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Shade's LARP List :: View topic - A Simple Set of LARP Rules Nordic/Fest Style Part IV
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A Simple Set of LARP Rules Nordic/Fest Style Part IV

 
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Eldrad
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PostPosted: Mon Apr 09, 2012 9:28 am    Post subject: A Simple Set of LARP Rules Nordic/Fest Style Part IV Reply with quote

Okay here is part 4 of the ongoing series. I will soon be rewriting the phamphlets in a more of a roleplaying form. The third iteration was an tribute to the now defunt and converted to Amtgard, Brotherhood of Steel. The rules were cool but had a certain public park type feel. This new iteration will have more of a role playing type of feel. It's going to be really cool and simple. It should allow you to run a huge fest style type LARP and a battlegame as well. You should be able to learn the rules in under five minutes. I am at work and on phone right now but the ideas keep forming in my head. This is going to be a great set of rules. There are going to be two starting paths. The commoner will have many career options and paths to take. More of the gritty adventurer types come from this caste as well as many of the craftsmen. The other very rstricted path is that of nobilty. It shall be a path very reminiscent of the SCA mixed with The Game of Thrones. Nobles will have very restricted and limited career paths but being Noble shall be fun and filled with parties and balls BUT filled with danger at all times from rival nobility. Many of the career paths will not be "proper" for a person of Noble blood. Sound cool? It will be.
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russiasan
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PostPosted: Thu Apr 19, 2012 1:29 am    Post subject: Reply with quote

This sounds really cool, I could imagine one of the Balls turning into chaos as a bunch of marauders come in and start taking people out.
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Eldrad
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PostPosted: Mon May 07, 2012 2:05 pm    Post subject: Reply with quote

Argh! Started to work on it as I have free time in my office yesterday but the damn job timekeeper decided to come in and hang out and I could not work on it!

Tonight I shall though!
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Eldrad
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PostPosted: Sat May 12, 2012 1:19 pm    Post subject: Reply with quote

Damn! What is with the freaking Universe being against me! I get the night shift with the safest crew around and one of the supervisors falls from a scaffold inside of a silo and breaks both ankles and cracks ribs, cuts eyebrow and now my peaceful job is a police state. No free time to do anything now.
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Eldrad
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PostPosted: Wed Jun 20, 2012 4:13 am    Post subject: Reply with quote

Worse news, they decided to "fire me" for "other reasons". I hope the entire company gets kicked out of the plant. I have now been unemployed for over a month. Money is running out.
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Eldrad
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PostPosted: Thu Jun 28, 2012 3:25 pm    Post subject: Reply with quote

Okay enough with my story let'sa get back to the LARP in question.

In the revised LFR you start out a commoner with many career choices or a Noble with less choices.

The commoner can only carry certain weapons by law. Dagger, walking stick, club, bow for hunting, spear for hunting.

Other weapons are not allowed unless a licenses is purchased. During war the commoner may be able to get weapons and armor.

A commoner may join any guild he chooses IF they let him join.

Hits are locational and armor is as well with light, medium and heavy armors.
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Eldrad
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PostPosted: Sun Sep 02, 2012 2:59 pm    Post subject: Reply with quote

Another Idea that came to me is SPELLS. There will no longer be a list in order for the Wizard or Priest magic. Each power can be learned as a separate skill if you put the time and the gold into it. Getting a spell will never be easy.
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Eldrad
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PostPosted: Tue Oct 09, 2012 1:26 pm    Post subject: Reply with quote

A Wizard once awakened will get PAIN, COMPULSION, DEFENSE.

A Priest will start out with CALM, TURN, HEAL.

Through roleplaying one can gain more powers.
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Eldrad
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PostPosted: Fri Oct 12, 2012 1:51 am    Post subject: Reply with quote

Most people who find themselves going to Wizard's School quickly find it not worth it.

The Wizard's will put the apprentice through deadly sadistic and cruel games to test their mettle. Many apprentices die.

If they pass that they are put through the Harrowing. A trip to the spirit realm to outsmart a demon to gain their MANA.

MANA is represented by a tennis ball. In most harrowings there are three balls.

Spells are cast by throwing MANA at a victim. One is affected by said magic if hit.

MANA must be gathered. None else may use or possess your MANA save powerful Wizards and vampires.

PAIN is the ability to cause paralyzing pain but not death. Anyone hit by a spell falls to the ground and writhes. PAIN may be used for other sensations such as tickle, burning, and/or numbness.

COMPULSION is the ability for a split second to cause the victim to do as the Wizard thinks such as drop your weapon, hot weapon, cold weather.

Defense stops one damage.
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Eldrad
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PostPosted: Thu Nov 01, 2012 3:07 pm    Post subject: Reply with quote

A Priest will start out with CALM, TURN, HEAL.

CALM removes all far and mind effects.

TURN repels the Undead, Demons and Spirits and at higher rank in the Church becomes BANISH.

HEAL will cure one wound after five minutes of prayer per wound always starting at the body of the wounded then going to the limbs. AT higher ranks in the church the power can CURE from all poisons and toxins. A master very learned in the Church can cast RESURRECTION which is a three hour long ritual that cannot be interrupted or the victim's body and soul is permanently dead unless REINCARNATION ritual which is a full six hours is done the victim then comes back in a new body. If the ritual is disturbed the the person is permanently dead.

Priest do not need MANA as they have the divine favor and the prayers of their followers.
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Eldrad
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PostPosted: Thu Nov 01, 2012 3:14 pm    Post subject: Reply with quote

PAIN is the ability to cause paralyzing pain but not death. Anyone hit by a spell falls to the ground and writhes. PAIN may be used for other sensations such as tickle, burning, and/or numbness. The next sphere of learning is called HARM which if it strikes another it causes damage and it ignores all armor save for the power of DEFENSE.

COMPULSION is the ability for a split second to cause the victim to do as the Wizard thinks such as drop your weapon, hot weapon, cold weather. DOMINATION is the next step as this controls, convinces, or charms the victim for a longer duration. A Wizard must keep the victim in sight in order to control the victim.

DEFENSE stops one damage no matter where you are hit. ABJURATION stops two damage no matter were you are hit.
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Eldrad
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PostPosted: Thu Nov 01, 2012 3:20 pm    Post subject: Reply with quote

How does one gain these greater powers of the Church or the Arcane?

I have a few ideas but what are your suggestions?

Would these powers be able to be explained to a person just walking onto a LARP site within five minutes?

Does this for of Healing Magic ensure a lower death rate yet still the chance to die thus the feeling of danger?

On danger combat is locational and one hit damages the limb or body. Death follows in about five minutes if no medical care is given IF hit in the body. Good role playing and common sense governs all role playing decisions on IF you are going to not expire in less than five minutes.

Armor is Light, Medium, and Heavy stopping 1, 2, and 3 points of damage.

All weapons do one hit of damage. Weapons are restricted by the LAW so not everyone can just get large weapons without reason.
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Eldrad
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PostPosted: Fri Nov 02, 2012 12:55 pm    Post subject: Reply with quote

There will be different groups of soldiers. The Scouts that become Rangers at higher levels.

The Mercenary Guild which will have a military rank and the Adventurer's guild which will be more rag tag.

There is going to be churches and a hierarchy.

A few wizard guilds.

Noble Houses very much at odds with each other.

A rumored Thieve's Guild and Assassin Cult.

Merchant's Guilds.

Lots of many more groups and factions. A combination of real and LARP.

The Plot Team will give each group quest and intrigues that give them something to do.

For instance one of the Noble Houses will be give a mysterious gift from a long lost relative a gemstone of great value. The delivery guy decided to peek into the box and mentioned it to someone in a pub. Now a few of the other Noble Houses, The Thieves Guild, The Church, The Wizard's Guild ALL know that this gem is there.

One Noble House insulted another Noble House years ago and they are feuding.

The Church find out there are devil worshipers in the area.






FOr instance a few
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