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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 08:25 pm (UTC)
From: [identity profile] drabbit.livejournal.com
1)How often do you larp?
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.

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