.14186304

    Well, thats a winter larp and the torch is more often blown out by the wind than not. So if someone want to burn down a forest with it he has to try REALLY hard.
    >> Anonymous 03/09/11(Wed)16:07 No.14186334

    Oh, believe me. I played a mage in a system like I described. We got an MP pool four times an event. Friday night (start), Saturday morning, Saturday evening, Sunday morning.

    You sure as heck didn't do everything, even with a larger number of spells cast. You had to use MP to patch up the wounded. You needed it to cast defensive and protective spells on the fighters and yourself. You needed it to (yes indeed) blow up shields or weapons to give your meleers a hole to exploit in lines, or pulp that friggin annoying archer that was shiskabobbing your buddy mage.

    (In that game, necromancy was evil- so most PC mages weren't reanimating the dead as zombie slaves...but the bad guys sure did. Much weaker undead though, and healing magic "killed" them hardcore.)

    Lower MP systems with a more rapid recovery rate work, though. I've played a priest in a system that only gave you barely 10 or so MP (and burned it away 1-5 per cast) but also let you meditate to recover it afterwards. Few spells per encounter, but many over time. High MP systems give you many spells per encounter, but a much lower recovery time (and usually the opportunity to burn more MP per spell anyway- the high MP system went from 1-20 MP per cast, with me frequently burning 5-12 per shot with about 150 MP for a 12-hour recovery).
    >> American LARPfag 03/09/11(Wed)16:09 No.14186351
    That is too complex, and it invlves calls, which are a terrible idea. The person who invented calls should be shot in the face and left in the desert.

    The big issue here is a matter of weapon power. I want all weapons to deal 1 damage. It may feel inaccurate, but when you consider weapon length- 95% of the time, a person with a dagger is going to die when facing a person with a longsword. Plain and simple. It doesn't matter that they do the same amount of damage, you're not going to be able to hit your opponent with a dagger if they have a sword as tall as they are. Unless they /really/ suck.

    Frankly, large number are just way too complex to manage when you're dealing with 7 body parts. I don't want to have to stop and think "ok, I was just hit in the chest with that +2 hammer, and a while ago in the left arm by the normal arrow (1), and then I took 2 hits from a +3 sword to the torso, etc". It's a pain, ruins immersion, and just ruins the fun of it all.


    Thought I posted this, but I guess it didn't go through. Why is a wizard, a master of arcane secrets and hidden knowledge, going to go out looking for blood, guts, and glory? We're not talking a battlemage here. Sure, a wizard could do decently questing with spells like sleeping, paralysis, etc. But in the setting this is designed for, that's not really going to happen much.
    >> American LARPfag 03/09/11(Wed)16:12 No.14186383
    Hehehe, understood.

    That too.
    >> hungarian LARPfag 03/09/11(Wed)16:17 No.14186431
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    >The person who invented calls should be shot in the face and left in the desert.
    >> American LARPfag 03/09/11(Wed)16:36 No.14186612
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    >> Anonymous 03/09/11(Wed)16:43 No.14186701

    Why? They're not looking for blood, guts and glory. Hell, I wasn't a battlemage either, I was a scholarly fellow who preferred being inside his guild to mucking about.

    But when there's knowledge to be learned, or rare reagents to find, or a trapped demon that needs banishing...well, into the fray you must go for the greater good. The LARP I was in was very awesome for stuff like that- i got to visit the elemental plane of magic, fail to stop a pair of stupid nobles from releasing an elder evil (but I damn well KNEW it was a bad idea and told them first, which meant the nobles suffered afterwards but I didn't), and all sorts of other interesting adventures in search of lore and legend, rare herbs and powders for sorcery, and the occasional bit of filthy loot besides. The hacking and slashing? That's what the boys in armor are for. I just make sure they don't fall down and nothing that they can't handle doesn't get handled by me instead.
    >> American LARPfag 03/09/11(Wed)16:51 No.14186775
    Exactly. Demon? Use your 1-a-day death spell. Boys in armor getting roughed up? Heal away. I dislike the image of wizards (who, remember, are usually (or at least stereotypically) old) going into battle period, save to heal or deal with major issues, like that titan that just killed everyone on the front line. I don't even really like the idea of using them to smash up shield walls (who don't you just get a troll to do it for you?). I know people will disagree, and enough people that I will probably include more offensive spells. But in my system, wizards are rare anyways, and usually people that play wizards or mages in other settings will find themselves as back-line healers, using truth spells to interrogate, maybe a little commando-type work with sleep spells, whatever. But an actual, full-blown wizard will be powerful, very powerful, and a major valuable asset.
    >> Anonymous 03/09/11(Wed)16:52 No.14186788

    What if I told you it involved a pair of daggers? :)

    Later-generation LARPs in the US have been good about minimizing calls...which definitely helps with the aural overload earlier games have. Mystic Realms LARP is that low-MP system I was playing in, and they use a flat damage system with a single HP total (rather than by limb). The calls are generally for special effects, which greatly reduces the number because every hit doesn't need to have someone calling damage or the like.

    My suggestion? Get your hands on other game rulebooks that have been around a bit. NTeraction, Mystic Realms, even the older games like NERO. Learn from their mistakes, borrow what you feel works. Games like that have had time to work out the kinks in their systems, and that'll help you with yours.
    >> Anonymous 03/09/11(Wed)17:05 No.14186910

    The game I played that mage in, a mage was in a constant state of balancing mana pool vs. what you could do- and an older mage had a lot of options.

    Of course, this also meant that the more you could do, the quicker and bigger the drain on your mana became. Damage was actually the last thing on my mind, because a sword does it for zero mana, and there's plenty of swords vs. my MP.

    The key is making sure that the mage doesn't sit there tapped out if he's careful- or if you have an easily drained MP pool, make sure it's easy to recover between spates of casting. Cause nothing is more chafing than burning out as a mage and having to sit there. For hours. While everyone else is doing something.
    >> Anonymous 03/09/11(Wed)17:06 No.14186913
    It's not a matter of aural overload. It's a matter of sounding like a total retard and spoiling any hint of immersion that hitting someone with a foam sword had in the first place.
    >> Anonymous 03/09/11(Wed)17:21 No.14187061

    Not true in the least. I'd point at http://suptg.thisisnotatrueending.com/archive/11295346/ for a good example of why it doesn't.

    In the end, most of that calling about in a big fight sounds stupid as hell when you're not IN it, but it's crowd noise when you're stuck in the middle of a few dozen folks swinging and casting. It's the LARPing equivalent of getting good crowd noise by having all the extras say "Rhubarb" over and over (yes, seriously that's how you get a good walla in film).

    The damage comes from people not being able to bloody well hear what they need to, which is why call-spam is a pain in the ass. You need calls on occasion. The guy who dinked your plate-covered ass with an arrow that you didn't notice cause you were fighting someone else? Needs a call. Or the mage who chucked a spell at you running by and tangled it in your cloak so you didn't notice the hit? Needs to call.

    LARPers generally have to communicate unless the rules are so brutally simplistic as to be little more than sword tag, because we can't really lob fireballs or freeze people in their tracks. For the stuff like that, you need to communicate, including and especially in battles.
    >> American LARPfag 03/09/11(Wed)18:28 No.14187737
    I disagree. I maintain it sounds rather idiotic, both for participants and spectators. Heat of battle or no, I dislike it. Not to mention that you're still thinking in terms of american-style LARPs. If an arrow strikes you in such a way that you can't even feel it, maybe brushing your leg, or glancing off your shoulder, do you really think that it should be counted for damage? If I ever get this system going/used, damge has to be noticable. If you can't even feel someone hitting you, you need to see a doctor, or they're not hitting hard enough.

    inb4 "Oh noez, pplz getting hurt!" Suck it up, or run home to mommy. If you can't stand being hit with a stick of foam, maybe this isn't the LARP for you.

    Also, inb4 lawsuits as a result. The words 'At your own risk' carry a fair bit of power, or so I understand.

    Yes, I feel pretty strongly about this. If you can't take a few bruises now and then, I don't want to play with you.
    >> hungarian LARPfag 03/09/11(Wed)18:30 No.14187766

    truth to be told, if you wearing proper armor you will hardly notice anything that you don't see.
    >> American LARPfag 03/09/11(Wed)18:48 No.14187999
    By "proper", I assume you mean chain or plate?

    Understandable, but I would think it'd still be noticable.

    If I really am absolutely wrong, /tg/ has a mission. Find a system that works and is less pants-on-head-retarded than calls.
    >> hungarian LARPfag 03/09/11(Wed)18:57 No.14188139
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    by proper I mean that you have a gambeson/aketon or something similar under your armor.

    for example this guy wouldn't noticeif you hit his back with full force, using a boffer. If it's a latex sword thats even more impossible to notice. Maybe if he hear the sound or something.

    In small fights it's not that big problem, when the enemy is in front of you, but in bigger or more chatoic fights it will happen. Even more with the arrows, and throwing weapons. They are so safe that someone with an armor won't notice something like that.

    I'm not saying that anyone should use the calling system because of this, I'm just saying that those things happens.
    >> American LARPfag 03/09/11(Wed)19:39 No.14188622
    So. What's a good alternitive to calling?
    >> hungarian LARPfag 03/09/11(Wed)20:03 No.14188872

    nearly anything. LARP fights are retarded enough without the calling.

    You must have a simple to use combat system. But doesn't mean that the combat system needs to be simple (but most of the time it's the same), only that an 8 year old could understand and use it.
    If you don't use calling that implies that everyone knows what weapon what kind of damage can do. The simplest way for that is every weapon do 1 damage.
    Another thing is when you don't use the calling that you must say goodbye to most of the special "weapon effects" or make an exception.
    I know that you can use color code but thats a bad thing. Trust me. If you use color code then that brings a whole lot of other problems...

    As I wrote >>14182713 thats the most common system here. Not the best for realism but good enough for a lot of thing.
    Like armor is not useless, it's not necessarily one hit one kill, and still if someone can go behind you you are seriously fucked.

    But you want the best system I know? That's the trust based system. Everyone decides what count as hit, what does it do to him and when will he die. Problem is you need players who are mature in mind, best if you know them for a few years. So in a big game that won't work...
    >> American LARPfag 03/09/11(Wed)20:18 No.14189024
    >If you don't use calling that implies that everyone knows what weapon what kind of damage can do. The simplest way for that is every weapon do 1 damage.

    Already part of my system. Only exception is the magical 1-shotting ability, and perhaps one-shotting certain types of creatures (which will be accompanied by something that'll let the target no they can be oneshotted- "By the name of [godname], begone, foul undead!").

    >Another thing is when you don't use the calling that you must say goodbye to most of the special "weapon effects" or make an exception.

    See above. Either 1 damage, or 1-shotting.

    >I know that you can use color code but thats a bad thing. Trust me. If you use color code then that brings a whole lot of other problems...

    Color codes piss me off. Immersion-breaking, annoying, and retarded in general.

    Your post you linked to is a lot like my system. The biggest difference is the armor. Mine provides a little more protection as a rule, at least for upper tiers.

    And yes. Trust > all. Which is why it's a pity that people will become attached to characters or whatever and end up just being a massive, cheating, rulebreaking dick. Or they're just bad losers.
    >> Anonymous 03/09/11(Wed)21:06 No.14189600
    I used to fight boffer (dagorhir) and now I fight rattan (SCA, Markland, EMP rules) and while I generally think calls are silly, "death from behind" is one exception I'll make. I know what you mean about boffers and armor (I used to wear leather with brass facing before I moved to lamellar and I couldn't feel anything). There's no reason to force a player to jack someone full force from behind to get them to notice a shot. The best system I've come across is to put your weapon on that person's should and call "dead from behind." It saves a lot of ill will on everyone's part, and it is safer.
    >> Anonymous 03/09/11(Wed)21:53 No.14190267
    Pre-bed bump. I will be happy if this is still around by morning.
    >> Bulgarian LARPfag 03/10/11(Thu)02:04 No.14192763
    I tend to ignore thick clothing(since i don't have a gambeson) under my chainmail in order to notice hits better, but I simply ignore weak shots even if I see them sometimes. I've told people numerous times I am ok with getting strong hits - i have to be able to feel them. Noticing good hits from behind ain't that difficult, considering that our swords are nowhere near the ice cream cones and "giant dildos of death" (sorry about that this is just what we call em) and have much less padding.

    Sure there is the occasional bruise but that's why you wear a god damn cod piece and something for the head as well.
    >> Anonymous 03/10/11(Thu)03:32 No.14193340
    >> American LARPfag 03/10/11(Thu)06:46 No.14194379

    Injuries are far worse in most sports at just about any level. Like I said before- if you're not afraid of being hit by a foam stick, I don't want you in my LARP. Unless you're just a peasant/crafter/whatever.
    >> Anonymous 03/10/11(Thu)06:52 No.14194404
    Archived: http://suptg.thisisnotatrueending.com/archive/14176140/
    >> bulgarian LARPfag Anonymous 03/10/11(Thu)06:56 No.14194424
    Worst injury we've had involved a LARP UN-safe tree. Worst i got was a neck bruise twice. Thats why I am such a vivid supporter of chainmail coifs(being the easiest good quality head protection to acquire - i got 4 and distribute them around to allies), heavy duty working gloves and cod pieces. There are exceptions to every rule of course. We have to be careful with the ladies and the newbies and the weaker guys.
    >> hungarian LARPfag 03/10/11(Thu)07:38 No.14194659
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    Well, there was a guy once who I stabbed in the throat with a spear. It was an accident, he stepped in a hole we didn't see and stumbled.
    Of course we stopped and checked if there is any serious injury. There was none but the guy said afterward this "Those who can't bear something like this can go and play chess"
    That was the worst injury I caused.
    The very worst injury I know happened and somehow larp related is when before the larp a girl thought she will cut off a bush next to their camp... with an axe... Somehow she managed to put the axe in her leg...

    Of course there are the occasionally bruises mostly in the hand, once in a few year a finger breaks or something but thats all.

    Pic shows a few better weapons we use, it's half made in that state. It's one of the better ones because there are a lot of not so good weapons too.
    >> hungarian LARPfag 03/10/11(Thu)07:41 No.14194675
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    And here you can see in the background a dicksword and a few dickspear. We always wonder that these kind of guys how much effort put into finding the most horrible tape and the most useless padding. It's just wrong on so many levels...

    On the other hand the spear in the foreground is pretty good and safe. So there is a little divergence
    >> Anonymech 03/10/11(Thu)07:47 No.14194699
    Yeah- generally with anything involving boffers, most injuries are from clumsy/out of shape/unlucky people running around over broken terrain, with the occasional rotator cuff injury from people who haven't learned to swing a sword properly. Injuries from the weapons themselves are vanishingly rare.

    In two years of fighting regular (2-4 times a month) with boffers, I had two bloody noses (both from javelins thrown at less than 10 feet) and I was a bit dazed once from a glaive shot to the head. None of them actually put me out for the day- I wasn't allowed to keep going until my nose stopped bleeding and I needed to sit down for a few minutes when I got hit with the glaive. In all three cases I was back in it in less than 5 minutes.
    >> Anonymech 03/10/11(Thu)07:52 No.14194724
    I will say this, speaking as an Americunt who used mostly dickspears: having a flat striking surface on the end of a spear helps get people to acknowledge you shots more. We had a real problem with people blowing off hits, especially calf/lower leg shots with a spear. A tapered head just tends to slid off a person's shin, and they ignore it, even if it's a solid hit. With a flat head, there is much more of a shove to it, and it is harder to blow off.
    >> hungarian LARPfag 03/10/11(Thu)08:00 No.14194772
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    yeah but you can make the flat head in a better looking way.

    Well this is not the best picture but you can see that it has a much more spear form than a dick form, it's also flat from the side.
    >> hungarian LARPfag 03/10/11(Thu)08:01 No.14194777
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    another pic from a different angle
    >> Anonymech 03/10/11(Thu)08:07 No.14194823
    Yeah, that looks really nice in profile like that. The regs in the game I played more or less forced you to make clunky looking weapons though. The common interpretation of the rules meant that the spearhead needed to be a 2.5 inch (6-7 cm) diameter circle.
    >> Anonymous 03/10/11(Thu)08:18 No.14194868
    Hey American LARPfag. Swedish Larpfag here, the one who talked with you in the previous thread. Didn't expect to find the thread around here, but system looks nice.

    Hope you find some people to host it for one day.
    >> American LARPfag 03/10/11(Thu)08:24 No.14194892
    Hehe, I hope so too. Thanks.

    Are you the LARPfag with the dark elf/orc wedding vid? I can't remember, and the old thread is gone. I'm also too lazy to look it up on sup/tg/.

    On the topic of spears- yeah, dickspears look retarded. How "sharp" a spearpoint are people comfortable with? I'd imagine you could come to a pretty tight point safely if you used a decently soft foam and had a long crumple zone.
    >> hungarian LARPfag 03/10/11(Thu)10:31 No.14195584
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    Ohh I found a closer pic about that spear.

    Also, bump
    >> Anonymous 03/10/11(Thu)12:01 No.14196146
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    Image bump while I catch up.
    >> Anonymous 03/10/11(Thu)12:13 No.14196218

    >Also, inb4 lawsuits as a result. The words 'At your own risk' carry a fair bit of power, or so I understand.

    Heh. You think it's about lawsuits? Actually, it's about economics. Specifically, insurance at sites.

    LARPing is often considered a sport by insurance companies. When the game group I play in started, they needed liability insurance...not just for people hitting people, but what we do. Run around in the woods, that sorta thing. They'll take a look at your rules and what's allowed, and put your rates up accordingly.

    Contact sports (where players physically go at it) have higher insurance rates. Less safe practices = more money you gotta pay out to have the insurance you need to use a regular camp. The SCA gets decent rates because their combat is done with participants in armor and with a medical type present at all times.

    LARPs in the US have to look at the same sorta things. Sure, you can have a game that you bash the shit out of each other. If the insurance folks take a look at it and say "Eh, here's our "fuck you" rate if you want to go rent this camp"...enjoy the hit to your game's collective wallet to compensate.

    >Yes, I feel pretty strongly about this. If you can't take a few bruises now and then, I don't want to play with you.

    I get em- heck, one of my exes had broken fingers from someone smacking her across them with an extra-long sword handle instead of the padded "blade". But see above. Crank down the force a bit, it's cheaper to run a real game.
    >> Anonymous 03/10/11(Thu)12:23 No.14196280

    Agreed. With a decently made boffer and combat rules, the only injuries you generally see are the occasional bruise, black eye, nosebleeds and such.

    The environment is often the dangerous part. I've sprained a shoulder getting accidentally shield bashed down stairs, gotten deep bruises from being tossed off a balcony in the dark onto a boulder (thank goodness for an armored vest, that took the worst of it), had a friend break his collarbone fleeing into a tree shoulder-first, and plenty of knee/ankle sprains (and a few broken feet) from bad steps.

    Playing in a system where you're eventually fighting pretty much everywhere in the camp, inside and out gets interesting as far as what you really need to do with safety.
    >> another hungarian LARPfag 03/10/11(Thu)12:59 No.14196537
    My most serious injury during seven years of active larping was in my first year and caused by an airborne tin can which missed my eye by about half an inch - the guy sitting next to me asked the other guy sitting across to pass it, and he was lazy to stand up and bring it here, you know the rest.

    With weapons? Some hits to the face, an unconfirmed crack on the pinky finger (I didn't go to doctor with it, but it felt like it was cracked for a few days) once a bleeding nose when I got a shield in my hand for the first time and as all of us were pretty much newbies, no one told me that it is a really bad idea to cover my face with the top when someone hits the top half. Ouch.

    So yeah, once you get the feel of it, start to know your limits and respect the limits of others, it's not that dangerous. Usually the most injury-dangerous people are the ones that are waaay too much confident in their abilities, as in "I need no padding on my weapon, I can hold my blows well enough" and "I did <insert random irrelevant combat sport here> for x years / I own a real sword (which is mostly actually a crappily made swordlike object), I know everything better than you" confident. Now those are the ones you want to know as far as possible from your LARP, one of the things that six years of being organizer of various LARPs and head organizer of a multi-part yearly event taught me.
    >> Anonymous 03/10/11(Thu)14:14 No.14197113
    bump for great justice
    >> Anonymous 03/10/11(Thu)14:50 No.14197355

    Like i said already, most "injuries" can be prevented with heavy duty working gloves, a cod piece, and something for your head.
    >> Bulgarian LARPfag 03/10/11(Thu)14:51 No.14197365

    That was me.
    >> Anonymous 03/10/11(Thu)14:57 No.14197402

    This is true.

    Now, how many times have you gotten jumped while getting a drink at the bar at your LARP?

    Just curious- some LARPs are much more "staged" about combat areas than others. I'm used to "If it's an in-game area, you can fight in it- and eventually will.".
    >> Anonymous 03/10/11(Thu)15:02 No.14197438
    And practice.

    Sparring practice helps a hell of a lot, since people find out what is dangerous or workable without having to actually be in a game where the fight will matter.

    I'd encourage it even just when people have downtime in game, as long as everyone does actually have some idea of what they are doing before they get into a fight. Would also help the GMs to identify who to keep an eye on in case someone is actually retardedly dangerous or prone to berserker-like rage.
    >> hungarian LARPfag 03/10/11(Thu)15:12 No.14197543

    I never even heard about larps where you can only fight in certain areas. Of course if an area is dangerous then we don't fight there.

    Btw there is a problem that we never really solved. The in game money. Yeah it's good, yeah you have money and everything but what for? I mean there are just a few things what you can buy AND it's meaningful. And you can always loot the corpses.
    In real life money is important because you will buy food, rent/buy a house, buy clothing, weapons whatever.
    But in a 2-3 day long larp you obviously won't need to buy a house, you can buy food in game but that has it's problem. And if you can't bring your equipment only the ones that your character can buy that is it's own problems too...
    So how do you guys deal with this? How do you give value to money?
    >> Bulgarian LARPfag 03/10/11(Thu)15:16 No.14197593
    Well, considering that I am a lowly grunt most of the time(recently became equivalent of clan squad leader though- will have 2-5 troops) no one has yet to bother jumping on me in the bar. I do tend to never leave my drink out of my sight though. You never know who might put something in there. Now camp assault in the middle of the night is another matter. Good thing i was already in my tent trying to sleep(safe area) and loudly warned that any interloper will receive a real blacksmithing hammer to the head.

    Practice is a must if you ask me. All you need is 1 decent guy to spar with.
    >> Anonymous 03/10/11(Thu)15:22 No.14197661

    For the games I play in, they're monthly and things carry over from event to event...so game money matters. It's how you keep a character from starving between events. It's how you afford exceptional weapons and other gear (or replacing damaged and destroyed gear), components for ritual magics or alchemy, or researching questions (access to libraries and the like, or hiring researchers) about the game world. Or just for a brew at the bar (even if it's a copper or two, a good drinking session adds up....)

    One thing about a more complex rules system- more uses for treasure in the form of a zillion different "coin sinks".
    >> Bulgarian LARPfag 03/10/11(Thu)15:23 No.14197664
    By making it valuable of course. There is more to buy than food and drink. How about weapons, armor, mercenaries, information, quest items, bribes, small bonus items etc. Hell I got a cartload of excess gear, I plan to be a weapon's trader next fantasy larp. I've been one for our Stalker larps and quickly made enough cash to properly equip myself to venture in the deep Zone where stalkers literally died like flies(and had to start new characters who needed new guns since they had to return the old ones back to me, hehehe)
    >> hungarian LARPfag 03/10/11(Thu)15:43 No.14197876

    the games here are yearly mostly...


    Problem with the equipment is that most of the time everyone brings to the game what he wants to use. Magic depends on system but most of the time potions what we buy. In an airsoft larp it's easier somehow, you can never have enough ammo so you always buy that. But in a fantasy larp there are a lot of situation when you don't really need anything more.
    Information, mercenaries and such... well, me and most of my friends tend to find alternative solutions for this instead of money. Mostly much more fun solutions
    >> Bulgarian LARPfag 03/10/11(Thu)15:55 No.14197999
    Its all about ideas, the most basic being repairs and resupply. Once we tried to recreate a village. I was the village blacksmith and actually there was proper work to do - a bend knife, a loose axe head(real knife and real axe, but then again i had real hammers and anvil) and a dozen or so minor things which add up eventually. I used the cash to pay the local lumberjack to keep my fire supplied, the weaver to make me a small bag(always wanted one), the inn keeper for food and drink(we forgot to bring our own and work gets you hungry fast) They on the other hand had little needs of their own and the economy of the village worked...if only there was no plague around, hehe... but then again that's what kept the undertaker in business...
    >> hungarian LARPfag 03/10/11(Thu)16:59 No.14198740
    bumping with pics from a fallout larp
    >> American LARPfag 03/10/11(Thu)17:27 No.14198983
    That's essentially what I want to do, except with a more simulated economy (thus no just bringing food in unless you have corresponding skills, and then you can only bring in certain amounts).

    I haven't worked in weapon/armor repairs yet, but considering the supply/demand chains I've created, with different skills required, I hardly think they're necessary.

    It sounds to me like your LARP had a lot of crafting using hard skills. Is this so? And how well did it work? I would absolutely love to see that in a (already running) LARP (I have provisions for it; not to mention the general necessity of that sort of thing in a village-based game).
    >> Anonymous 03/10/11(Thu)20:14 No.14200658
         File1299806078.jpg-(79 KB, 480x640, KROMGOL PORTRAIT.jpg)
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    Bumping for KROMGOL.
    >> Anonymous 03/10/11(Thu)21:13 No.14201267
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    Bumping with House Cerebus
    >> American LARPfag 03/10/11(Thu)22:53 No.14202368
    So, as my obligitory bedtime bump- crafting systems. What do folks you use? Soft skills govern usable hard skills? Hard skills all the way? Crafting seems it'd be more prevalent in LARP than it seems to be, from what I've observed.

    Personally, I'd like to apply my domestic skill policy to crafts- your soft skills govern what you make between sessions- which governs what you can bring to the next session. Dice can also factor in here, adding a nice little random chance that can also take skill level into account. A good metalsmith might be able to bring in a half-dozen shiny baubles to a session, which can be sold to traders for more useful things. Or he can make his house (if he has one) look nicer with a pair of brass candlesticks and some pewter goblets (functional and decorative!). I feel that it would add a sense of industry to a village, as well as progress.

    Eurolarpfags, what do your LARPs do for crafting?

    Also, how long do you think we can keep this thread going?
    >> Bulgarian LARPfag 03/11/11(Fri)01:16 No.14203620
    We keep it going to the very end then start another one of course.

    Now about crafting - we did the village once only, and it worked only for those people who had a good idea on what their role was and what it involves. There was the fair amount of folks who hadn't thought about it and where just mucking about.Otherwise - hard skills it is. We make our own gear after all, its not as if we lack em - remember Do-What-You-Can-Do system.
    >> American LARPfag 03/11/11(Fri)07:56 No.14205860
    So here's what I'm thinking for an economical/crafting system.

    Like I said, everything you bring IG has to be approved by the GMs, and is subject to your domestic skills. So, say you have 3 ranks in hunting. At the end of a session, you roll 3d6. You can then bring in that namy ounces of meat in a form approved by the GMs (jerky, steak, hamburger, whatever). You can also bring in a certain amount of leather that is dictated by the number you rolled (dice * half a square foot?). If you're farming and you have access to a field, it's the same kind of deal. Roll after a session to see how much you can bring in of what. What's nice about this is that while you can still craft IG, skills still have a (rather heavy) effect on the enonomy. Anyone can craft in-game using hard skills. But soft skills allow you to simply do more work, and more effectively. As a result, just from soft domestic skills, you can wield a decently large amount of power in the community- people will be coming to you for food and equipment.

    Would any of you enjoy a system like that? I feel like it's a decent compromise, but it's not like I can playtest it.
    >> Anonymous 03/11/11(Fri)14:18 No.14208040
    Bump for survival.
    >> Anonymous 03/11/11(Fri)17:35 No.14209493
         File1299882944.jpg-(263 KB, 1024x768, 1251131328.jpg)
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