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A Simple Set of LARP rules NORDIC/FEST/ Style! PART III
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Is this rule set viable?
It needs to have more rules!
40%
 40%  [ 2 ]
My rules are far better!
20%
 20%  [ 1 ]
These rules are the best I have ever seen. I am going to test these rules!
20%
 20%  [ 1 ]
These rules suck!
20%
 20%  [ 1 ]
Total Votes : 5

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Eldrad
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Joined: Jun 30, 2002
Posts: 958

PostPosted: Sat Feb 02, 2008 9:39 am    Post subject: A Simple Set of LARP rules NORDIC/FEST/ Style! PART III Reply with quote

Okay here are the rules from my first organized LARP that I participated in (called the Brotherhood of Steel) mixed with the ideas I put forth on this post.

Very simple.

I really like the magic system!

The rules fit perfectly on a fold over booklet/brochure!

Just one page folded over and complete basic rules.

Now they are not perfectly clear but they are a start.

Now enough of all that critique them and if you like use them and tell me how you like them.


















Living Fantasy Realm
Presents
The Brotherhood of Steel and Sorcery
solomanwolf777@yahoo.com

The Brotherhood of Steel and Sorcery is a live action fantasy role-playing society based on medieval society, fantasy literature, games and movies and is part of the Living Fantasy Realm.

Personae
A person wishing to join BoSS must create a persona, or a character to become while at an official BoSS meetings or fighter practices. The persona may be from any time and place from the medieval era, fantasy literature, games and movies. The persona must have a name and a brief written history registered with the seneschal one week after joining. A persona must also declare a class and may join a house.

Houses
A house is a group of personae who wish to join together under a common name. Houses must register a name and a member list with the Seneschal. A representative must be elected to send to the Council and to correspond with the Seneschal on subjects such as house rules and current members.

Council
One member from each house is sent to Council. The Council is the body of decision-makers. The Council meeting will be held on the first Sunday of every month. After the meeting it is the job of the representatives to return to the house and inform all the members of the decisions made by the Council.

Officers
There are only two actual officers in BoSS: The Head of Council and the Seneschal. The job of the Head of Council is to mediate the council meetings and to cast the deciding vote in the event of a tie. The Seneschal is the secretary-treasurer for the group. It is his job to keep records of the attendance, dues, houses, etc.

Classes
A class is the field which a persona decides to devote his time and effort. There are four basic classes in BoSS: Fighters, Wizards, Priest, and Rogues. Other classes may be allowed, but a persona must gain specific permission to be allowed another character class. Class must be registered on the persona’s character card. Once class is declared and Novice level is reached a persona may decide to join a guild for his specific class. No one will be allowed to declare another class while continuing his current persona. If a persona is killed, a person may choose to create a new persona in a new class, but it is not advised to kill off a perfectly good persona.

Fighters – Anyone may fight, but a persona may choose to declare that as his personal field of study and growth.
Wizards – One of the classes that can use Magic. This group studies the fine arts behind true magic use.
Priest – The healers and holy men of BoSS. Their magic is a gift from their deity.
Rouges – Thieves, assassins, and generally sneaky personae.

Levels
There are three initial levels in BoSS: Guest, Novice, Veteran. A persona is a guest for his or her first period. A period is four weeks in attendance. If a persona is absent one week, it does not count as a week of his or her period. During the guest phase a persona may not join a house, vote, or hold office. At the end of the guest phase, the person must choose whether to keep his current persona, or kill it and create a new one. Either way he continues into the Novice phase. As a Novice, he is a full fledged member. He must pay his membership dues of $5.00 per month, and he may join a house, vote, hold office, etc. Two period into the Novice phase a person should show his knowledge as a true and honest Marshal, and must have garb. After six periods as a Novice the persona becomes a Veteran. These titles are meant to show that a persona has been a member for a specific amount of time, and not to lord over a person of lower level.

Skills
In order to use a certain weapon or skill, a person must prove that he knows how to handle the weapon or use a skill correctly without injuring himself or another person. Then and only then, will he be allowed to use that weapon or skill. The exception to this rule is magic. Magic may only be learned by Wizards and Priest, and must be learned from someone suitable for teaching. Other non-class skills are acceptable if approved.

Magic
There are two different level systems for magic, one for Wizards and one for Priest. The levels are as follows. The magic presented here is a broad category of spells in one word. One must throw a pack of birdseed or tennis ball, hit the opponent and call the effect of the spell to work. You get one spell per level. You can cast any spell you have as long as you have a birdseed pack or tennis ball. Magic ignores armor. This is a very WYSIWYG system as we cannot cast actual flashy spells. Guest gets Level 1, Novice gets Level 2, Veteran gets Level 3, Apprentice/Acolyte gets Level 4, Wizard/Priest gets Level 5, Master/High Priest gets Level 6

Wizard
1. Pain – The person hits is paralyzed with pain and can do nothing but scream and writhe. Other sensations can be substituted but Pain is the easiest to do.
2. Compulsion – This cause the victim to follow a simple command such a drop your weapon, look over there, You don’t see me, and anything else you can think of.
3. Harm – This kills or wounds the victim depending on where it hits.
4. Domination – This completely takes over the mind of the victim and is at the Wizard’s every whim.. This last until the Wizard cancels the spell or another more powerful wizard cast a more powerful version.
5. Death- This kills another no matter where it hits.
6. Rite – This is the most powerful ability to cast powerful rituals.




Priest
1. Turn – A priest may turn an undead causing it to run away in fear.
2. Heal –With the touch of the priest and a small sermon of 30-50 words a persona’s wounds are healed. Each wound must be healed separately.
3. Pure – This spell ends all poisons or diseases
4. Banish – A priest may banish most undead or demons hit with this spell.
5. Resurrect- A persona that has died may be raised with a ritual.
6. Ritual of Wrath – This spell calls the wrath of the gods down. It is at least a five minute long ritual that if completed will kill or wound all opponents or some other desired effect. If disturbed the spell must be completely restarted.

Fighting Rules
-The fighting rules are meant to provide safety to all fighters.
-The marshal is the over-all law of the field.
-There must be a marshal on the field at all times unless otherwise noted.
-Every member (Novice or above) must have their own weapon(s) which are approved to be SAFE by at least one member of a council. Once a person has his own weapons, he may borrow those of other people with specific permission. If a borrowed weapon is broken or damaged, the person borrowing the weapon must repay the owner.
-If a shot is made to the arm the fighter may not use that arm anymore. If a shot is made to the leg, the fighter must go down onto his knees and cannot move anymore. A foot counts as a leg shot.
-Chest shots are automatic kills and the persona begins dying. He may scream for effect.
-A persona completely dies in five minutes unless a Heal spell is cast. After five minutes the persona is fully dead and must be raised by a Resurrection spell.
-A dead persona may be HACKED by hitting the ground next to him 200 times to represent hacking up of the body. This permanently kills a persona unless some great ritual or rite is performed to bring this persona back.
-Headshots are only allowed on the back of the head is all agree. A persona can be blackjacked by a sock within a sock knocking the persona out. A helmet completely protects the individual.
-Light Armor such as leather, absorbs one hit to an area. A second shot counts as a normal hit. Heavy armor such as chain mail, banded armor, and plate mail absorb two hits.
-Any other rules instated within a certain fight must be agreed to by ALL combatants, and must be stated to the marshal of that fight.
-There are some special effects that are to be noted. Magic weapons ignore armor. Poisoned weapons will poison a persona and he will suffer the effect unless first given an antidote or Pure spell.

Punishment
The breaking of these rules will result in the loss of privileges. If a fighting rule is broken a persona may be pulled from the field for a day. If the dues are not paid by the end of the month, then the persona loses all privileges as a member (i.e. voting, fighting, attendance credit, etc.) until the dues are paid.
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Last edited by Eldrad on Sun Apr 19, 2009 2:59 pm; edited 2 times in total
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Eldrad
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PostPosted: Sat Feb 02, 2008 9:40 am    Post subject: Old Questions Reply with quote

UESTION! I need your opinions!

Should I make armor into three catagories?

Light- Stops 1 hit. Consist of soft flexible leather with posibble studs or metal pieces but mostly leather.

Medium- Stops 2 hits. Consist of chain and other flexible metal plates up to and inculding banded.

Heavy- Stops 3 hits consist of solid plates of metal. True platemail.

Being that most people will not be able to actually get plate, why not reward those people that do have it. OR does this overcomplicate the system?

Would/Could you use this for a fest/UK/Nordic style larp?

I would really like to see how this would work. I have had dreams of a LARP with rules like these.

Do you think a LARP as simple as this would attract people at a large scale?

Imagine showing up to a new LARP and learning ALL the rules in about 15 mintues. Are the thick rulebooks chasing some people away? I don't know as we don't have any of the larger larps where I live. (except for Amtgard which is not.)

If any of you out there want to playtest please feel free to do so and let me know how it goes.

Should I give priest Heal first instead of Turn?
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Eldrad
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PostPosted: Sat Feb 02, 2008 9:43 am    Post subject: Why? Reply with quote

I posted this in another section because it is a different set of rules from what I started with.

This set of rules could be used to host a large event with very little training.

You like?
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PostPosted: Thu Feb 07, 2008 8:45 pm    Post subject: JUPE! Reply with quote

Jupe read this post and reply here!
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PostPosted: Fri Feb 08, 2008 1:01 am    Post subject: Reply with quote

Well, Eldrad, my rules conjuring friend, you have actually managed to make a system that is actually -less- complicated than some of the finnish ones. Congrats! Very Happy

I think this works well as a combination of your adventure-style larping and scandinavian rule simplicity. Only real difference is "levels", because even though those are sometimes used as kind of power categories in our magic systems, they aren't thing we are used to in here.

So, when is the first event? Razz
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PostPosted: Wed Feb 20, 2008 4:18 pm    Post subject: Reply with quote

Dang, I just replied to the older version of this thread... I'm not sure if there are any significant changes made, since I haven't yet read through the rules again. Smile That's what I get for replying to something I got into by following a link in another post...


NO PROBLEM I HAVE MOVED THE REPLY!

Personally, I don't like the 'attendance' rules, mainly because being a 'guest' for an enforced month, even if you want to pay your fee and join is somewhat silly IMO, and also I couldn't think of going to the same larp weekend after weekend... That and I've been working in shifts where I have approximately every other weekend free at all.

Now, of course, I have every weekend (and most week evenings) free, but I'm deep in the wilderness and can't afford to get to civilization every weekend. Very Happy

As for garb and props, well, in most finnish larps, garb is assumed, not hoped for. If you don't have proper props, most other players can borrow something suitable, sometimes even at the field. I know I usually carry a spare cloak, and I've played in borrowed garb more times then I like to count. I find it odd that you're assumed to have proper clothing only six weeks after starting the hobby.

The combat rules seem workable, if a little stiff. Hit the ground 200 times to kill someone? I can see how that would a) ruin weapons and b) look funny, when there's someone sitting next to a corpse going 'a-hundred-and-oneTHWACKa-hundred-and-two'... Perhaps give it a time limit or something, and make the person being hacked up be the judge of 'when its done'. If it's going to happen at all, it's going to happen outside of immediate combat anyways. So Guests can't fight? Man, I'd simply hate to have to stand around looking decorative for a month before I can do anything...

Magic rules... Well, it's going to be a pain on the 'less-then-Veterans' who would like to play magic-users, if they're limited to one or two spells before they've been through some ten-odd times played. Maybe work up an apprentice system or something like that, and take the magic levels away from direct attendance connection...

Then again, Wizards first level spell is so immensely powerful and destructive that you don't really need more. Paralyzed with pain = dead meat.
Compulsion seems like McGuyvers best tool.
Harm needs to be defined better, could be worded as 'magic missile' and replaced as 1st level spell. Basically a ranged attack.
Domination is workable, but extremely boring for the player. "Oh look, the king just became High Wizards little puppet. Nice going."
Death, well, a ranged attack that kills. Next.
Rite, now this is interesting, and based on the definitions of the different rituals, provides a powerful plot tool. Should have dire consequences if done wrong/interrupted or just directed in the wrong direction.

Priest spells, Turn Undead isn't very useful if there are no undead to be had. Heal might be better as a first level spell, especially since healing is a lot more needed then spooking the player in goth masks. 50 words in prayer to heal a wound? The gods must have an ear for literature...
Pure, an okay poison removal effect. Could be lower-level, but okay.
Banish, attack spell that works for monsters. If wizards could summon/create undead it could be useful far more often. Other then that, sort of waste of time.
Resurrect, I'd put this at the top of the pile, as a rite of its own, but that's just me (and the fact that I don't want to kill the same guy over and over...)
Ritual of Wrath, aka. 'Divine Intervention'. Similar to the wizardly rite, but again, I'd put in consequences for failing or for simply wording the request wrong or offending your god in some way. A pacifist god might not be delighted that you want him to smite your enemies, and a barbarian warrior god might not grant you True Arcane Knowledge...

Well, that's my first impression, but like Jupe said, provide a scenario and we'll test it. Very Happy
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Eldrad
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PostPosted: Sun Feb 24, 2008 10:48 am    Post subject: Reply with quote

The attendance rules and fees are for upkeep. The fees would be spent on feast and such.


Then again, Wizards first level spell is so immensely powerful and destructive that you don't really need more. Paralyzed with pain = dead meat. [i]

Pain is one of the effects. You can do other sensations such as tickle, nausea.

[i] Compulsion seems like McGuyvers best tool. [i]
[i]
Only if hit by the spell bag and only for a few seconds. This is a multi function spell as well. You could have players drop weapons, be afraid, attack other player, you don't see me, or whatever you could think of.

[i] Harm needs to be defined better, could be worded as 'magic missile' and replaced as 1st level spell. Basically a ranged attack. [i]

The system is WYSIWYG and there is no fireballs or lighting bolts.

[i] Domination is workable, but extremely boring for the player. "Oh look, the king just became High Wizards little puppet. Nice going." [i]

Only if hit by the spell pack/tennis ball. The wizard must stay near the player and give him instructions then send him on his way. The wizard can only have one person under control per level. Can be dispelled by another wizard. Will be writing a magic pamphlet soon as well. Domination could be also used for illusions, sleep, forget what you saw,you don't see me, attack your party, and any other effect.

[i] Death, well, a ranged attack that kills. Next. [i]

The wizard could opt for it to hurt alot instead of killing.

[i] Rite, now this is interesting, and based on the definitions of the different rituals, provides a powerful plot tool. Should have dire consequences if done wrong/interrupted or just directed in the wrong direction. [i]

Yes the Rite is another multi faceted tool. I will describe more in a upcoming supplement.

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PostPosted: Sun Feb 24, 2008 11:47 am    Post subject: Free Scenario Reply with quote

Here is a VERY ROUGH DRAFT of a scenario that could be tried out with these rules.


The Scenario so far.

The different factions have came together for a peace treaty. There has never been outright war but the many skirmishes are heading the realm that direction. A tribunal has been set up by a faction of Lawyers to solve this problem before it goes into total war. The world is split up by small islands of forest and/or inhabitable lands with the Waste being in between these islands of life. The Waste (out of game areas, the mundane world) are areas of blackened charred cursed land that supports no life and is full of monsters. The waste were created by a great supernatural disaster not so long ago.

Location Pillage Village: A village made up with simple wooden frames and fronts (like a movie set) mostly made up of cardboard. Painted and decorated to look authentic.

[/b] The Factions: Each Faction may have at least five people in it's delegation or group but no more that ten. One must serve as the leader or diplomat of the group and is allowed to be at least 3rd level. [/b]

The Guilds: Merchant's rule is what these people need. We must find support whatever happens and whoever rules that is best for business. We must keep the peace and remove whatever obstacles there is to business or we all face starvation.


The Freemen: No rule is what we need. Damn all these factions! None of them should lead! We are free men and will be servants to no one.

Republicans: Republic Rule is what you need from the lands far to the northeast the Republic is blooming. Please join the Republic and support our causes. The tax man comes when we rule! We are remnants of the Imperial Power that has just fallen apart some years ago during the great apocalypse

Imperials: Far away the Imperials rule and the Empire still owns this land. We placed your rightful king and church here and the answer is quite simple you are all under imperial rule. We don't want people to know tyhe Empire is weak and falling apart.

Theocracy: Church Rule under the power of the Imperials and rightful king. That is the official statement but we only truly answer to the gods.
We will go what is best for the church. If these unbelievers need anything it shall cost them.

Mageocracy: Wizard Ruled long ago in ancient times and the world was at peace. We only ask the people to give us a chance to rebuild the world. There will be one 6th level Wizard and two 3rd level Wizards as well as any other first level wizards in the delegation.

Royal: By the true and rightful king you shall be ruled! The Empire came here some hundred years ago and took our lands and gave it to the false king! We now live like savages! These are our lands! We must convince the tribunal and get rid of any opposition.

Horde: The Barbarians and Humanoids ruled these lands since ancient times. The more you people come into our lands the more we are pushed back. Our Chief shall be the rightful ruler of these lands or all shall die.
Old Royal: We are the rightful rules usurped some 100 years ago.

Heretics: The church is wrong and we are the true religion.

The Law: This is our village and none of these factions will be getting out of line in my village.

The Court: The group of lawyers and judge that will decide the fate at the Sat. 6:00 Tribunal

The Villagers: Just living their lives here.

The Mercs and Adventurers: Waiting to see if any work is needed to be done.

Thieves Guild: Have assassins and thieves waiting in secret.

Schedule:

All preregistered participants. Walk ins are still welcome. The players and factions will only know what they need to know.

Friday Night: Introduction and Intrigues. An intro to the system and the background. A nighttime feast is held for people to get to know the different factions. Whatever happens at night happens.

Saturday Morning:Breakfast is up to the people and a morning qualifying tourney as well as a festive day of celebration in the village.

Lunch is up to the people. At this time the different factions should be trying to gather alliances and such, trying to speak with the court for legal advice (or to give bribes), having various liaisons with various shady people. Conduct the day to day business that you need to do.

A one o'clock tourney after lunch.

At 6:00 at night the Tribunal Court has its say after each side has it's debate.

That night various factions through the night live with, and act accordingly to what decisions were made. This could be fights, assassinations, or whatever happens.

Sunday morning brunch. The court decides that there must be another Tribunal on the next meeting due to any overly chaotic actions the night previous.

CLEAN UP AND LEAVE.
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PostPosted: Tue Feb 26, 2008 7:11 am    Post subject: Reply with quote

Quote:
The attendance rules and fees are for upkeep. The fees would be spent on feast and such.

Quote:
Then again, Wizards first level spell is so immensely powerful and destructive that you don't really need more. Paralyzed with pain = dead meat.


Pain is one of the effects. You can do other sensations such as tickle, nausea.


And the difference is..? Well, okay, from a roleplay point of view. However, let me relate something: I once played in a LARP here in Finland where I had 'just minor magic' at my disposal, called 'sleep' spell. Since there was no magic defense in the rules, I used it to dispose of an inconvenient deity.

Magic that strips away a players ability to defend themselves is way more powerful then magic that does hitpoint damage (or the equivalent). By the combat rules, a player hit in the arm with a 'harm' spell packet will still be able to fight, but character hit with this spell won't. And a lot more people will have this spell available then ones with 'harm'. It's just not a logical power progression.


Quote:
Quote:
Compulsion seems like McGuyvers best tool.


Only if hit by the spell bag and only for a few seconds. This is a multi function spell as well. You could have players drop weapons, be afraid, attack other player, you don't see me, or whatever you could think of.


See, you should've defined the use of spell packets and the duration. How about 'believe that I have your best interests at heart'? From roleplay point of view, this kind of thing can be used further then the obvious combat usage, which is both good and bad. I actually like this spell, especially since it is so variable.


Quote:
Quote:
Harm needs to be defined better, could be worded as 'magic missile' and replaced as 1st level spell. Basically a ranged attack.


The system is WYSIWYG and there is no fireballs or lighting bolts.


Yeah, so? What I meant was, it's just a wizard ranged attack. Way less powerful then you'd expect for a 3rd level spell, especially with the devastating 1st level spell.


Quote:
Quote:
Domination is workable, but extremely boring for the player. "Oh look, the king just became High Wizards little puppet. Nice going."


Only if hit by the spell pack/tennis ball. The wizard must stay near the player and give him instructions then send him on his way. The wizard can only have one person under control per level. Can be dispelled by another wizard. Will be writing a magic pamphlet soon as well. Domination could be also used for illusions, sleep, forget what you saw,you don't see me, attack your party, and any other effect.


See, well, that's a detail. We need those. From what I gathered from the original context was that this spell was Domination, not 'Suggestion but with a slightly longer duration'. And instead of having one person under control, the wizard can have four, minimum? Well, like I said, this is workable, but don't be surprised if you need to edit/add to this spell a lot once playtesting commences.


Quote:
Quote:
Death, well, a ranged attack that kills. Next.


The wizard could opt for it to hurt alot instead of killing.


It doesn't say so on the spell description, now does it? And anyways, 'paralyzing pain' was a 1st lvl spell. Why would he cast a 5th level spell for the same effect?


Quote:
Quote:
Rite, now this is interesting, and based on the definitions of the different rituals, provides a powerful plot tool. Should have dire consequences if done wrong/interrupted or just directed in the wrong direction.


Yes the Rite is another multi faceted tool. I will describe more in a upcoming supplement.


Umm, I think this should be left as a semi-GM tool. Rites and rituals that are aquired before the game or during the game could make really good plot tools. Of course, you might want to put some example rituals up for GMs to draw inspiration from. Also, needing a High Wizard to make rituals is going to be a pain to the plot team, might want to think about having similar 'ritual level' spells as normal spells, with subsequently increased power.

All in all, I'm not saying the magic system is unworkable, I just think it needs more then two effects+ritual, and a lot more definition before it's ready to be used in game. Magic is, by the definition of 'not really there', the most rules-intensive part of a rule system.
You can do it the easy way, giving players guidelines and a power level, which means they get to do a lot of funky stuff and you need a GM to sometimes arbitrate on what is possible and what is not, or the hard way, which is the way of spell lists and clearly defined effects. Throwing together a 'fast and dirty' system opens it up for rules abuse.
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Jupe
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PostPosted: Tue Feb 26, 2008 2:10 pm    Post subject: Reply with quote

Quote:
And the difference is..? Well, okay, from a roleplay point of view. However, let me relate something: I once played in a LARP here in Finland where I had 'just minor magic' at my disposal, called 'sleep' spell. Since there was no magic defense in the rules, I used it to dispose of an inconvenient deity.


Hmph. We did -quite- a lot of rules lawyering there. Since the deity was invincible, she couldn't be killed without such Very Happy ... Wolven cast sleep, so the deity fell asleep. I was playing a vampire kettle (don't ask) and Embraced the said deity (only thing I could do to her). And my cousin, who was playing vampire slayer fairy, killed her since his character said he could kill any vampire (and could not kill anything else). RulesLawyering FTW. (such a silly event)

Wolven, you have to admit, some of the stuff are quite like our Guild's general fantasy rules. The basic theory behind all this is that spell can only have x+y effects in the rulesystem. Sure, Firedart, Evil Hand of Necromancy and Swarm of Killer Hamsters are different in RP point of view, but they all just do damage. Which why our system has a spell called Attack (It may have different IG names, but the they all function the same way).


Eldrad,
the biggest difference so far is that you have kind of levels of experience. I understand that it is part of the gaming culture in many cultures, but to be truly scandinavian, each characters should be just... characters. Giving spells, loot and such should be handled IG:ly after the beginning. Let them earn gold instead of xp, and hire tutors and buy more spells.


Oh, and I'll post an example of our magic rules. ((They've been used... once Very Happy ))

We have four different types of spells.
Attack. Spell Protection. Attribute. Effect.

Attack is quite simple. It can take any name, but it is always "does damage equalling to spell level (which is also the mana cost). Depending on game, it can be "point and kill", "shout the name of victim" or "throw beanbag" style. We use general hit points, not location based.

Spell Protection is simple passive spell. Can have different names as well, but the function is always the same. Negates all effects from spell of lower or equal level.

Attribute spells increase or decrease attributes. Attack is actually an attribute spell, but they are in their own category because some worlds don't allow healers using force etc. Healing is an attribute spell. Length, range and such differ in different worlds.

Effect spells are most difficult. They have levels just for spell protection purposes and so that they use up mana. Things like "sleep", "suggestion", "invisibility" go under Effect Spells.

Now, you wonder why Effect Spells don't include spell descriptions? That's because our casting system demands you to IC:ly speak the effect. If you are using something terribly complex, you can clear it out OOC as well, but IC delivery is mandatory.

"By the Gods Above and Below, I command Thee to do my bidding! By the FOUR Flames of Abyss, I enslave your Soul!..." That would be dominate / suggestions / enslavement etc , spell power level FOUR. All casting done must include number of it's power level in the casting mantra.

Gah, gotta go. Perhaps I'll continue later.
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PostPosted: Sun Aug 24, 2008 8:20 am    Post subject: Reply with quote

In defense of this system it was a rewrite of the LARP I played BOS mixed with the Realms, a bit of Finnish, and then the magic is my own.

The weakness in the magic is IF you miss with the tennis ball. Also anyone that is an archer will take out a wizard quite easily as well as if there are multiple combatants the wizard has very little chance unless he makes some of the opponents attack their friends. The magic system was created to take place of huge list of spells by giving a very broad powers per level. Pain is not just Pain it is many sensations but Pin is the easiest to master for a wizard.

The Healer will only get heal after he masters his faith and is able to channel energy to turn undead and demons. This is tough but there would be potions available if there were no Priest with Heal available.
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PostPosted: Sun Sep 28, 2008 1:37 pm    Post subject: Part II Reply with quote

The magic is powerful in this system but it has many weaknesses.


Here is another untested pamphlet.

Wow there has been lots of people reading this post.

BROTHERHOOD
of
STEEL
and
SORCERY
Pamphlet II

Guest Level 1 after 4 weeks he is a Novice level 2 after 6 more weeks he gets Veteran Level 3 after 8 more weeks he gets Apprentice/Acolyte after 10 more weeks he gets Wizard/Priest after 12 weeks he gets Master/High Priest gets Level 6 and so on never a top level. One may join another class(s) and split experience equally between them.

Level 1Guest
Level 2 Novice
Level 3 Veteran
Level 4 Apprentice/ Acolyte/ Sergeant/ Footpad
Level 5 Wizard/ Priest/ Captain/ Thief/
Level 6 Master/ High Priest/ General/ Master Thief

Thief Skills – Sneaking is up just like fighting. You have to get good at it to be a good thief. Locks and Traps of course can be an in game obstacle. Locks and traps will have a difficulty from 1to infinity. If the thief is equal to or greater he bypasses the lock or trap.

Fighter Skills- The fighter just needs to keep fighting and getting better.

New OPTIONAL Classes These are works in progress and are not official.
Ranger – Functions just like a fighter except he rarely wears heavy armor. The ranger is Woodwise and can read Woodwise cards of his level or higher.
1. Woodwise – This allows one to read woodwise cards equal to your level.
2. Simples (Pure) – This allows you to cure poisons and diseases with herbs and such.
3. Trap – This allow you to create a level 1 trap that kills unless another Ranger of equal level or a thief of level –2 disarms it.
4. Remedies (Heal) – A ranger can heal another with herbs and such.
5. Befriend Animals and Beast – A ranger may befriend animals and beast causing them to go away.
6. Be Unseen – The ranger may hide in bushes and say to any passing you do not see me.

Barbarian – A savage barbarian from the wilderness. Prefers to wear Light armor although not restricted to any. Barbarians distrust magic.

1.Duh? – This is the barbarian’s way of not responding to any mind altering magic.
2.Rage – The barbarian gets really mad once a day! He gets an extra hit on all locations until the end of the battle. Must scream RAGE to activate.
3.Feat of Strength – The barbarian can move in game heavy objects. Must grunt and scream loudly to do so.
4.A Hun can Rage twice a day
5.Barbarian Lord knows Woodwise -4
6.Barbarian Chieftain Rages three times a day.

Paladin – A mixture of a priest and fighter.

1.Sense Evil – The paladin must ask the person and the person must tell the paladin in secret. The paladin may then choose to act.
2.Turn –As the Priest spell of the same name.
3.Heal–As the Priest spell of the same name.
4.Chevalier Pure–As the Priest spell of the same name.
5.Crusader Banish–As the Priest spell of the same name.
6.Templar Smite Evil –Any demon or undead are hit with an armor piercing holy smite. The Paladin must call out SMITE.

Druid – A nature priest of the ancient world. They have powers from nature itself. They have Woodwise like a ranger. The Druid must use only natural weapons and armor.

1.Lesser Glamour (Compulsion) - This cause the victim to follow a simple command such a drop your weapon, look over there, you don’t see me, and anything else you can think of.
2.Keep Away the Unnatural (Turn) – A priest may turn an undead causing it to run away in fear.
3.Herbal Simples (Heal) –With the touch of the priest and a small sermon of 30-50 words a persona’s wounds are healed. Each wound must be healed separately.
4.Druid Priest-Thorns and Stings (Pain) – The person hits is paralyzed with pain and can do nothing but scream and writhe. Other sensations can be substituted but Pain is the easiest to do.
5.Druid Lord- Greater Glamour (Domination) – This completely takes over the mind of the victim and is at the Wizard’s every whim.. This last until the Wizard cancels the spell or another more powerful wizard cast a more powerful version.
6.Druid Master - The Wild Hunt (Death)- This kills another no matter where it hits.

RACES
Races in the LFR are done a bit differently. First there are no special rules for any races save what you have already written before you. You can model a certain persona towards a race that you like. This frees the game to many more races and better more satisfied players. Make any race you want! Just make the costume really good!
Elves -Those pointed eared guys who live in fantasy worlds all over. They normally live and reign in the forest in a lifestyle totally alien to ours. Depending on where they are from some is small while other are quite tall. Most actually are man sized. Elves prefer Long Swords and Bows to any other weapon. Garb-Pointed ears. Neat Costume
Fey-These are the winged, immortal unless killed, creatures of the fairy veil. They commonly look like scantly clad winged females. Some can really look monstrous and horrible. They come in two courts Seelie (the good) and the Unseelie (the evil). There are some rumors of Non-seelie. Each and every fey society is completely different from another. LFR players are encouraged to create new fey races. Garb- Wings, horns, pointed ears, or whatever you can think of.
Dwarves- They Dwarves also known as the miner folk are short stocky bearded race of miners. Some are completely subterranean while others live in hills far from mankind. Some have been as small as four foot but most are man sized or shorter. Garb - Short and stocky looking garb.
Gnomes- The Gnomes also known as hill folk are an ancient race of tinkers and smiths. They are the same size of dwarves just more lightly built. They enjoy tinkering with magic and science combined. Gnomes are quite forgetful. Garb - Large nose, Beard for most gnomish men.
Goblin- A Goblin is a tricky evil dirty green skinned human like creature. They are know by their green skin pointed noses, chins, and ears. Hates all gnomes! Will attack any Gnome on sight if they have a chance to win. Garb - You must have green skin pointed noses, chins, and ears.
Half-Orc- You are half human half orc. You are though of as stupid and brutish. Many Half Orcs look very orchish while many look completely human if not quite exotic.
Garb - Green to brownish skin. Teeth and pointed ears a standard. No one really knows how a half-orc is to come out.
Halflings- A Halfling are a short race of non adventurous beings. They prefer farming, brewing, eating, and smoking. Their crafts are plain but enduring. Garb - Large Harry Feet.
Human- You know what a human is I hope.
Orc- An orc is a dirty disgusting pig like humanoid. They live for evil and pain. They are a race of destruction. Even their arts involve pain and suffering. Garb- Pig like nose, Greenish makeup with any other color mixed in, depending on the tribe.





HEALING WITHOUT HEALERS

Bandages – You can use a bandage to Heal a wound. Ten Bandages are available for 1 gold. They must be white strips of cloth with fake blood stains on them.

Resurrect – A Resurrect (also called a Rez) cost 2 gold and allows a dead person to be resurrected. A rez is a mud clod painted with orange spray paint that must be broken up.



INCOME and the ECONOMY

INCOME – When a player pays his dues he gets one gold for every dollar. Most people will have 5 gold a month and the in game economy must be based off of that amount. Gold cannot be turned back into Cash and is non refundable. At the end of each even Gold must be turned back into the Seneschal and handed back out each event if needed. If you don’t turn in your gold you get no credit for the event until you do. Keep track of your gold balance, as it is very important to track. One can pay more dues per month to get extra gold at one dollar per gold. This helps reward the player who pays extra.

MONSTERS

Monsters are used in some stories for dramatic effect. Most of the time the BOSS is players versus players in intrigues but occasionally someone will have a tale to be told that involves monsters. Normally the monsters are players from the neighboring group doing a favor that shall be returned in a future quest. In some cases monsters can have a class.

Goblin – These are small green to brown skinned evil little humanoids that are nothing but trouble. They multiply in great numbers and will destroy an entire civilized unless killed out. They are easy to kill as any hit on them that gets through armor will kill them.
Hobgoblin – These ugly humanoids are man-sized goblins that are very skilled in battle.
Orc – The orc is a goblin humanoid of great strength and is very Tough as it has one point of free armor in all locations.
Ogre – An ogre is a large sized humanoid that enjoys killing. An ogre’s skin is tough and can only be hurt by larger sized weapons. Older ogres are so powerful that only magic can harm them.
Skeleton – A skeleton is animated by foul magic and is easy to kill by any hit on it.
Zombie – Zombies are a plague on this world, as they must be hit at least 5 times in order to be killed. Anyone killed by a zombie rises up as one in two minutes unless turned.
Ghoul – Ghouls are intelligent undead who’s touch paralyzes all except for elves. They must be hit for a total of 10 times and anyone killed by a ghoul will become one in one minute unless turned.
Wight – A Wight is a powerful undead that can only be hit by magic 5 times and drains 100 points of HACK away from a player. If the player goes to zero hack whenever he his killed he becomes a Wight. The player will regain 10 points of HACK per hour. The player is deathly ill for the entire time until healed. Any player killed by a Wight becomes a Wight
Wraith – A wraith is an extremely powerful undead who’s touch takes away 200 HACK. In addition only magic can harm a Wraith but the Wraith must be hit 10 times.

There will be more monsters in future releases.
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PostPosted: Thu Oct 23, 2008 5:32 am    Post subject: HUH? Reply with quote

So what do you think of Part 2?

Have a part 3 coming soon.
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PostPosted: Sun Mar 01, 2009 4:05 pm    Post subject: Reply with quote

So does anyone want to playtest these rules? Very Happy

My current game group is old and totally shot down the boffer idea I suggested.

Are there any Finnish people out there anymore!

Are there any people in the USA that want to start their own Fest Style event?

I will be glad to give any advice from my VAST HUGE Laughing amount of knowledge!
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PostPosted: Wed Apr 01, 2009 10:07 pm    Post subject: Reply with quote

Well over 3000 people have looked at this but no comments?

Lemme know what you think.
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