TL questionnaire
Sep. 23rd, 2007 01:34 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
This is purely of interest for people who have played TL, so I shall cut it, but I would appreciate every answer I get so thanks for making the time. Basically I have a vague concept that might given some real consideration warrant the term of a theory, following the highly obvious relation between when you started and the perceptions of the system you have. Answers in comments please; if an option doesn't fit at all or there are no options please leave a short comment instead.
First basic questions that seem pertinent
1)How often do you larp?
a)As often as circumstances allow (even tweaking circumstances to allow it).
b)Frequently (not every Sunday you could, but most)
c)On occasion (Basically when the weather is nice and you feel like it)
d)Rarely
e)Events only (36hr, 24hr and IC meals)
f)Not any more.
2)Have you ever run a game:
a)Yes and a campaign even.
b)Yes, but only one offs.
c)Yes, but only as a co-gm.
d)Never.
More specific questions that help establish your origins with the system
3)Which year did you start playing?
a)Pre-borderlands (Sorry I lack details for further subdividing)
b)Borderlands
c)Scara'fould
d)Four Mages
e)Avant Garde
f)Shire
g)Vale of Tyr
4)Did you start playing that campaign, or did you begin by monstering the tale end of the previous year?
a)Playing.
b)Monstering.
5)When you started how many people turned up for a larp on average
a)Less than 6
b)Between 6 and 10 (inclusive)
c)Between 11 and 16 (inclusive)
d)More than 16.
6)Which of the following rules changes did you experience?
a)The removal of Dwarves.
b)The addition of Barbarians.
c)The addition of Druids.
d)The addition of Light and Shadow Magic.
e)The addition of Amazons.
f)The replacement of the college, with the tower and the circle.
g)The creation of The Defenders.
f)The removal of toughness making you immune to bruising.
g)The removal of armour and armouring spells/miracles stacking.
h)The change to extension.
i)The addition of multiple levels of armour mastery.
k)The replacement of the hard life/mana/standing caps with increasing costs.
l)The change to disease and poison.
m)The addition of willpower and removal of rank based effects.
n)The addition of money.
Some questions about how you view the nature/mechanics of the system. The questions are about the rules, not the club, or the setting. While useful, these views are often well known and not pertinent to this particular chain of thought.
7)At what number does one handed normal damage make you worry generally (and specifically if you like)?
8)At what number does two handed normal damage make you worry generally (and specifically if you like)?
9)Which affect, school, path, monster or guild do you most fear?
10)What do you think of the role of nonmilitary on patrols?
11)What does your first character think of the military?
12)What does your second character think of the military?
13)Which class-guild-path combination makes the best party leaders?
14)Of the rules changes in question 6 you've lived through which have you been most pleased with?
15)Of the rules changes in question 6 you've lived through which have you most disliked after playing with it?
16)Of the rules changes in question 6 you've lived through which did you most dislike when they were suggested?
17)Which three specific or general things in the rules would you most like to change and why? This is with regards to mechanics within the rules and only things defined within the rules documents. Short answers please (i.e. too complicated, doesn't work, unbalanced, too dull, too confusing)
18)Which do you believe to be the strongest class?
19)Which do you believe to be the weakest class?
20)What's your ideal party size?
21)What's your ideal party make up (i.e. how many warriors, scouts, etc)?
22)Is the system too complicated, and would you make it simpler if you were writing it?
23)Complication not withstanding is the system fun?
First basic questions that seem pertinent
1)How often do you larp?
a)As often as circumstances allow (even tweaking circumstances to allow it).
b)Frequently (not every Sunday you could, but most)
c)On occasion (Basically when the weather is nice and you feel like it)
d)Rarely
e)Events only (36hr, 24hr and IC meals)
f)Not any more.
2)Have you ever run a game:
a)Yes and a campaign even.
b)Yes, but only one offs.
c)Yes, but only as a co-gm.
d)Never.
More specific questions that help establish your origins with the system
3)Which year did you start playing?
a)Pre-borderlands (Sorry I lack details for further subdividing)
b)Borderlands
c)Scara'fould
d)Four Mages
e)Avant Garde
f)Shire
g)Vale of Tyr
4)Did you start playing that campaign, or did you begin by monstering the tale end of the previous year?
a)Playing.
b)Monstering.
5)When you started how many people turned up for a larp on average
a)Less than 6
b)Between 6 and 10 (inclusive)
c)Between 11 and 16 (inclusive)
d)More than 16.
6)Which of the following rules changes did you experience?
a)The removal of Dwarves.
b)The addition of Barbarians.
c)The addition of Druids.
d)The addition of Light and Shadow Magic.
e)The addition of Amazons.
f)The replacement of the college, with the tower and the circle.
g)The creation of The Defenders.
f)The removal of toughness making you immune to bruising.
g)The removal of armour and armouring spells/miracles stacking.
h)The change to extension.
i)The addition of multiple levels of armour mastery.
k)The replacement of the hard life/mana/standing caps with increasing costs.
l)The change to disease and poison.
m)The addition of willpower and removal of rank based effects.
n)The addition of money.
Some questions about how you view the nature/mechanics of the system. The questions are about the rules, not the club, or the setting. While useful, these views are often well known and not pertinent to this particular chain of thought.
7)At what number does one handed normal damage make you worry generally (and specifically if you like)?
8)At what number does two handed normal damage make you worry generally (and specifically if you like)?
9)Which affect, school, path, monster or guild do you most fear?
10)What do you think of the role of nonmilitary on patrols?
11)What does your first character think of the military?
12)What does your second character think of the military?
13)Which class-guild-path combination makes the best party leaders?
14)Of the rules changes in question 6 you've lived through which have you been most pleased with?
15)Of the rules changes in question 6 you've lived through which have you most disliked after playing with it?
16)Of the rules changes in question 6 you've lived through which did you most dislike when they were suggested?
17)Which three specific or general things in the rules would you most like to change and why? This is with regards to mechanics within the rules and only things defined within the rules documents. Short answers please (i.e. too complicated, doesn't work, unbalanced, too dull, too confusing)
18)Which do you believe to be the strongest class?
19)Which do you believe to be the weakest class?
20)What's your ideal party size?
21)What's your ideal party make up (i.e. how many warriors, scouts, etc)?
22)Is the system too complicated, and would you make it simpler if you were writing it?
23)Complication not withstanding is the system fun?
no subject
Date: 2007-09-23 06:47 am (UTC)f)Not any more, although maybe the random IC meal if I feel like it.
2)Have you ever run a game:
c)Yes, but only as a co-gm.
More specific questions that help establish your origins with the system
3)Which year did you start playing?
d)Four Mages
4)Did you start playing that campaign, or did you begin by monstering the tale end of the previous year?
a)Playing.
5)When you started how many people turned up for a larp on average
b)Between 6 and 10 (inclusive)
6)Which of the following rules changes did you experience?
f)The replacement of the college, with the tower and the circle.
g)The creation of The Defenders.
f)The removal of toughness making you immune to bruising.
g)The removal of armour and armouring spells/miracles stacking.
i)The addition of multiple levels of armour mastery.
k)The replacement of the hard life/mana/standing caps with increasing costs.
l)The change to disease and poison.
m)The addition of willpower and removal of rank based effects.
n)The addition of money.
Some questions about how you view the nature/mechanics of the system. The questions are about the rules, not the club, or the setting. While useful, these views are often well known and not pertinent to this particular chain of thought.
7)At what number does one handed normal damage make you worry generally (and specifically if you like)? about 10s
8)At what number does two handed normal damage make you worry generally (and specifically if you like)? 18s
9)Which affect, school, path, monster or guild do you most fear? anarchy
10)What do you think of the role of nonmilitary on patrols? I think they are essential, but the characters should have a personal reason for going, so that they aren't causing trouble for the military. This is, of course, provided the military are in charge of the mission.
11)What does your first character think of the military? She doesn't mind them.
12)What does your second character think of the military? She liked them so much she joined them.
13)Which class-guild-path combination makes the best party leaders? I'd say the guards.
14)Of the rules changes in question 6 you've lived through which have you been most pleased with? Hard to say... we've adapted to them all, and they seem to be fine as changes go, but overall I could be happy with any rules combination given time.
15)Of the rules changes in question 6 you've lived through which have you most disliked after playing with it? Willpower/toughness: it's difficult to remember which spells affect which and things like that.
16)Of the rules changes in question 6 you've lived through which did you most dislike when they were suggested? The changes to the college.
17)Which three specific or general things in the rules would you most like to change and why? This is with regards to mechanics within the rules and only things defined within the rules documents. Short answers please (i.e. too complicated, doesn't work, unbalanced, too dull, too confusing) No opinion here.
18)Which do you believe to be the strongest class? Barbarians.
19)Which do you believe to be the weakest class? Scouts.
20)What's your ideal party size? six or seven
21)What's your ideal party make up (i.e. how many warriors, scouts, etc)? A mage, a scout, a warrior, and a few priests - at least one justice or life alligned priest.
22)Is the system too complicated, and would you make it simpler if you were writing it? It is too complicated for large groups, say more than 20 involved.
23)Complication not withstanding is the system fun? It's a fun system to play.
no subject
Date: 2007-09-23 08:40 am (UTC)2. d - Never.(But I would like to at some point)
3. f - Shire.
4. a - Playing
5. d - More than 16.
6. None of the above.
7. Generally over 10. Specifically, Grunhilda doesn't worry. *g*
8. Over 15.
9. Eye of the storm and Cloud-form combined are difficult to fight. But none particularly.
10. Usually important to get a good range of useful skills.
11. Very rarely give her good orders, only a few she respects/would follow.
12. She will likely be quite wary of them.
13. Someone who is justice aligned - possibly in the wardens/guards to get them the necessary respect. Pathfinders should stick to scouting.
14. N/A
15. N/A
16. N/A
17. Each path should get at least 1 or 2 miracles of it's own.
The HL player rules should be integrated into the general player rules.
Less things hate mages, some things hate other stuff instead.
Oh, and someone fix the damn spelling. *g*
18. None really, but possibly Barbarians.
19. None really, but possibly Mages - Usually elves with low life and low DT, plus many races/classes are required to hate magic users.
20. 6 to 10, Any larger and there is no command structure and it becomes unmanageable.
21. 1 or 2 scouts and mages. 2 or 3 priests (Ideally 2 will have lots of healing) and 4 or 5 warriors. On an average mission - Unusual missions will need a different combination.
22. It is complicated, but after playing it for a while and reading the rules carefully it becomes understandable.
23. YES!
no subject
Date: 2007-09-23 12:10 pm (UTC)2)D - Never
3)a)Pre-borderlands
4)a)Playing.
5) b)Between 6 and 10 (inclusive)
6)Which of the following rules changes did you experience?
d)The addition of Light and Shadow Magic onwards - I don't remember the earlier changes but that might have been because I wasn't paying attention.
7)At what number does one handed normal damage make you worry generally (and specifically if you like)?
about 12's
8)At what number does two handed normal damage make you worry generally (and specifically if you like)?
about 16's
9)Which affect, school, path, monster or guild do you most fear?
None particularly
10)What do you think of the role of nonmilitary on patrols? -
If its a military patrol they should follow orders (within reason and excepting Gmord :) )
11)What does your first character think of the military?
He's in the military :) (Fiddilo)
12)What does your second character think of the military?
Useful to hide behind when things start going wrong (Aurelius)
13)Which class-guild-path combination makes the best party leaders?
Probably Guards / Justice priests but it depends on the player / character.
14)Of the rules changes in question 6 you've lived through which have you been most pleased with?
Addition of a money system, I know its still getting tweaked to fix it better but at least theres something there now unlike before.
15)Of the rules changes in question 6 you've lived through which have you most disliked after playing with it?
The armour mastery changes - it pushes armour classes too high which means damage ends up following suit, which just makes things even worse for unarmoured scouts/mages/priests with a lot less armour than the warriors.
16)Of the rules changes in question 6 you've lived through which did you most dislike when they were suggested?
Hmm can't think of any
17)Which three specific or general things in the rules would you most like to change and why? This is with regards to mechanics within the rules and only things defined within the rules documents. Short answers please (i.e. too complicated, doesn't work, unbalanced, too dull, too confusing)
Already mentioned removing armour masteries, I can't think of anything else particularly.
18)Which do you believe to be the strongest class?
Warriors up until rank 15-20 at which point they peak, priests beyond that point as their powers continue to increase.
19)Which do you believe to be the weakest class?
Scouts because a lot of them end up being generalists in a system that doesn't really award that.
20)What's your ideal party size? in the 8 to 10 region
21)What's your ideal party make up (i.e. how many warriors, scouts, etc)?
1 maybe 2 scouts
2 - 3 warriors
1 - 2 mages
2 - 3 priests which can heal and act as second line fighters.
22)Is the system too complicated, and would you make it simpler if you were writing it? -
It is complicated but thats one of the advantages compared to something like LT.
23)Complication not withstanding is the system fun? - Yes
no subject
Date: 2007-09-23 07:00 pm (UTC)b)Frequently (not every Sunday you could, but most)
2)Have you ever run a game:
d)Never.
3)Which year did you start playing?
e)Avant Garde
4)Did you start playing that campaign, or did you begin by monstering the tale end of the previous year?
b)Monstering.
5)When you started how many people turned up for a larp on average
c)Between 11 and 16 (inclusive)
6)Which of the following rules changes did you experience?
k)The replacement of the hard life/mana/standing caps with increasing costs.
l)The change to disease and poison.
m)The addition of willpower and removal of rank based effects.
n)The addition of money.
7)At what number does one handed normal damage make you worry generally (and specifically if you like) 10s
8)At what number does two handed normal damage make you worry generally (and specifically if you like)12s (Mainly I find these damage numbers worrying because anything striking for that kind of damage can probably do other things as well such as casting or lots of power damage)
9)Which affect, school, path, monster or guild do you most fear?
Mid/High level mages because they are unpredictable. A Fighter will always charge, a scout will always flank but a mage played by a competant monster could do anything.
10)What do you think of the role of nonmilitary on patrols? They need to have a good reason to go and they need to realise that they are on a military patrol and subject to military authority. You can't go out on a military patrol and then whine about the nasty guard telling you what to do.
11)What does your first character think of the military? He liked them and joined them. The military are very keen on smiting wrong-doers
12)What does your second character think of the military? He has been a soldier his whole life but the barony military doesn't suit him.
13)Which class-guild-path combination makes the best party leaders? None of the above. The player makes or breaks the party, not the character class. My order aligned guard makes a shite leader because I have no real leadership ability but Anders does a good job despite being a chaos scout because dantarian is a good leader
14)Of the rules changes in question 6 you've lived through which have you been most pleased with? the removal of rank based effects
15)Of the rules changes in question 6 you've lived through which have you most disliked after playing with it? I haven't found any of them to hard to live with.
16)Of the rules changes in question 6 you've lived through which did you most dislike when they were suggested? the willpower rules (having played with them, I now really like them)
17)Which three specific or general things in the rules would you most like to change and why? This is with regards to mechanics within the rules and only things defined within the rules documents. Short answers please (i.e. too complicated, doesn't work, unbalanced, too dull, too confusing) not sure about rules mechanics but clearer definitions in the rules themselves would help
18)Which do you believe to be the strongest class? Guards
19)Which do you believe to be the weakest class? Pathfinders
20)What's your ideal party size? 6-10
21)What's your ideal party make up (i.e. how many warriors, scouts, etc)?3 warriors, 4 healing priests with an even spread of wounds and life healing, 1 pathfinder and a couple of mages preferably on with darts and one with blades and skins.
22)Is the system too complicated, and would you make it simpler if you were writing it? The complexity of the rules can make it hard for newbies to get into the game. If I were re-writing the rules I might try to make the basics of the system a little easier to pick up.
23)Complication not withstanding is the system fun? Yes
no subject
Date: 2007-09-23 08:25 pm (UTC)a)As often as circumstances allow (even tweaking circumstances to allow it).
2)Have you ever run a game:
a)Yes and a campaign even.
Although I was young and naive when I tried to run a campaign last and it was subsequently rubbish.
3)Which year did you start playing?
a)Pre-borderlands (Avatar of Talon)
4)Did you start playing that campaign, or did you begin by monstering the tale end of the previous year?
a)Playing.
5)When you started how many people turned up for a larp on average
b)Between 6 and 10 (inclusive)
6)Which of the following rules changes did you experience?
b)The addition of Barbarians.
And forward...
7)At what number does one handed normal damage...?
8)At what number does two handed normal damage...?
This is more a question of what damage are you happy meeting, yes?
One handed or two handed...
Character wise: Lomax would start to be bothered by 16's+, Adiuvo by 9+, Bregan by 4+, Calum by 14+.
As a GM, the damage I was happy going out would depend on the party and their armour values.
9)Which affect, school, path, monster or guild do you most fear?
Skeletons.
10)What do you think of the role of nonmilitary on patrols?
In the past, there was IC a sense of desperation to the patrols - a sense the numbers of proper military were too few to cope with the task. Now a larger society is becoming more and more present, that's becoming harder to justify and the player of the PC needs to think about why they're there and why they're going to integrate.
11)What does your first character think of the military?
? They get in the way of business.
12)What does your second character think of the military?
Bregan considers the military lacking in conviction.
13)Which class-guild-path combination makes the best party leaders?
Guards. Larger parties have allowed scouts to fit the dynamic.
14)Of the rules changes in question 6 you've lived through which have you been most pleased with?
The Willpower/Toughness changes. Difficult to accept but once implimented a major improvement.
15)Of the rules changes in question 6 you've lived through which have you most disliked after playing with it?
The Defenders - the addition of the Wardens is appropriate but has undermined Temples. Mages are irrelevant - where are the mage wardens? In the Towers.
16)Of the rules changes in question 6 you've lived through which did you most dislike when they were suggested?
The Willpower/Toughness changes. At first look, it was a complicated revamp that wasn't necessary. I was wrong.
17)Which three specific or general things in the rules would you most like to change and why?
- The Form castings need to go before a PC gets them. We've consistently seen On/Off castings are broken when dropped into the grading of the rest of the system.
- More uniformity over casting effects. Define certain casting effects, such as Hold (10 second freeze broken by damage), with Halt producing a Hold effect, Freeze producing a Hold effect.
18)Which do you believe to be the strongest class?
Non-aligned Human Warrior.
19)Which do you believe to be the weakest class?
Half Elf anything. Scout if I have to pick.
20)What's your ideal party size?
6.
21)What's your ideal party make up (i.e. how many warriors, scouts, etc)?
2 warriors, 2 priests, 1 scout, 1 mage.
Two Guards. The mage carries a staff with which they can parry and hold their own and is a Tower Fire Mage. The scout uses ambidex swords so can parry and hold their own, is human, wears armour and carries healing, plus a little Water magic for Enhance Will and Clear Mind. The priests are at least one Justice, probably both, although a Might or Freedom priest is an alternative. Both equipped and able to fight alongside the Guards. They will cover Toughness and Courage, Strengthen and Bless, along with healing.
22)Is the system too complicated, and would you make it simpler if you were writing it?
It could do with simplification in terms of the variety of casting types.
23)Complication not withstanding is the system fun?
I'm still here.
no subject
Date: 2007-09-24 03:08 pm (UTC)2) c)
3) f)
4) a)
5) d)
6) m), just?
7) Anything enough to hit me - or more accurately, probably around 20
8) See above
9) Right now...probably ghouls, since they switched to being purely toughness resisted.
10) It's sometimes a little obscre as to why they'd join the patrols, but otherwise it's probably a good thing (TM)
11) Getting out at the first possible chance.
12) Approves on average, I think...
13) I suspect it's partly a question of person as much as anything, but maybe Justice Warden?
14) Um...
15) Um...
16) Um...
17) Armouring miracle stacking confuses me...that's about it, really.
18) Depends on the player and the situation.
19) Depends on the player and the situation.
20) Enough to hide behind, but not so many as can't be kept track of... 6-10, possibly.
21) At least 4 heavies, 2 scouts, one dart mage - powerups could be from heavies or mage or scouts.
22) Yes, and if there was a good way of doing it quite possibly.
23) It has its moments ^_^
no subject
Date: 2007-09-25 02:07 pm (UTC)b/c
2)Have you ever run a game:
b
3)Which year did you start playing?
c)Scara'fould
4)Did you start playing that campaign, or did you begin by monstering the tale end of the previous year?
a)Playing.
5)When you started how many people turned up for a larp on average
c)Between 11 and 16 (inclusive)
6)Which of the following rules changes did you experience?
f)The replacement of the college, with the tower and the circle.
g)The creation of The Defenders.
f)The removal of toughness making you immune to bruising.
g)The removal of armour and armouring spells/miracles stacking.
k)The replacement of the hard life/mana/standing caps with increasing costs.
l)The change to disease and poison.
m)The addition of willpower and removal of rank based effects.
n)The addition of money.
7)At what number does one handed normal damage make you worry generally (and specifically if you like)?
11
8)At what number does two handed normal damage make you worry generally (and specifically if you like)?
16
9)Which affect, school, path, monster or guild do you most fear?
Drow
10)What do you think of the role of nonmilitary on patrols?
Hard to explain
11)What does your first character think of the military?
...
12)What does your second character think of the military?
It was a barbarian...
13)Which class-guild-path combination makes the best party leaders?
Justice Guards, probably
14)Of the rules changes in question 6 you've lived through which have you been most pleased with?
Mana/life caps
15)Of the rules changes in question 6 you've lived through which have you most disliked after playing with it?
Disease/poison change
16)Of the rules changes in question 6 you've lived through which did you most dislike when they were suggested?
Nothing in Q6
17)Which three specific or general things in the rules would you most like to change and why? This is with regards to mechanics within the rules and only things defined within the rules documents. Short answers please (i.e. too complicated, doesn't work, unbalanced, too dull, too confusing)
Strength; poorly applied in regard to 1h vs 2h damage modifiers.
Bastard weapons; should be treated as a roleplay object, not a phsyical definition, with suitable point costs to reflect this.
Strength; casting of strength should be reordered a little, with 3 level spacing rather than just 2s.
18)Which do you believe to be the strongest class?
Haven't played them all, and don't play that way anyhow.
19)Which do you believe to be the weakest class?
Any class can be made weak with poor skill choice.
20)What's your ideal party size?
More than 3; 5?
21)What's your ideal party make up (i.e. how many warriors, scouts, etc)?
Tank, dps, healer, 2x random
22)Is the system too complicated, and would you make it simpler if you were writing it?
Yes, yes.
23)Complication not withstanding is the system fun?
No, it's merely a system. Human input is what contributes to enjoyment