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   DIR Return to: 2016 Errata Discussion
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       #Post#: 1145--------------------------------------------------
       Phys Reps
       By: Zaud Date: February 2, 2016, 5:27 pm
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       I realize that there are some rules lawyers who will throw a
       fit, but I am a big fan of the Eurpoean style game. Part of that
       is working together to tell a cool ass story, not try to out do
       each other. So 'yes' situations will arise where what I put
       below will not be enforced, but it should be the exception, not
       the rule. (Like not forcing people to wear full armor when it is
       95+)
       I think rules need to be printed for Weapons creation (including
       Rocks since they have become common. I do not think spell
       packets should count as Rocks as a long term plan. Austen
       commented that I was picking up his rocks, so it does and will
       continue to come up).
       Rocks as weapons should be in game items. Yes, there are 'rocks'
       on the ground, but not all of them are suitable as actual
       weapons.
       I bring 15 spell packets to game. I bring this up since someone
       commented that I was not bringing enough. I continue to believe
       that Spell Components should be supplied by the Player Character
       and they should be a 0 (Ingame Cost) item. During battle Mages
       can pick up their packets from the ground but Holds should not
       normally be Called for the purpose of resupply.
       Players Spell Packets should be considered much like Garb. The
       player provides it and should not be forced to spend 'In Game'
       money on them. New players will have some available from
       Plot/The Game, but after a certain point people should bring
       their own. If they are distinctive, they will be returned to the
       player after battles and when it is convenient. If they are
       generic looking they may end up in 'The Games' supply.
       During battles any mages can grab packets from the ground to
       use. (Politeness would dictate you never have more 'in hand'
       than you brought)
       Advantages of spell packets being 'in game':
       Fewer Holds (do not need to ask if peoples hands glow)
       Physics: We no longer have to imagine peoples hands glowing at
       night or wonder why we can't read by the light of their glowing
       hands.
       Stealth; Mages no longer glow at night.
       Saves Money: We do not need to buy 'glow in the dark' bracelets
       for our mages in order to make the game more 'live'
       Saves Money: Players providing their own spell packets takes one
       more expense/hassle from people running the game.
       Fewer Stops in Action: Mages not being allowed to call 'hold'
       just for spell packets prevents people 'going out of
       game/talking about tactics while in hold'. It also allows a
       fighter to run the defenseless mage down the like the dog he is.
       Skills that allow you to 'conceal' items now becomes useful as
       'spell packets' being concealed can come in handy.
       Allows someone to take a 'mage' Hostage instead of killing them
       by taking away their spell packets. ((Fact that some mages can
       have the soul foci means a prudent bad guy needs to kill all
       mages))
       Other role play based advantages exist, but they are more Plot
       based and I do not want to put up spoilers.
       Red Packets should be used for any effect that can be blocked by
       a persons Shield.
       Yellow (or Green/find a color) Packets: should be used for
       Alchemy.
       White Packet: (Used for holy water))
       Disadvantage:
       You can not tear up your Red shirt for spell packets anymore.
       (but you can make red spell packets and donate them to game for
       the Monster/Natural effects and probably get xp for it)
       #Post#: 1147--------------------------------------------------
       Re: Phys Reps
       By: ZachC Date: February 2, 2016, 7:35 pm
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       I'm working on updating the weapon creation guide.  I've only
       got a couple more things to write about, but they're mostly
       things I don't actually know too much about (bows and arrows).
       But I'll get it done soonish, hopefully.
       I'm still on the fence about the spell packets.  I do think its
       a good idea to encourage people playing spell casters to have
       their own packets, just as warriors should have their own
       personal weapons.
       #Post#: 1148--------------------------------------------------
       Re: Phys Reps
       By: togapika Date: February 3, 2016, 9:48 am
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       Glowing in the dark has never actually been an issue before. No
       one has tried to read by it, and if a mage is sneaking around
       they are usually invisible. No one has ever been required to use
       any kind of glowing bracelets or other phys-rep either. It's a
       non-issue.
       A soul foci is both dangerous and expensive, not commonly
       obtained by most mages.
       Better solution:
       Remove packet holds from the game and require mages to provide
       their own packets, just as a fighter must costume his armor.
       Doesn't require any new mechanics; doesn't require any skill for
       the creation of whatever in-game item the "packets" would be
       considered to be.
       #Post#: 1149--------------------------------------------------
       Re: Phys Reps
       By: Lothar6669 Date: February 3, 2016, 9:59 am
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       After playing a mage vs a warrior I am leaning more and more
       with Bob on the component thing. However as togapika just
       suggested we could just remove packet holds from the game and
       require mages to carry their own packets. I would prefer to
       avoid components as much as we can because It does not really
       fit story wise to the whole harness mana thing for Aldeon. I can
       see how if people wanted to abuse packet holds they could, and
       its fully within their right to do it because the rules state
       its fine. So I do want to see something done about it, and I
       think we are heading in the right direction.
       #Post#: 1152--------------------------------------------------
       Re: Phys Reps
       By: Zaud Date: February 3, 2016, 4:50 pm
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       If mages hands Glow, then it seems to me it should be a
       costuming requirement at night to wear glow in the dark
       bracelets. The game does a great job on costuming everything
       else, especially helping new players get garb. It is natural
       that improvements will continue to be made, and I would put
       forth that the glow in the dark aspect is one such improvement.
       If the fluff of the game is such that Mages can always cast
       spells, then the Holds will be necessary to mimic this ability.
       I am good with that, it helps 'me' at least my current
       character. Just like not having to finish incants before
       throwing spells helps me.
       I was not aware that glowing hands was fundamental to Aldeon's
       backstory. People will need to decide between 'glowing
       hands/holds called' and making them semi 'in character' and the
       responsibility of the player.
       It is foolish to have both glowing hands and 'spell packets' as
       tangible items from my perspective.
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