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Shade's LARP List :: View topic - Quantum, Fantasy, Occult LARP Development.
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Quantum, Fantasy, Occult LARP Development.

 
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theMirage
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Joined: Jul 25, 2011
Posts: 5

PostPosted: Sun Aug 14, 2011 9:04 am    Post subject: Quantum, Fantasy, Occult LARP Development. Reply with quote

I'd love to extend a welcome to anyone interested in suggesting ideas for a super stream-lined, fantasy larp with a quantum occult twist. It's a 12 classes system reconsolidated into 3 careers with 4 flavors each, all with elemental alignments totally congruent with real world metaphysical concepts and parapsychological notions, like star signs, symbology, and memetics, all harmonized with actual science like biology and engineering.

With highlights such as...
-Dynamic item and spell augmentation system, using sticker item tags and and in cabin non-reset based crafting

-Skill, resource, and mana sharing between like classes

-Mana system: Only prepare spells if you're a craft-based wizard, letting occultist like the mind-bending hypnotists and the time warping seer distort the minds and/or heal characters with the very flow of time, on the fly!!

-Learn just the basics and get lost the a system almost too wide for players to memorize.

-Career Advancement Tier system or C.A.T. letting player magnify effects like 'afflictions' allowing progressive strengthening of spells with Tiered progression or more potent items with added mana, ingredients, and/or resources.

-Rest resets: x number of resets that YOU choose when to use. Also high level effects to increase or decrease other players 'rest.'

-Geo-grid system allowing players logistical interaction with the world, setting up there own mods creating a player-driven self-sustaining sandbox style of play AND in-play effect augmenting ingredient based economy

-Villain NPC type!! Letting players cash-out on unused resets worth of effects on system built characters based on speed of meeting the villain(s) defeat criteria. i.e. loot equal to unused resets if evil artificer is sealed away 2 months early on 4 month plot-ark (all taking place as rule based players in the system).

-Catch up with higher level players.... If you dare!

-Monstering explained in-play, with mentalities (a race alternative) system. Set a player into monster mode!!

-Player death compensation system or the 'Fates and Fortunes' chart. Bond with comrades who you've fallen with, expand and mix mentalities to form 'monstrosities,' gain archetypal powers from entering deaths domain.

-Return to play at 1/3 level after perming.

-And ultimately a FULL hybrid class combination chart.

-PLUS MUCH MORE!!


Here's the rule book. Admittedly there's a fare-share of blanks, but this is a momentous task. So if you have any awesome ideas itching to Manifest lets make it happen!!

http://dl.dropbox.com/u/22479819/ZeroPoint.zip


Last edited by theMirage on Tue Aug 23, 2011 6:46 am; edited 1 time in total
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Eldrad
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Joined: Jun 30, 2002
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PostPosted: Sat Aug 20, 2011 6:01 am    Post subject: Reply with quote

Looking at the rulebook now...
What part of Louisiana do you live in?
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theMirage
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PostPosted: Tue Aug 23, 2011 6:30 am    Post subject: Reply with quote

Southern. I hope to base it in an area where it's most accessible to a high volume of new gamers that haven't ever larped before, the sport needs new blood you know?

I'm in Hammond. How about you?
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Eldrad
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PostPosted: Fri Aug 26, 2011 11:22 pm    Post subject: Reply with quote

Lake Charles Area
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theMirage
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PostPosted: Sat Aug 27, 2011 7:48 am    Post subject: Reply with quote

Dude... Lafayette could be PERFECT!!! I imagine it's about about 2 hours away from both of our towns with great geography. Not to mention we'd be a beacon modern intellectual culture in the area. The idea of some water elements crossed my mind and swampier marshier sites just might be able to cater to that.
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