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| Vortipor |
Posted: Jul 18 2006, 07:21 AM
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The Black Spear Group: Members Posts: 56 Member No.: 17 Joined: 7-July 06 |
Hey, I've been tossing around rules for running an AGOT LARP, but before I post anything, I was kind of wondering: where should I put the discussion for it? This forum seems to be the "open topic" board. Any thoughts?
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| Vortipor |
Posted: Jul 18 2006, 06:29 PM
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The Black Spear Group: Members Posts: 56 Member No.: 17 Joined: 7-July 06 |
I've been tossing around basic rules for an AGoT LARP system for little while now. First, a little background:
Where I run (or at least, for the larger gaming group I associate with), LARPs are, without fail, large one-shots, rather than regular occurences. A LARP is usually planned for the one or two large gaming-get-togethers that our group attend. Speaking candidly, given the fact that they are always one-shots, the setup prevents any over-attachment to the character. Also, given that they are one-shots, the storyline tends to remain within the bounds the GM *should* have accounted for, while giving everyone time enough to wrap their head around the character, and often achieve their goals in unique ways. For many reasons, I enjoy running LARP one-shots, not the least of which being that it is arguably the most conducive setup for actual role-playing (rather than "roll-playing"). As a GM, I tend to emphasize role-playing and story in my tabletop games anyway. Another reason is the challenge of writing up so many characters (and 3-4 realistic and in-character goals), and figuring out how they fit into the "overplot" of the one-shot itself. The system setup is based off of rules developed by one of the GMs in the area (and one that I've helped run one-shots with before), that we use as common LARP rules for many of the one-shots run in the area. Basic system: opposed card draws (number of cards determined by skill), red=success, black=not a success, joker of each color is a *critical*, either critical success (two successes instead of one) or critical failure (auto fail). When not opposed, the character must achieve a given amount of sucesses. Stats: -Body Points- rated 2-12, these are the character's HP. (average of 5) -Perception- rated 1-5, used to oppose stealth rolls, or size up opponents. -Willpower- rated 1-5 used to resist the rare occult effect. -Stealth- rated 1-5, used to sneak or steal -Combat/Melee- rated 1-5, opposed by Combat, Defense, or Full Defense -Combat/Ranged- rated 1-5, opposed by Defense or Full Defense -Ride- rated 1-5, used to determine hit order in joust, as well as remaining seated -Defense- used to resist Combat draws. Can go onto Full Defense, and not attack this turn, in exchange for 2 bonus card draws or 1 automatic success. -Resources- represents what resources the character can call on while at the event. Anything from gold, to "little birds", to being able to borrow an NPC's armsmen for a task. Represented in points. -Influences- each rated 1-5, used to determine pull over either organizations or NPCs. Never used to establish "pull" on player-characters. Each use costs at least one point of influence. Ex. The Lord Stark has an influence of 4 over the North. If things go badly at the event, and the Stark feels the need to send ravens and rally the troops (at a date much later than the actual game will last), this costs his full 4 points, representing all the character can ask from the group/organization *while at the event*. If he had used 1 point earlier (setting up a trade deal through White Harbor), and he sends the ravens to call up arms, he would eventually get less than his full compliment. That's the basics for right now. If anyone wants more info, post a reply or PM me, and I'll put up more as its requested. |
| Aravir |
Posted: Jan 11 2008, 04:55 PM
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Commoner Group: Members Posts: 1 Member No.: 199 Joined: 10-January 08 |
Anyone know how this worked out?
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