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LARP System: WRATH

Started by xiombarg, August 01, 2004, 05:45:01 PM

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xiombarg

Quote from: mindwandersAt the moment it alludes to a setting and conflict without actually giving more than hints what it is.
Which worked fine for Pretender, actually. However, in there is an explicit world-building step. I sort of wanted to the same thing here, but with a more develop-in-play style: start in one place, and then expand the details from there. But your concern brings up a point: I should probably make this more explicit.
love * Eris * RPGs  * Anime * Magick * Carroll * techno * hats * cats * Dada
Kirt "Loki" Dankmyer -- Dance, damn you, dance! -- UNSUNG IS OUT

mindwanders

You might want to consider a seperate GM's book. I've run a lot of LARPs and I can see how you could run the game, but another short book/chapter telling you how you should run the game would be really helpful.

Especially covering things like how to handle reports and stuff.

xiombarg

Also, consider this: If your play group is very White Wolf oriented, why not play using that background? The Aspects are freeform enough to allow it. I have the Malkavian Aspect and the Obfuscate Aspect, etc.
love * Eris * RPGs  * Anime * Magick * Carroll * techno * hats * cats * Dada
Kirt "Loki" Dankmyer -- Dance, damn you, dance! -- UNSUNG IS OUT

mindwanders

That's my plan for the playtest.

I'll Get you a full write up for the plan of the playtest soonish (should I PM it or post it up to the actual play section so that we can make the results public?).

xiombarg

Quote from: mindwandersI'll Get you a full write up for the plan of the playtest soonish (should I PM it or post it up to the actual play section so that we can make the results public?).
I think Actual Play is a good place for it.

BTW, I have incorporated a lot of y'all's comments into the manuscript:

http://xiombrag.tripod.com/WRATH.pdf
http://xiombrag.tripod.com/WRATH.doc

I'll probably be doing sample Aspects in a seperate document at some point.
love * Eris * RPGs  * Anime * Magick * Carroll * techno * hats * cats * Dada
Kirt "Loki" Dankmyer -- Dance, damn you, dance! -- UNSUNG IS OUT

sirogit

Very neat system, but some parts of it confuse me.

What exactly is the function of the potential aspect? To make expierince rising easier for younger characters? Couldn't you just make that an in-built part of the system, like if gaining new aspects cost a certain amount based on how many aspects you have?

mindwanders

The advantage of doing it this way is that the character can only get so powerful through thier aspects. To increase in power after all thier aspects have been defined they must persue thier keys to gain more stones.

I never thought of that before, it's a really nice idea to reward older characters for persuing thier Keys more vigerously.

xiombarg

Quote from: mindwandersI never thought of that before, it's a really nice idea to reward older characters for persuing thier Keys more vigerously.
Right. Also, the other point of the Potential Aspect is not to be seen in terms of traditional reward/XP systems or even "a beginner learning new things", but as a "develop in play" thing. Fred, I know my guy is a vampire. Later on, when I 'remember' during play that my character used to be a doctor, I use my Potential to represent that.

The Potential Apect exists to allow for characters that "grow" AND characters that we, in theory, always the way they end up being, but get "revealed" during play. That is, you don't need to nail down everything about the character at chargen, even if they're (in theory) real old and powerful.
love * Eris * RPGs  * Anime * Magick * Carroll * techno * hats * cats * Dada
Kirt "Loki" Dankmyer -- Dance, damn you, dance! -- UNSUNG IS OUT