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DIR Return to: 2015 Errata Discussion
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#Post#: 494--------------------------------------------------
Re: Spell Walls
DIR By: Zaud
Date: April 4, 2015, 11:54 pm
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1)
packets and asking for fabric donations is not beyond the realm
of possibility.
2) It would be incredibly hard for a player to carry that many
spell packets.
Only need the ‘Wall’ spells if you plan to use them,
and only the kind you plan to use. I’m sorry that Mages
have so many options that this is a problem. I played a very
high level healer in a 10 year game, and I carried my Wall of
Force spell around my waist as a belt. I never had issue getting
it out when I needed it.
Then you need the spell packets for your normal incantations.
If you are a Fey and have both natural attacks and spells, yes,
that may be an issue, but even then you can hold the
‘flower of power’ with 30+ packets in your fingers
if you need to. It was never a problem for me, and I had oodles
of spells in my hay day.
3) A spell wall is 10 feet across.
----(You can wear it as a Sash, a Belt or have it tied at your
waist.)
4) I will repeat, the packets aren't what a mage uses to
represent their mana, if so we'd need a packet per mana spent
which is 50 for the average mage. That is what our foci are
for. The packets are only there to let players know that a
spell has been cast.
---I put forth a thread/vote that would make the Packets be an
in game item so that we do not have to mention having Glowing
Hands. Mages would be free to hide their packets if they did not
want people to know they are a mage, it would also give
‘bad guys’ the opportunity to capture mages instead
of being forced to kill them. I realize this game does not use
capture vs kill options, but it is pretty cool way to avoid
killing new players (or old ones).
5) It will take a long time for a mage to get all the different
packets they need, and to pick them up after game. It would
also make it harder for a player who is playing an unencumbered
mage to run away because that is a lot of unnecessary weight and
items added to them.
---I think that litter (Like Pockets) in a public park would be
worth picking up. And you can have ‘everyone’ police
up after a battle for arrows and packets and just put them in a
pile for people to get their own packets out.
There hasn't been any problem that I have seen so far with the
way Mages use their spell packets. (I’ve been playing in
these style LARPS since 1991, and I disagree)
I think the way walls are being handled now is also fine.
(Again, my experience has been that ‘there’ are
better ways to use them)
In case you're unaware what we do is call a hold when a wall
spell has been thrown. Plot describes to the players what they
see where the spell lands, and as that is happening the player
who uses the Wall spell usually goes to get a rope that
indicates where the wall is. Right now we don't have the rope
so we're going with what we have, but we should be fixing that
soon.
(It is pretty cool when the only holds a game calls is for
Injuries, it allows better flow and mages having to make sure
they Incant in tones loud enough, and at a speeds understandable
it goes a long way to not having to call ‘holds’
every time)
I understand you have a lot of experience with different games.
But, this game system appears to be different from what you are
used to playing. This system isn't going to operate like the
systems you are experienced with. And it seems that a lot of
your knowledge from those systems and it isn't really applicable
to this one.
(The games I played from 1991-2005 were very similar to this
one, even the costs of skills were the same for weapon attacks
and several skills. Big difference: Spells cost 1 CP for mages,
and Mana was 1 CP for 3 points but they had to be picked before
the game started/at recharge. This game has a common source as
the ones I played, such that even many of the spells have the
same cost. Another major difference: Body was much lower, Armor
went from 2pt for leather, and 10 for plate armor,
Armor/Blessings could get you another 10 points. There was no
‘critical’ strikes, but due to reduced total hit
points the +1 (or 2) damage for a fighter made a big
difference.)
While I don't know what games you've been in, it seems that they
had/have more money to work with than we currently do. These
ideas come with a lot of expenses you don't seem to notice and
it's just not an expense we can really afford. We're mostly
college students who live pay check to pay check. We don't have
the money to donate to the game, or for our own personal
costuming and phys reps that this would require. I don't know
if you are aware, but most players who in game have more than
one weapon only carry one phys rep weapon because it is
expensive to make different weapons. What they usually do is
carry one phys rep weapon and the tags of the weapons they keep
on them and roleplay encumbrance and mobility accordingly. The
same concept is used for Mages here.
(Games I’ve Played in: NERO (pretty much where many games
of this type started from), LIONE (Living Imaginations of New
England, spawned from NERO and has many qualities similar to
this game), IFGS (International Fantasy Gaming Society) ,
Enchanted Chronicles (When LIONE stopped updating rules we
created our own game as NEW LARP, North East Wisconsin, game
still goes now), Various World of Darkness formats, Amtgard,
Dagorhir)
(I started right out of college and understand the economy of
running games from the standpoint of being poor. Donations and
supplies build up over time and we had more issue with
‘Storage’ of stuff then actually producing it but
about half our initial group was ‘post’ college so
that probably helped. We also did not provide food initially)
#Post#: 500--------------------------------------------------
Re: Spell Walls
DIR By: whitepaws
Date: April 5, 2015, 2:05 am
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[quote=Zaud][quote=JuliaW]2) It would be incredibly hard for a
player to carry that many spell packets.[/quote]
Only need the ‘Wall’ spells if you plan to use them,
and only the kind you plan to use. I’m sorry that Mages
have so many options that this is a problem. I played a very
high level healer in a 10 year game, and I carried my Wall of
Force spell around my waist as a belt. I never had issue getting
it out when I needed it.
Then you need the spell packets for your normal incantations.
If you are a Fey and have both natural attacks and spells, yes,
that may be an issue, but even then you can hold the
‘flower of power’ with 30+ packets in your fingers
if you need to. It was never a problem for me, and I had oodles
of spells in my hay day.[/quote]
That is the fact though is that mages have a lot of options and
versatility. Saying they only need the wall spells are going to
use or the packet types only for the type they are going to use
is like saying don't worry about looking a paint swatches were
just painting your room red just get some red paint. Spells have
different effects and a lot of the walls do to. You might not
know which one you want to use till you are in that situation
just like you might need a different color of red paint for your
room because of lighting or other personal tastes. The diversity
isn't necessarily a bad thing either but suggesting that you
need a bunch of packets and rope that end up encumbering a mage
with things that aren't even on them in character only makes
things harder and not fun for the player. Why not just one rope
for all wall spells or like we have it one spell packet for
magic and magicals and maybe adding one for natural effects?
Beyond that is not only unreasonable for the mages but for the
rest of the players.
[quote=Zaud][quote=JuliaW]4) I will repeat, the packets aren't
what a mage uses to represent their mana, if so we'd need a
packet per mana spent which is 50 for the average mage. That is
what our foci are for. The packets are only there to let
players know that a spell has been cast. [/quote]
---I put forth a thread/vote that would make the Packets be an
in game item so that we do not have to mention having Glowing
Hands. Mages would be free to hide their packets if they did not
want people to know they are a mage, it would also give
‘bad guys’ the opportunity to capture mages instead
of being forced to kill them. I realize this game does not use
capture vs kill options, but it is pretty cool way to avoid
killing new players (or old ones).[/quote]
But then what if mages do have a weapon or Paladin and Theurges
who most defiantly will have a weapon. Using packets as the phys
rep for glowing hands is quite impractical for them.
[quote=Zaud]It is pretty cool when the only holds a game calls
is for Injuries, it allows better flow and mages having to make
sure they Incant in tones loud enough, and at a speeds
understandable it goes a long way to not having to call
‘holds’ every time.
[/quote]
I'm sure it is pretty cool but I'll admit a lot of times as a
warrior I end up being more focused on the person who is in
front of me attacking me head on than a mage up in the peanut
gallery hocking spell packets. Holds happen its part of game. I
understand the intent to want to minimize those holds but I also
think it is rather pretentious to require a lot of players to
suddenly saddle themselves with a bunch of cost for equipment
that they may or may not be able to afford while playing in a
game that has been running for less than a year that may or may
not be able to assist them who two games ago was running a game
out of a player's backyard. Some perspective when making
decisions on what rules should be made and what players should
be expected to do should be kept in mind.
Once you step away from requiring all of these packets for their
spells you have to start telling the warriors to phys rep all of
their weapon tags. Joe blow archer is going to need 30 arrows to
represent the arrows that he has a tag for and I will admit that
is where every larp would like to be at. Everything is phys
repped out and it looks cool and realistic but that is something
to look at down the road. Making that jump right now places a
lot of burdens on players and plot that can not be done at this
time. It's something to look at a year down the line at least
and when we like that larp before us had 50 people showing up to
our summer game. It is at the point though right now that it is
not a reasonable expectation to have.
#Post#: 509--------------------------------------------------
Re: Spell Walls
DIR By: Zaud
Date: April 5, 2015, 3:56 pm
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I think I was clear on what packets would be necessary.
One style for casting spells.
One kind for effects that can be blocked by shields.
#Post#: 551--------------------------------------------------
Re: Spell Walls
DIR By: Lothar6669
Date: April 5, 2015, 10:07 pm
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I think the two colors for magical vs naturals is a pretty good
idea, and it would not be hard to implement in.
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