same_difference (
same_difference) wrote2007-09-23 01:34 am
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TL questionnaire
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
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!