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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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       [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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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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