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[personal profile] same_difference
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?

Date: 2007-09-23 06:47 am (UTC)
From: [identity profile] writerdahling.livejournal.com
1)How often do you larp?
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.

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