Tuesday, May 5, 2009

Interesting things about Strife of Nations

Following are some questions asked to the other members of the Strife of Nations creation team.
What is the idea behind your LARP?
While creating this LARP, we decided to break the mold of traditional LARPs, and put the game in the hands of the players. It is up to the player how much, or how little, they become immersed in our game.
What will there be to do at your LARP?
Our game is based upon the wartime struggles of the three races who’s histories were just shown, mostly in their own words. The roleplaying potential is limitless, and yet allows for an air of competition which I have yet to find in any other LARP that I have played in. Although the NVN environment, or Nation versus nation, is the center piece of this game, with the implementation of Random monster encounters, the game steps above and beyond. Allowing for not only those interested in PVP, but also those interested in fighting monsters in an environment to have some fun too.
When you say Limitless Roleplaying Potential, what do you mean?
Strife of Nations has roleplaying for those who are combat oriented, and those inclined to take more of a backseat approach. When the game is completely finished we hope to allow for roleplaying on the field of battle, as well as through our death and dying system, and for those of a more industrious nature with the implementation of Engineering for humans and siege magic variants for the other races.

In my mind, Strife of Nations has so much potential for an unprecedented LARP system that it nearly makes me swoon with excitement. If you are interested in partaking in this LARP’s Alpha Event, or just wish to know more about it, contact myself at Gyerger@gmail.com or contact Chris Ormando at Magnusvon@into-the-breach.net .

Monday, April 13, 2009

Strife of Nations Combat Rules

Following is a bit more about the machintions behind the creation of our new LARP. Please leave me a comment if you like what you see, Or email me at Gyerger@gmail.com.
Combat
The first rule of combat is a basic understanding of how your health works. Every player that participates in Alpha Year will start with the Human starting vitality of
1(one) "Humor". "Humor" is the word that describes the numeric value that is synonymous with your current state of health/injury. A world caught in the throes of War
such as Strife of Nations is very dangerous and to reflect this there is not much to save a solider from the business end of a blade but for deftness and a good set of
armor. Once you reach 0 "Humor" you become a "Casualty". You must fall to the ground and may not defend or attack any, yourself or another player. You may crawl
as fast as your upper body can drag you. You may not use your legs. You may cry out for help (or beg for mercy) as loud as you like for 10(ten) minutes. If this
amount of time passes your character has expired and joined your ancestors in the footnotes of War. The is no way to aid the dead but to remember them fondly so
we suggest that you strive as much as possible to remain alive.


Melee
SoN's melee system is simplistic. Your weapon regardless of type (sword, hammer, sharp stick, etc) or size (one-handed, two-handed, three and a half-handed) deals
1 damage when they strike any part of a another player's body. Damage may be increased by way of Talents from character evolution or magic of some form. We
have created color coded system to represent the level of damage these melee weapons do:

Grey(Duct tape) = 1 Damage
Black(Colored Duct Taped/cloth cover for Latex weapons) = 2 Damage
Red(Colored Duct Taped/cloth cover for Latex weapons) = 3 Damage

This universal understood level of damage allows us to do away with a "Called" damage system and allows for the more realistic sounds of battle as there isn't a large
group of people giving you aggressive math quiz.

Damage may be parried by intercepting or counter swinging into any incoming blow from another weapon.
As long as the blow strikes your melee weapon first the damage is discounted.



Ranged
Melee is not the only physical damage in SoN. At the onset of Alpha year ranged attacks that utilize the weapon set of bow (with a tensile strength of no more then
20) and boffer arrows may be used. All boffer arrows must be aluminum shafted and the tip built to SoN's specifications (See Weapon construction")

As arrows are extremely effective at puncturing armor and rupturing organs in a body arrows that are fired from more then 5 ft away and strike a player deal 5 damage.
This damage may never be increased above 5.
Arrows themselves are not combat ready weapon nor are bow so they may never be used to defend against other types of damage

Arrows are a finite ammunition. A player may only carry what they can physically hold albeit in hand or with the aid of a quiver. Once an arrow is shot it cannot be
picked up and re-fired (although feel free to reclaim your property, we recommend players mark their arrows in a manner) A player must return to camp and
"Re-supply" which means they may then reuse recollected arrows assuming they have a sufficient supply or they could make/have them made (See "Character's
Holdings")

Armor
As players will generally have low body, armor is a valuable asset. Armor acts as a ablative barrier between a player's humor and incoming damage. For each point of
damage inflicted to the armor its "Armor Effectiveness" , or AE, is decreased in equal terms (1-1) until the armor is reduced to 0. When the AE of a player's armor
reached 0 that does not mean that the armor is ruined. When a player returns to camp to "Re-Supply" that player is assumed to reattach buckles, replace leather
straps and perform general maintenance on their war-gear. In effect a player that leaves camp keeps a current count of their AE until such a time as they return to
camp to "Re-Supply" at which time all lost AE is returned except for a 10% reduction (rounding up) to the "Armor Durability" or AD. AD is the actual state of condition
a suit of armor is in and it is the AD score that an armor smith uses to calculate the time and supplies they must use to repair the armor and also of course to
tabulate the cost of the owner for a job well done.

EXAMPLE: Tehglendon Von Yergerson wears armor that amounts to 15 points of AE. While out capturing a vital ford in the Immadyck River he takes 10 points
damage from Aethori defenders. When the unit he is attached to is relieved and recalled to camp to "Re-Supply", Von Yergerson enters his tent and adjusts his
harness and does the best any owner can to make his armor battle worthy again. After his "Re-Supply" Tehglendon's armor is replenished to 13 points AE. His armor
lost 10% AD from damage, as a untrained professional, he could not repair which amounts to 1.5 points from 15 which is rounded up to 2. Now until Tehglendon takes
his harness to the armorer to be properly tended to it will remain 13 points unless he recompiles again and then lose a further 2 points.

NOTE: Every time a player uses "Re-Supply" their armor will decrease 10% whether or not they have seen combat. This represents the difficulty in proper care of
armor.

If a player becomes a "Causality" and they survive the ordeal they will lose 25% AD as their armor has seen the brunt of abuse from battle.

There are 3 types of armor with different values

Leather = 5
Chain = 10
Plate = 20

There are also 4 areas of the body which may be covered by any 1(one) type of armor

The Lower Extremities (Legs starting from the thighs to the bottom of the calves)
The Upper Extremities (Arms starting from the shoulder to the wrist)
The Torso (Chest to groin)
The Head (Top of head to bottom of neck)

In order for any type of armor to give it's benefit any 1 piece must cover at lest 50% of any one area.
Armor may not be stacked on top of armor on the same area but different types of armor may be used by a player.

Shields
Shields are considered armor. Shields however work differently then worn armor as they give a "Soak" (which means it absorbs damage but does not decrease its
effectiveness) of 5 damage to any damage that contacts the shield first. Shields may be any size but for one restriction; they may never be larger then the area
between the using players nape of neck and knee. This means that shields will may not be standardized sizes but will all give the same amount of effectiveness.

Evaluation
We understand that not all players can afford the best quality or even average quality armor. To allow players to use armor that isn't actually armor Staff will evaluate
each piece and give it a rating. There are 3 ratings

Sub-Par: negative 5 points
Par: standard points
Exemplary: plus 5 points

Sub-par is reserved from armor the isn't quite armor nor is aesthetically accurate. This is more reserved for Chain mail and Plate mail as they are often time expensive.
Leather may also fall into this category but due to the negative point adjustment it will count for nothing.
Par is the most common and the norm for armor. Chain mail that is butted, leather that is homemade to fit, and plate mail the is machine-pressed are all example
forms of armor that receive neither a bonus or a detriment do to their role as accurate physical representation


Exemplary is for armor that is authentic and/or made to quality above the norm. Riveted chain mail, plate mail with roping and leather that is authentically tanned or in
some cases pleather that is custom made to portray certain style are examples of armor that is a cut above the rest.

It is the discretion of Staff to use their judgment on armor evaluation.

Wednesday, April 8, 2009

Strife of Nations

As some of you may or may not know, I am currently helping design a new LARP system, focusing on the PVP aspect of the game. I will be posting updates to the Rules system as they are finalized, but this will give you a bit of a sneak peek at the machinations behind the scene of designing one of these systems. Enjoy.



Strife of Nations Alpha Rules
Welcome to the Alpha season of Strife of Nations(S.o.N.)! We hope to provide you with a game full of dynamic strategy and group combat. Due to our focus on Nation vs. Nation warfare we have foregone, for the most part, the time honored tradition of "The Mod" and by logical extension "The Main Mod.". NPC monsters for the
most part avoid armed war camps but will occasionally be caught up in the environment. . Strife of Nations rewards player initiative and we hope to not see players sitting at camp wanting for something to do. There is a War going on! GO OUT AND FIGHT!

What Strife of Nations is about is the struggle for the racial survival between the Aethori, The Naz'Auri and the Kingdoms of Men. Through bloody conflict and grim determination each race will vie for control of vital locations, and at the end of the third day, when the wounded are tended and the dead burned, one race will
prove the greater.

The Aethori are an enigmatic race whose lives revolve around balance. They were once part of The Weave but were sundered from their place due to an ancient cataclysm. They now seek to protect The Weave and find a way to have their race rejoin its universal consciousness once more.

The Naz'Auri are towering and strong. They came about when the First War of Man and Aethori led to an apocalyptic release of The Weave that left both grand armies decimated, and the surrounding leagues of land around the battlefield rent asunder. Who and what the Naz'auri originally were is unknown, however it is said
that a figure came to the warring clans who called himself Abbatis or "Father of Storms". Now led by this central leadership the Naz'auri seek their place in the world through war.

As interesting and provocative as these two races are, they are not yet fully developed and we will not allow them to be PC'd in Alpha season. But feel free to ask an available staff member if you would like to know more
about them.

FOR ALPHA SEASON ALL PLAYERS WILL BE HUMAN (ho-hum)

Rules As Written (R.A.W)
In all instances of the following rules, we have striven to provide a comprehensive and simple game that flows with minimal interference from bulky or sloppy mechanics. Therefore, we have written our rules with a very definitive purpose in mind - to avoid the majority of players' misinterpretations. All rules herein and all following rule books are the Rules As Written. This means that all the information that you may use is written in the description of the rules or talents

We hope that with the use of keywords, such as "Hold", "Casualty", "Target Ally/Enemy" (members of the same race and opposite, respectively) we will ensure that the games moves quickly and cleanly. There will be an in game description of what the "Rule" does in the world of Strife of Nations by giving a visual/audible idea of what one would see/hear. This is called "Fluff" and is NOT to be used as rationalization for arguing a rule, but most certainly may be used for creative ideas for the use of the mechanic.

Safety: Our goal is to create and enable Strife of Nations to be a highly competitive and player driven game. But under NO circumstances should this be used as an excuse to injure oneself or another player.

Rule One: Pulling Blows
When engaging another player or players in melee, remember to swing to score, not to hurt. This means that you need to hit another player only hard enough for them to perceive the strike. Any blows judged overzealous will see action taken against the offending player, resulting in disciplinary action ranging from a warning up to being banned from the game.

Rule Two: Safe Zones
There are none. That means that any and all parts of your body can be hit legally. While this does not mean we encourage players to aim for the face and throat we recognize it is a side effect of a contact LARP. Some blows land in areas where a player may be injured. However, it s is up to the individual player to
protect themselves. Helmets and Athletic Cups - as well as other protective measures, such as courtesy for other players safety - should be employed. If we discover that players are selectively attacking other players' necks or heads, an investigation will be conducted resulting in either a warning or the offending
party being banned. [perhaps you want to say that players under investigation will be suspended from play until the conclusion of said investigation.

Rule Three: Fighting(OOG)
We understand that tempers can flare in the most laid back of games during the heat of battle. However, it is to be understood that under NO circumstance may any player strike another without the use of a Boffer or Latex weapon. If any illegal fights break out, both parties will be expelled until a full investigation is
completed, upon which Staff will decide what, if any, action should be taken, including expulsion from the game.

This does not mean that we are against general good-natured horseplay, at the player's discretion. We feel that no role playing should involve having a Row with another player.

Rule Four: The "HOLD"
The HOLD call is the first and most important call in Strife of Nations. This call is used to stop to the game in order to prevent or correct a potential safety risk. When any player shouts, says, or whispers "HOLD!", all
players MUST stop what they are doing immediately, with no exceptions. With the intention of "Hold" being used for safety only and to dissuade players from using this call in an inappropriate or abusive manor, any player who calls a "Hold" and any person they are calling a "Hold" for (only in cases where that player
cannot themselves call a "Hold") immediately becomes a "Casualty". (IE starts their injury/death sequence) All "Hold" Casualties will be reviewed by Staff to 1. Ensure that that safety measures are in place to prevent the incident from repeating itself and 2. To ensure that if there was a true safety "Hold" called that the player
who called it be allowed back into the game. If deemed an appropriate "Hold", the casualty will be considered a Tier 1 injury with no complications (see Suffering and Death).

Marshalls
Like most LARPs, we are based on an honor system. Unlike most LARPs, we are a completive player vs. player/groups vs. group game. To ensure that all parties are treated fairly and no player/players abuse our honor system, SoN has trained full time NPCs who are authorized to make calls and arbitrate
disputes. All calls and disputes will be recorded by the Marshalls and handed into staff for formal discussion and official ruling AFTER the event and posted BEFORE the next event. All Marshall calls are final (until staff review) and any further arguing with them will see offending players removed from the game for a temporary to indefinite status depending on the infraction.

Marshalls will be placed in camps and will be freely roving around the event to observe and aid as needed. They are NON-Combatants and are to be treated as if they are not there unless they see fit to intervene in a situation or are functioning as a Director at a Mod site.

Bells
Time is a critical part of SoN. With an in game real-time time we can use it to refresh hourly effects, notably the recharging of "Spool" and the scoring for "Conditions of War" (see these chapters for more info). Therefore we have implemented "Bells" which in reality is our Bell used for ringing in the top of the
hour. From the opening ringing on Friday to the final ringing on Sunday, every hour will be announced with three rapid chimes followed by a number of chimes to denote the reflective hour.


Stay tuned here for up to date information About Strife of Nations and how it is being created. Tomorrow I will post our combat rules. Comment if you like what you see.

Tuesday, April 7, 2009

In this article I am asked questions by my subscribers, and I answer them to the best of my ability. This weeks comes from a good friend of mine, Robby.

“How would you best describe a weekend at a LARP?”

A weekend at a LARP can be summed up into one word. Pandemonium. But in a good way.
From the start of the event, until the moment the game world is switched off you never know what will happen or what kind of interactions your character will have next with another player or even a monster depending on the day. I fondly remember my first LARP experience (barring my childhood experiences).
It was a Small Vampire The Masquerade LARP in Savannah, GA.
Hunkered in a closet, silently wondering what I had gotten myself, into as the sounds of fighting and the moans of my fallen brethren could be heard. Although my character was fearing for his life, I was having a blast. And from that day forward I was Hooked. The rest of the weekend was spent in utter glee and happiness at my newfound love for all things LARP. But I digress.
A weekend at a LARP is a euphoric mix of happiness, fear, anger, and the occasional bout with hunger. At the End, it is tempered with sorrow as the world you have lived in for the past several days disappears and is gone without any chance of return until someone once again yells those wonderful words “LAY ON”.
Now I have myself all psyched out for this season, and its nearly two weeks away. Thanks for the question, and please keep them coming folks.
Send any questions you may have to Gyerger@gmail.com . I’ll gladly answer it.

Find more information like this at http://thelarper.net