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Post by isemmens on Mar 23, 2010 20:02:26 GMT
V.1.1 is up. Ordering improved More specific wording Extra 'condition' for bleeding (Nothing core has been changed, I don't feel right changing anything big before actually testing it in game) Attachments:
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Post by genericdragon on Mar 24, 2010 0:05:38 GMT
it needs play testing to work out flow happy to help as stated ... A suggestion from me is to remove the word "Larp" it brings certain preconceptions to the table ~ it might turn into one but this is currently a rule set.
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Post by isemmens on Mar 24, 2010 0:34:09 GMT
Yeah, testings really not an option until atleast after easter. (And the topic has been renamed for now.)
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Post by genericdragon on Mar 24, 2010 0:37:55 GMT
Awesome. No more terrible Larp preconceptions and this can be raised to a platform of awesome playability.
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Post by isemmens on May 13, 2010 15:20:17 GMT
Right, final version before playtesting. Also would like to know who would be interested in helping us playtest this, and when everybody would be available. Attachments:
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Post by genericdragon on May 13, 2010 16:02:08 GMT
I'll do it.
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Post by genericdragon on May 13, 2010 16:02:21 GMT
After the 4th June
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Post by mercenary on May 14, 2010 22:42:23 GMT
soundbyte is raring to go. just say the word!
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Post by barmybex91 on May 17, 2010 1:28:07 GMT
Yeah, i've been to curious past times and the whole 1-2 second thing works the same (albeit they do magic and have to chant at times.) But a clean rip of the card is how they do it. So i know it works ^_^
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Post by GHOON on May 28, 2010 0:41:40 GMT
I've finally read through the rules and it looks pretty awesome. I do have a few non rule related questions generally about story as its set in a prison I was wondering what the overarching plot would be? assuming it has one and isn't player run. also how serious is game play meant to be? as even if it is quite serious I could see some people playing stupid characters. also as its set in a prison I'm guessing people wont need to dress up in any costumes and it would just be plain clothes to represent prison garb (though it would be cool if everyone was wearing the same prison outfit).
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Post by isemmens on Jun 2, 2010 19:06:30 GMT
Last rulebook update I swear. Gadgets, Technopaths and god knows what else added and tweaked. As for story I'm slowly working on ideas for that. It will most likely be down to players disgression whether their character wants to escape (technically losing them the character) or become top dog in the prison pile up. Also hoping with enough people, the game can get some kind of prison gangs banding together and such. For now though, I'm riding with the ide that players may make up their owns ideas and go with them. I'll throw in larger plots when I finish them. Casual clothing will be fine if not the best idea for the game, as buying LARP clothing/costumes can be one of the more expensive things about the hobby. I've pretty much designed the game around the idea that anyone wanting to try LARPing could use this as a taster to see if they'd enjoy it. Finall, Seriousness...erm...kinda hard for me to judge that one. Primarily I would prefer it semi serious in nature BUT at the same time as me and a few people have discussed, it would also be funny to have people playing kind of Golden and Silver age style villians who are more about the bad puns and monologuing until they get caught. It's all going to be an issue of balance and what people would prefer. Attachments:
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Post by wargamer on Jun 2, 2010 22:08:41 GMT
Great to see a non-power ability added I have a few of thoughts/ideas/possible problems. These are meant as helpful constructive critisism and I'll try to include suggestions for fixing problems as much as possible. No offense is meant. 1. You've made pocket protector only usable when unconscious. What about when affected by powers that make it impossible for you to react ie. when pick-pocketed whilst frozen or by someone under the 'invisibility' affect. 2.under the power use rules. you've made it difficult to use multiple powers at once. that will give tech users a massive advantage because they can use several devices one after the other. A well prepared tech user could chuck out four or five powers one after another with no ill effects. 3. The damage system seems tough to remember. In LARP you have to be able to keep the rules straight in your head even whilst running/jumping/fighting etc. you may find that people have trouble with the whole light, medium, heavy thing without time to consult a rulebook. just using numbers 1-5 would be simpler. 4. the skills table is a little light. You could make both characters and your stories more interesting by adding non combat skills like lockpicking and computer use which allow players to affect their enviroment. 5. The technopath power list only has one power and starting characters are allowed 2 the list needs at least one more. Maybe a dismantle power that lets tech users break down in game items (like other technopaths gadgets) for parts or a break tech power that shuts down turrets/traps etc from a distance. 6. The interupting attacks section lists combat training as an interupting ability but the combat training description does not. Clarify? 7. from personal experiance, paralysis looks very weak, I suggest you lose the 'shaken awake by another player' rule and have the paralysis last 15 seconds or until damage is taken. Thats all I've got for now. let me know if any of it is helpful.
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Post by isemmens on Jun 3, 2010 6:05:22 GMT
That's actually pretty helpful John
1) Never thought about pick pocketing while under the ifluence of a power
2) Theorectically possible, but given that Gadgets do not regenrate like powers. Technopaths will have to remember once they are out of gadgets, they have to find the resources to build more, five gadgets being the equialvent of bout 3 days work with 20 resources, alothough it is possible on the first day for a technopath to have generated five gadgets. As the rules are player driven when it comes to the flow of resources, we may have to wait until the play test.
3) I'll switch that as soon ass possible, now that the numbers go up in a regular fashion it seems the worded names are a little superfluous.
4) Working on this one. But the test run for now will be fairly skill light.
5) The one power for Technopath was so that they couldonly pick two instances of the one power, but a break tech ability is probably worth considering
6)....Clarifiying ><
7) All the values for everything will probably change after the test play when we've seen what incoviences people for two long and what's to ineffective. I'll take a look through rules and do some tweaking.
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Post by beardybard on Jun 3, 2010 9:42:40 GMT
I know I don't LARP and know the mechanics but if all people have the same damage tree might it be possible to have a "life card" where people mark off the stage of damage they are at. This would be done by removing a damage type and when healed the person is just issued a new card. This would be easier than someone having to remember a number or damage that they have taken. All you need to do is overhear someone talking while tired and miss add up your score, or remember a different number.
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Post by isemmens on Jun 5, 2010 16:09:58 GMT
I'm going to stop claiming last rulebook updates. I keep finding new things to add or have things pointed out. Technopath power added Mechanic Skill added Damage is all numbers Knockdown and Exhausted effect Clarified Paralysis altered @mat, this may turn out to be one of the things apparant in the playtest. I personally don't think we'll know until we've tested Attachments:
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