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<blockquote data-quote="Majoru Oakheart" data-source="post: 2420844" data-attributes="member: 5143"><p>One of the game store owners in my city helped to write a LARP rule set for a D&D like Live Action game with padded weapons: <a href="http://www.amazon.com/exec/obidos/tg/detail/-/9681263081/qid=1121699581/sr=8-6/ref=sr_8_xs_ap_i6_xgl14/103-1058809-5991810?v=glance&s=books&n=507846" target="_blank">Havok</a></p><p></p><p>I played in many sessions and had a decent amount of fun. However, my problem was mostly with the magic portions of the game as they made wizards insanely weak compared to everyone else. Mainly due to only being able to cast a couple of spells per day, having to throw something and hit someone for the spell to work, them doing less damage than a single sword strike and the biggest one, the fact that the non wizards in the game had to have read the magic section to know what they were supposed to do when hit by a spell and none of them had, so they ignored it.</p><p></p><p>Either way, there was a problem with the organization as well. This is my issue with LARPs in general. You have 80 people in a room or in a forest. Now what? You need an interesting story that somehow significantly involves all 80 people so they aren't sitting around doing nothing. Either that or you need a significant number of players who can sit around and entertain themselves. Some people are good at that, they can sit around just role playing for the sake of role playing. Their "characters" will be able to ramble for 2 hours on a story about how their great cousin saved the kingdom of BLAH from a great dragon or about how their sire, the great Count DOOM suspects the Tremere Primogen of foul play.</p><p></p><p>Most of the time, the stories they are telling are entirely out of their own imaginations, don't involve the rest of the players or game at all, except that they hope to inspire OTHER people to make up stories. When I'm stuck in these situations, I can't help but think "Why do I care about your character's grandfather who doesn't really exist, and has nothing to do with this game, no relevance to me OR my character and really is just wasting time until something having to do with the plot or some action happens." So, I tend to drop out of character during the downtimes.</p><p></p><p>With our particular LARP, the organizer tended to make up plots that only involved a couple of people at a time and revolved around them and they were always his friends. So, the plot would take all of them into the forest on some grand quest while the rest of us were to "guard base camp and wait for something to happen". Which normally ended up with my friends and I sitting around discussing our last D&D session and trying to avoid my ex-gf who insisted on continuing to come after we broke up.</p><p></p><p>Either way, LARPs normally end up as too much freeform for me. I need a plot, a structure. Something to point me towards what I'm "supposed" to be doing in the game. Without it, it gets boring quickly.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 2420844, member: 5143"] One of the game store owners in my city helped to write a LARP rule set for a D&D like Live Action game with padded weapons: [URL=http://www.amazon.com/exec/obidos/tg/detail/-/9681263081/qid=1121699581/sr=8-6/ref=sr_8_xs_ap_i6_xgl14/103-1058809-5991810?v=glance&s=books&n=507846]Havok[/URL] I played in many sessions and had a decent amount of fun. However, my problem was mostly with the magic portions of the game as they made wizards insanely weak compared to everyone else. Mainly due to only being able to cast a couple of spells per day, having to throw something and hit someone for the spell to work, them doing less damage than a single sword strike and the biggest one, the fact that the non wizards in the game had to have read the magic section to know what they were supposed to do when hit by a spell and none of them had, so they ignored it. Either way, there was a problem with the organization as well. This is my issue with LARPs in general. You have 80 people in a room or in a forest. Now what? You need an interesting story that somehow significantly involves all 80 people so they aren't sitting around doing nothing. Either that or you need a significant number of players who can sit around and entertain themselves. Some people are good at that, they can sit around just role playing for the sake of role playing. Their "characters" will be able to ramble for 2 hours on a story about how their great cousin saved the kingdom of BLAH from a great dragon or about how their sire, the great Count DOOM suspects the Tremere Primogen of foul play. Most of the time, the stories they are telling are entirely out of their own imaginations, don't involve the rest of the players or game at all, except that they hope to inspire OTHER people to make up stories. When I'm stuck in these situations, I can't help but think "Why do I care about your character's grandfather who doesn't really exist, and has nothing to do with this game, no relevance to me OR my character and really is just wasting time until something having to do with the plot or some action happens." So, I tend to drop out of character during the downtimes. With our particular LARP, the organizer tended to make up plots that only involved a couple of people at a time and revolved around them and they were always his friends. So, the plot would take all of them into the forest on some grand quest while the rest of us were to "guard base camp and wait for something to happen". Which normally ended up with my friends and I sitting around discussing our last D&D session and trying to avoid my ex-gf who insisted on continuing to come after we broke up. Either way, LARPs normally end up as too much freeform for me. I need a plot, a structure. Something to point me towards what I'm "supposed" to be doing in the game. Without it, it gets boring quickly. [/QUOTE]
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