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Showing posts with the label NERF.

Equipment Packages

I'm pretty sure I discussed this earlier, but the new LARP uses bullets as the dominant currency (along with unopened cans which could contain any foodstuff and have a random chance of being off, and rolls of toilet paper). Everyone starts with 60 bullets worth of equipment, 30 bullets worth are defined by a range of starting equipment packs, and 30 bullets worth are freely chosen. There's a massive range of NERF guns, foam/latex "LARP-safe" weaponry available, so we could specifically give prices for everything, and generate a huge list of costs that will need to be constantly updated when new ranges are released, but this feels like a sisyphean task. Instead, I'm running with something procedural. The cost of a gun comes out of a characters bullet reserve, so the better guns have a higher cost. But what factors should be considered when determining such a system. Having more bullets ready to fire (without needing to reload) is certainly an advantage. Hav...

LARP Game Balance

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LARP groups are tricky, moderating LARPs is trickier. Especially boffer LARPs, or those where real-world physical representation of character statistics exists. In a tabletop situation, there's an automatic degree of separation. One character might be more brawny than another, ons character might have more knowledge of certain obscure subject areas...and this can all be governed (to varying degrees of success) by rules and dice rolls. It gets murkier when statistics governing charisma or social interaction are considered, when one introverted gamer is trying to portray an outgping character with massive charisma, but even then the player can take on an authorial stance (describing what the character does), rather than an actor stance (and actually role-playing the sitiation by saying the lines and fully engaging the dialogue). It gets harder to do this in boffer-style LARP, not only because it is expected for players to embody their characters from a social standpoint, but beca...

Career Paths (Part 2)

It's been a couple of days since the last post. I've been discussing a few ideas with various communities, including game design groups, the LARP community I'll be running with, a few wider LARP groups, and a local NERF group. It looks like a NERF driven LARP is enough of a novelty tnat people are intrigued. That means brand new players. I also showed some of my existing players some minimalist rule sets, such as this one, and they were shocked at how such things could be called a formal set of rules. So, once again we're aiming for a sweet spot of "not too heavy, not too light". Lots of people seem interested in the idea of a formal game economy, and a decent system of development for both characters and equipment. It feels like I'm on the right track. Three is the magic number. I'm looking at three general categories that define a character (race, culture, and occupation/career), and three levels of progression before mastering something. ...

Evocative Names

I think a setting lures people in when it has evocative names associated with it. These names might be places, occupations, people in the setting, specific powers. I remember that the first thing that intrigued me about Rifts (back before it had even hit the shelves), were the names of some of the classes... "Juicer", "Glitterboy", "Psi-Stalker". The orders of Space Marines in Warhammer 40k, and even the creatures they commonly fight against, all have names with an emotional intensity to them. The quirky OSR products that are all trying to outflavour one another with their outlandishness, each naming their locations in ways that highlight the esoterica, the psychadelia, or the grimness of their setting. Hell, even Apocalypse World did it with the short punchy names given to the various playbooks. So, I'm thinking about the twisted new setting for our LARP. It's a fantasy post-apocalypse setting. A savage wasteland of super-tech and magic, where a...