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#Post#: 143--------------------------------------------------
Replacing Tag Rings
By: RachieSama Date: March 11, 2015, 2:09 pm
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I would like to make this post for people to begin brainstorming
a good replacement for tag rings in order for people to keep
track of their stats. I know recently, that people have just
been marking them down on their character sheets. I feel like
tag rings are still a great way to do things. Perhaps we just
need the man-power to get things started. Any other ideas?
#Post#: 146--------------------------------------------------
Re: Replacing Tag Rings
By: Selerik Date: March 11, 2015, 2:33 pm
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We could make an app, but that would only help those with smart
phones. We could make a booklet, but that would be an extra item
to carry on the field, much like tag rings.
I suppose we'd need to first establish what about tag rings we
want and don't want to find a good alternative, since everything
has a trade off. I'm guessing they were time consuming to make,
or easily lost, but maybe it was another problem entirely.
#Post#: 147--------------------------------------------------
Re: Replacing Tag Rings
By: RachieSama Date: March 11, 2015, 3:01 pm
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The problem with the original style is that they're bulky and
annoying to try and navigate. The reason being that they had 2
rings. One for things that are currently active, and one ring
with tags for every possible thing that COULD become active,
such as shields, blade spells, auras, etc.
I think a good change that might make tag rings a little better
is to change them so that there is one ring that has all your
active stats (body, armor, shields, mana, etc.) and one ring
that can be used for expended things like mana and stamina. If a
shield is popped, it can be returned to plot after the module.
If you get a shield or other indefinite spell placed on you, you
can get it from plot, or make a note of it on your sheet for
plot to place in your envelope for the next game.
#Post#: 155--------------------------------------------------
Re: Replacing Tag Rings
By: Selerik Date: March 11, 2015, 4:11 pm
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Well, let's do a count. How many things, in the rule system as
it stands now, could be active on a person? I assume there are
at least some that arn't visible to the average player, from
secret magic or such.
#Post#: 157--------------------------------------------------
Re: Replacing Tag Rings
By: RachieSama Date: March 11, 2015, 4:44 pm
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Lord I don't want to count. I'll try to get the exact number by
errata, but we've got at least 20 shields, a few blade spells,
some buff spells, a handful of auras, and several extra spells
that are indefinitely active. Those are all "possible" things
that can be active. The tag ring also has to include mana,
stamina, faith, body, armor, and natural armor.
#Post#: 159--------------------------------------------------
Re: Replacing Tag Rings
By: ZachC Date: March 11, 2015, 5:21 pm
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I have a file in the player files section that has all the tags
in a printable table that you could ever have. Feel free to
count them up. I think tag rings are probably our best option
still. I don't like the idea of going to plot to get your
different shield tags just because plots are generally busy
enough.
What might help is color coding the spells. Blade spells could
be red, shields blue, plus armor and body something else, etc.
But that will be more labor intensive to make.
#Post#: 235--------------------------------------------------
Re: Replacing Tag Rings
By: Zaud Date: March 24, 2015, 7:53 pm
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Tag Rings done like Tim's game did them is a bad idea. I don't
remember actually see anyone make use of them and I was
certainly never shown how to make use of it.
I will be happy to come up with some suggestions but before I
can do so, I need to know 'What' is your game trying to
accomplish with the 'Rings' replacement?
If it is to keep track of 'what' effects are on players, it
needs to be easily worked with so that after a combat it can be
easily updated. It should not create 'more work' than the
benefit it brings the game in organization.
If you are using it as a way to track spell point use and
special abilities it may be cool though more then one person
will speak up and say this is not necessary since we can 'trust'
people (hint: if someone tells you 'you can trust them' you
can't).
Tracking ability use though does work well for being able to
objectively look back at what skills/abilities are used at a
particular game day. If you make the 'ring replacement' part of
how you setup the Character sheet it would make a great deal of
sense. Keeping character sheets after games is reasonably easy
to do and creating files of characters for reviewing when you
are coming up with targeted plots is Huge. If NPC's they
interacted with are on it, it would also help with your rotating
Plot people.
Anyway, once I know more about 'what' you are hoping to
accomplish (since it may differ from what I would want to
accomplish), I can target my suggestions towards that end.
#Post#: 238--------------------------------------------------
Re: Replacing Tag Rings
By: Lothar6669 Date: March 25, 2015, 2:55 pm
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What we need is a system that will help people keep track of
mana, stamina, and faith. Along with body, armor and spell buffs
such as magic shields that are placed on players as the game
progresses. So billy uses 8 stamina and takes 24 damage to his
armor. We need something that will allow billy to keep up with
that instead of him having to remember it and possibly
misremembering.
#Post#: 245--------------------------------------------------
Re: Replacing Tag Rings
By: Zaud Date: March 26, 2015, 1:37 am
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The best system I have ever seen to accomplish that was used by
LIONE, the game was somewhat similar but much less number
intensive. (Basically they made 'fighter' damage more meaningful
by having lower 'totals' to work with, basic same system as
Aldeon for increased damage, but a typical mid level fighter
would have about 24 hit points at max, of which 4-8 was
'repairable armor' and 12ish was 'body' that could be healed.
Anyway. They used a 'player card' that stickers could be stuck
to, in that system though mages had to pick spells at the
beginning of the day and it was printer intensive. The game
routinely ran with 150-400 players at weekend long event. It was
immersive in that once game started the only time you were not
'in game' was in your car, or in the bathroom and possibly if
you were hurt.
Is someone assigned to organizing the new sheets/replacement for
tag rings or do I shot gun ideas on this forum?
#Post#: 256--------------------------------------------------
Re: Replacing Tag Rings
By: ZachC Date: March 26, 2015, 8:43 am
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So here's why I like tag rings: They have everything you could
possibly ever have on you. That means you don't have to run to
plot for a tag or constantly write and erase what you have on a
piece of paper. Tag rings aren't required to be able to play a
character fairly, but it certainly helps. And to the players
that don't use their tag rings (you know, when/if you have one),
if you don't know if you have something on you then you probably
don't.
Why I don't like tag rings: They're clunky and time consuming,
both in use and to make. However, there is plenty of time
between modules to adjust a couple tags.
So what I'm really getting at is that if we can come up with a
system that is actually better, not just different, then maybe
we should use it. But until then, lets get tag rings made so
that players can keep track of their stamina, mana, faith,
shields, blade spells, auras, plus body, plus armor, and normal
body, and normal/natural armor.
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