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<blockquote data-quote="Old One" data-source="post: 327072" data-attributes="member: 83"><p><strong>WLS Rules!</strong></p><p></p><p></p><p></p><p>dr jekyll,</p><p></p><p>Wildlands South (WLS) is outstanding. There are some major differences from the regular NERO events that, IMO, make it much more fun...</p><ul> <li data-xf-list-type="ul"> All the experience you earn must be "in-game": In many other LARPs, you can buy experience in-between games, resulting in fairly quick PC advancement. With only in-game experience + 3-5 events per year, character advancement is fairly slow. In 2.5 seasons (11 events attended), my PC just made 4th level. This means that new players are not horrible outclassed by veterans and the Campaign Committee can really control the power level of the game. In many NERO chapters, the PCs that have been around the longest are gazillioneth level, making it tough for newcomers.</li> <li data-xf-list-type="ul"> Smaller player base: The average number of players at the events I have attended is around 75 (supported by ~ 45 NPCs). This is opposed to 150-250 average for the regular NERO events from the same chapter. With a more managable number of players and excellent NPC<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />C ratio, your PC tends to get more individual attention.</li> <li data-xf-list-type="ul"> Great Campaign Committee: Sort of the DM "Hive Mind", the CC puts together all of the plots that drive the weekend. There are usually 5-6 major ongoing plots active (some related, some not) and another 5-6 smaller plot-lines that are introduced. It is not unusual to have a plot line revolve directly around your PC</li> <li data-xf-list-type="ul"> Both Modules and Free-Form: There are usually a number of modules (say, 4-6) that run over the course of the weekend, but much of the action is free-form and there is very little railroading.</li> <li data-xf-list-type="ul"> Ability to directly impact the campaign: Most of the PCs belong to a Clan or House. Each House has different attitudes and skill lists. We have built House Argellan (a trading house) into a campaign powerhouse! We typically field the largest number of players (from 8-15) of any house per event. We also provide most of the much needed weapon/armorsmithing skills in the campaign and have forged alliances with virtually every other house. As a result, almost nothing goes on in town that we are not aware of!</li> <li data-xf-list-type="ul"> Older player base: The slower advancement and story-intensive game play appeals to a slightly older and, IMO, more mature player base. Munchkinism is kept to a minimum and the role-playing is usually outstanding!</li> </ul><p></p><p>Alright, I have blathered on about WLS quite long enough<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />...</p><p></p><p>As you can tell, I think very highly of it and if you ever get a chance to come and play, do it!</p><p></p><p>~ Old One</p><p></p><p>PS - Tell your buddy "Thanks" for NPCing...we love our NPCs!</p></blockquote><p></p>
[QUOTE="Old One, post: 327072, member: 83"] [b]WLS Rules![/b] dr jekyll, Wildlands South (WLS) is outstanding. There are some major differences from the regular NERO events that, IMO, make it much more fun... [list] [*] All the experience you earn must be "in-game": In many other LARPs, you can buy experience in-between games, resulting in fairly quick PC advancement. With only in-game experience + 3-5 events per year, character advancement is fairly slow. In 2.5 seasons (11 events attended), my PC just made 4th level. This means that new players are not horrible outclassed by veterans and the Campaign Committee can really control the power level of the game. In many NERO chapters, the PCs that have been around the longest are gazillioneth level, making it tough for newcomers. [*] Smaller player base: The average number of players at the events I have attended is around 75 (supported by ~ 45 NPCs). This is opposed to 150-250 average for the regular NERO events from the same chapter. With a more managable number of players and excellent NPC:PC ratio, your PC tends to get more individual attention. [*] Great Campaign Committee: Sort of the DM "Hive Mind", the CC puts together all of the plots that drive the weekend. There are usually 5-6 major ongoing plots active (some related, some not) and another 5-6 smaller plot-lines that are introduced. It is not unusual to have a plot line revolve directly around your PC [*] Both Modules and Free-Form: There are usually a number of modules (say, 4-6) that run over the course of the weekend, but much of the action is free-form and there is very little railroading. [*] Ability to directly impact the campaign: Most of the PCs belong to a Clan or House. Each House has different attitudes and skill lists. We have built House Argellan (a trading house) into a campaign powerhouse! We typically field the largest number of players (from 8-15) of any house per event. We also provide most of the much needed weapon/armorsmithing skills in the campaign and have forged alliances with virtually every other house. As a result, almost nothing goes on in town that we are not aware of! [*] Older player base: The slower advancement and story-intensive game play appeals to a slightly older and, IMO, more mature player base. Munchkinism is kept to a minimum and the role-playing is usually outstanding! [/list] Alright, I have blathered on about WLS quite long enough:D... As you can tell, I think very highly of it and if you ever get a chance to come and play, do it! ~ Old One PS - Tell your buddy "Thanks" for NPCing...we love our NPCs! [/QUOTE]
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