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Animosity between traditional gamers and LARPers?
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<blockquote data-quote="Ziggy" data-source="post: 327287" data-attributes="member: 148"><p><strong>Re: Which System...</strong></p><p></p><p></p><p></p><p>Errrr, none ?</p><p></p><p>To be serious, we have sort of a common system for combat, with very simple rules. It focuses on safety rules, but also includes simple rules for HP (1-4), damage (1-2) and armor (negates the first X points of damage). Most combat is supervised, and the GM will usually tell you if you died without noticing it (and vice versa) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>On top of that most have homegrown systems for magic, usually with a lot of world-specific flavor (types of magic, power levels etc.) Usually magic is very uncommon, and the caster of a spell will shout out its effects on the targets. In addition there are usually lot of background on the world (politics, clothing style, mercantile, religion a.s.o), but usually not formulated as "rules". </p><p></p><p>There are also rules for "out-of-game" stuff, including commands that the GM can use to freeze time if something serious happens. </p><p></p><p>Gaming is very plot driven, focusing on interaction. Social skills are not regulated by rules, but depend on social and political standing combined with personal charisma. Transgressions are handled in-game (excet for dangerous play), and most authority figures will have soldiers or servants to back up their commands. </p><p></p><p>.Ziggy</p></blockquote><p></p>
[QUOTE="Ziggy, post: 327287, member: 148"] [b]Re: Which System...[/b] Errrr, none ? To be serious, we have sort of a common system for combat, with very simple rules. It focuses on safety rules, but also includes simple rules for HP (1-4), damage (1-2) and armor (negates the first X points of damage). Most combat is supervised, and the GM will usually tell you if you died without noticing it (and vice versa) :) On top of that most have homegrown systems for magic, usually with a lot of world-specific flavor (types of magic, power levels etc.) Usually magic is very uncommon, and the caster of a spell will shout out its effects on the targets. In addition there are usually lot of background on the world (politics, clothing style, mercantile, religion a.s.o), but usually not formulated as "rules". There are also rules for "out-of-game" stuff, including commands that the GM can use to freeze time if something serious happens. Gaming is very plot driven, focusing on interaction. Social skills are not regulated by rules, but depend on social and political standing combined with personal charisma. Transgressions are handled in-game (excet for dangerous play), and most authority figures will have soldiers or servants to back up their commands. .Ziggy [/QUOTE]
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