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CarpeFatum Skegness live roleplaying » Live Roleplaying » Illyria (Moderator: Scaryfatmaniffer) » Events back on

Author Topic: Events back on  (Read 913 times)

Offline Scaryfatmaniffer

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Events back on
« on: March 19, 2007, 12:20:06 PM »
Tavern nights will be held on alternate wednesday's starting from March 21st.

Usual £2.00 admission and £1.00 for first timers.

7.00 - 9.30 (ish)

Start on 400 x.p. characters and gain 20 x.p.per event unless briefed otherwise.

Offline Scaryfatmaniffer

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Re: Events back on
« Reply #1 on: March 19, 2007, 12:58:33 PM »
Just thought I'd copy and paste a few previous relevant articles together just so I can tidy up the site and keep relevant bumph in one place.

EQUIPMENT

When designing characters try to keep expensive equipment to a minimum (unless of course it's a family heirloom or similar).

Large amounts of guns are being too easily replaced. They are expensive and difficult to obtain.
Even a smith needs the right metals, tools and time to make one. If something goes missing- even a sword or mace you actually need to find a replacement - not just turn up with one next week and hope the GM doesn't notice. As most events are set within a day or two of the previous event , the logistics of acquiring new items are problematic regardless of the fact that most characters do not have the money to find a replacement.

MONEY

We have now got the new money system up and running ( well loosely anyway) - new plan is to change money beforehand (though we will still accept real money in the Inn) into game currency and then everything on the field will be time in, regardless of time.
So if you turn up half an hour early you are welcome to go to the Inn but you will be in character from the moment you go on the field.
New currency works loosely in base 5. A tin piece or penny is worth 20p, a silver piece or shilling is worth a pound and a gold piece or crown is worth a fiver. These values are similar to the prices for items in the price guide.

GOOD ROLEPLAYING

Can we try and stay in character as much as possible during the events please. Several people have commented on several people's out of character conversations.

Don't get me wrong I am not being precious about the hobby, the odd out of character comment does not hurt nor does explaining to someone the finer points of the rules to educate them, but a whole out of charcater conversation begs the question "Why are you there?"

There is only two and  a half hours of time in (the sort of length of time that enthusiastic year six children can remain in character), that you are paying for - I find it difficult to understand why you would want to spend time out of character.
Even if nothing is overtly happening this is the time for scheming, planning and other such stuff, not talking out of character. Plan your own plot - you are allowed to do your own things - I regularly have phone calls from a selection of players who are doing down time actions.

A conversation with Tom a few weeks ago, alerted me to the fact that this is one of the few times everyone meets up and hence is  a chance to chat to their mates out of character. However most people including the poor sod who runs it (me!) wants to roleplay, so this approach whilst understandable is very selfish to those who come to have a full in character experience. Perhaps we should have more meet up nights to chat with mates - at either a pub or in the wolf. Please let me know of your views on the matter.

Some people still hold to the idea that talking about live roleplaying is somehow in character. I have to say I find this the worst of all player sins - describing combat in terms of damage calls, discussing the gathering or rulebooks or a character from another system _ THIS IS NOT ROLEPLAYING.
If you have nothing to do but do this you are not immersing yourself in all the intricacies of the system and as well as spoiling it for others you are missing out on a huge part of the hobby.

NEED FOR MONSTERS AT EVENTS

I think there are several issues here ...

1) Do we always need combats? (I have to say that more than a few people like the idea of plotting without the NEED for fights). By that I don't mean we shouldn't have fights (God Forbid) but that combat's should be purposeful, they should be there for an in character reason not just the fact that we haven't had a scrap for an hour and a half. If people feel that there is nothing happening- the perhaps you should be doing something with your character yourself - there is plenty happening just some people seem to miss most of it.

2) Much of Wednesday nights are relatively unplanned - if they had to be planned very tightly they would only run every couple of months rather than once a fortnight. Most of my effort iscurrently being put into setting up the practical stuff (like building and decorating) and plot tends to be loose.

3) Monsters need to be quite detailed if you're playing more than a wandering combat monster - this takes quite a briefing and often I want something specific to a history that sadly only certain people know. If you were being questioned about the finer points of faith of the purist movement how would you answer?, would you know what to say? This therefore needs preplanning and briefing and currently I don't have the time to do this on the night. If you want to monster regularly then I will sort something out that you can play - ocassionally I will say can we have 6 ghouls or whatever but only occassionally - we need some sort of realism even in a fantasy setting.

My personal viewpoint is that there should always be a threat to players but this SHOULD NOT consist of random attacks for the sake of it. If your character wants to fight set up an in character combat school or gladiator pit (try betting on the outcomes and fixing fights). Do more in character - note Paul and his wood carving, christine and her drawing etc. Tell stories, sing, drink, gamble ...
Monster selection will get better when the plot gets tighter but this may take a while... bear with me and come up with ideas and ring me beforehand there is no reason why you can't set up a well thought out encounter on a night with well statted monsters - just please let me know first.


ALTERNATIVE CHARCATER DESIGN

These are a simple suggestion based on recent player discussion about difficulties with the Illyria rules charcater design.
Read
comment on

and just to say they are not to be used in large one off charcater designs for linears unless the Gm is very patient, strict and familiar with possible exploitation of rules.

Chris

Alternative Lore of Illyrian Character Design

Before I start this addition is in no way meant to reflect an overall change of rules on initial character design- it is meant to be an alternative approach in a small closely monitored roleplaying environment and should then only be used for low points characters that progress gradually.
Allowing this method of character generation for a one off 1000 experience character linear will cause all sorts of power gaming issues.

The approach is simple – all skills only cost base for any character and costs for hit points/magic points/spiritual points are taken from three simple moulds.

1)   Rugged- H.P. cost 4 x.p each and S.P. or M.P. cost 6 each
2)   Lithe- everything costs 5 x.p. each
3)   Studious - H.P. cost 6 x.p each and S.P. or M.P. cost 4 each

Base your character on one of the above body moulds and choose skills freely across the categories. The only draw back for the player is that your background must be adequately detailed to convince the gamesmaster as to why you have these skills.

Gaining skills from gained experience is equally more difficult – you need to find a way in character to learn the skill or to have been practicing it during adventure time. Whilst this in many ways can be more restrictive, it can give characters something to do during the quiet times of a roleplaying campaign.

My rule to gamesmaster’s is to adopt a balance when using this neither be too lenient or too harsh. Characters should be given nothing for no effort but should gain through perseverance and effort.
This will allow good role-players to gain skills more easily and will hopefully save the gamesmaster the difficulty of having players whinging when one character is awarded 35 experience for an adventure and another 10 for example. In the new system both characters gain 10 experience both can afford to buy the skill, but the good role-player has spent the adventure practicing for it and discussing it with NPC’s whilst the poorer one has not. Both have the experience to buy the skill but the gamesmaster only awards it to one. Far easier to explain and avoid arguments of favouritism.

These rules should in no way compromise the difficulty in gaining access to magic
 
« Last Edit: March 19, 2007, 03:37:16 PM by Scaryfatmaniffer »

Offline Scaryfatmaniffer

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Re: Events back on
« Reply #2 on: May 29, 2007, 09:59:12 PM »
Just to help the uninitiated - Wednesday events

30th May 2007

13th June 2007

27th June 2007