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#11130 From: "John Behnken" <jbehnken@...>
Date: Mon Mar 3, 2008 2:04 pm
Subject: Re: Re: Get Ready for the Blood Games!
behnkenjohn
Offline Offline
Send Email Send Email
 
Mark - you're always welcome to join Team Prophecy. :)

John


On 2/29/08, Mark M. <larpguide@...> wrote:
>
>   Heh,
>
> Believe it or not, this IS going to motivate me to do a little
> exercise to get a bit more in shape. I am hoping that a large
> demographic of various games and gamestyles will be there.
>
> Not to poke a tiger with a stick, but I'm sure that it is more than
> just me that would LOVE to see who comes out ahead. Team NERO or
> Team Alliance.
>
> As for myself, I WAS thinking about going all egotistical and
> representing my own game just by myself, but I'd rather not have to
> fight everyone else. So, I expect all the LARPs involved to be
> pimping... er advertising their stuff and trying to collect the
> stragglers from other games who won't have a showing there.
>
> Mark
>
> --- In larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com>, "Doyaun
> Evans" <teyshar@...> wrote:
> >
> > Good Plenty of time for my people to stop eating tacos, and fatty
> foodstuffs
> > and lose some of that way too early for middle age sized belly they
> have
> > been growing since NERO. Training begins in a Fortnight.
> >
> >
> >
> > From: larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com> [mailto:
> larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com>]
> On Behalf
> > Of Harald Henning
> > Sent: Thursday, February 28, 2008 3:17 PM
> > To: Harald Henning
> > Subject: [larpa-gen] Get Ready for the Blood Games!
> >
> >
> >
> > This summer, on July 4-6, Ye Olde Commons is hosting the Blood
> Games - a
> > celebratory LARP Gathering and Competition bringing together
> players from
> > many different LARPs. Forget the Olympic Games - this is close to
> home!
> >
> > <http://www.thebloodgames.com/>
> >
> > There are events scheduled to appeal to every aspect of LARP - the
> physical
> > challenge of fighting and racing, the talent challenge of music and
> > performance, the mental challenge of games and puzzles, the
> diplomatic
> > challenge of interacting with teams from many realms. The
> interaction is
> > sure to be exciting and varied, and the competitions breathtaking.
> >
> > So gather your team, plan your characters, and get ready for your
> events!
> >
> > The web site at http://www.thebloodgames.com
> <http://www.thebloodgames.com/>
> > has all the details about the event schedule, the rules, and
> registration.
> >
> > Questions? For all inquiries feel free to e-mail us at
> > register@... <mailto:register%40thebloodgames.com>
> >
> > [Non-text portions of this message have been removed]
> >
> >
> >
> >
> >
> > [Non-text portions of this message have been removed]
> >
>
>
>


[Non-text portions of this message have been removed]

#11129 From: "Harald Henning" <henning@...>
Date: Sat Mar 1, 2008 12:56 am
Subject: RE: [BULK] Re: Get Ready for the Blood Games!
haraldmjh
Offline Offline
Send Email Send Email
 
I'd expect there will be a good amount of diplomacy - alliances may rise and
fall throughout the event .  So even if you do come as a lone representative
from your own Realm, you can work together with others.  Of course, you're
somewhat of an easy target for . um .. conquest .if you get struck down and
your life token taken three times.   As always, it's good to have a team to
support each other.



The Friday evening event - the Voice's Reception - is designed to do
precisely what you state:  present a setting where the Realms can present
themselves, and can recruit amongst the players that have not declared their
Realm allegiance yet, before those players make their decision and the
competitions start next day.



Harald

   _____

From: larpa-gen@yahoogroups.com [mailto:larpa-gen@yahoogroups.com] On Behalf
Of Mark M.
Sent: Friday, February 29, 2008 7:43 PM
To: larpa-gen@yahoogroups.com
Subject: [BULK] [larpa-gen] Re: Get Ready for the Blood Games!
Importance: Low



Heh,

Believe it or not, this IS going to motivate me to do a little
exercise to get a bit more in shape. I am hoping that a large
demographic of various games and gamestyles will be there.

Not to poke a tiger with a stick, but I'm sure that it is more than
just me that would LOVE to see who comes out ahead. Team NERO or
Team Alliance.

As for myself, I WAS thinking about going all egotistical and
representing my own game just by myself, but I'd rather not have to
fight everyone else. So, I expect all the LARPs involved to be
pimping... er advertising their stuff and trying to collect the
stragglers from other games who won't have a showing there.

Mark

--- In larpa-gen@yahoogrou <mailto:larpa-gen%40yahoogroups.com> ps.com,
"Doyaun Evans" <teyshar@...> wrote:
>
> Good Plenty of time for my people to stop eating tacos, and fatty
foodstuffs
> and lose some of that way too early for middle age sized belly they
have
> been growing since NERO. Training begins in a Fortnight.
>
>
>
> From: larpa-gen@yahoogrou <mailto:larpa-gen%40yahoogroups.com> ps.com
[mailto:larpa-gen@yahoogrou <mailto:larpa-gen%40yahoogroups.com> ps.com]
On Behalf
> Of Harald Henning
> Sent: Thursday, February 28, 2008 3:17 PM
> To: Harald Henning
> Subject: [larpa-gen] Get Ready for the Blood Games!
>
>
>
> This summer, on July 4-6, Ye Olde Commons is hosting the Blood
Games - a
> celebratory LARP Gathering and Competition bringing together
players from
> many different LARPs. Forget the Olympic Games - this is close to
home!
>
> <http://www.theblood <http://www.thebloodgames.com/> games.com/>
>
> There are events scheduled to appeal to every aspect of LARP - the
physical
> challenge of fighting and racing, the talent challenge of music and
> performance, the mental challenge of games and puzzles, the
diplomatic
> challenge of interacting with teams from many realms. The
interaction is
> sure to be exciting and varied, and the competitions breathtaking.
>
> So gather your team, plan your characters, and get ready for your
events!
>
> The web site at http://www.theblood <http://www.thebloodgames.com>
games.com
<http://www.theblood <http://www.thebloodgames.com/> games.com/>
> has all the details about the event schedule, the rules, and
registration.
>
> Questions? For all inquiries feel free to e-mail us at
> register@... <mailto:register%40thebloodgames.com>
>
> [Non-text portions of this message have been removed]
>
>
>
>
>
> [Non-text portions of this message have been removed]
>





[Non-text portions of this message have been removed]

#11128 From: "Mark M." <larpguide@...>
Date: Sat Mar 1, 2008 12:42 am
Subject: Re: Get Ready for the Blood Games!
larpguide
Online Now Online Now
Send Email Send Email
 
Heh,

Believe it or not, this IS going to motivate me to do a little
exercise to get a bit more in shape.  I am hoping that a large
demographic of various games and gamestyles will be there.

Not to poke a tiger with a stick, but I'm sure that it is more than
just me that would LOVE to see who comes out ahead.  Team NERO or
Team Alliance.

As for myself, I WAS thinking about going all egotistical and
representing my own game just by myself, but I'd rather not have to
fight everyone else. So, I expect all the LARPs involved to be
pimping... er advertising their stuff and trying to collect the
stragglers from other games who won't have a showing there.

Mark


--- In larpa-gen@yahoogroups.com, "Doyaun Evans" <teyshar@...> wrote:
>
> Good Plenty of time for my people to stop eating tacos, and fatty
foodstuffs
> and lose some of that way too early for middle age sized belly they
have
> been growing since NERO.  Training begins in a Fortnight.
>
>
>
> From: larpa-gen@yahoogroups.com [mailto:larpa-gen@yahoogroups.com]
On Behalf
> Of Harald Henning
> Sent: Thursday, February 28, 2008 3:17 PM
> To: Harald Henning
> Subject: [larpa-gen] Get Ready for the Blood Games!
>
>
>
> This summer, on July 4-6, Ye Olde Commons is hosting the Blood
Games - a
> celebratory LARP Gathering and Competition bringing together
players from
> many different LARPs. Forget the Olympic Games - this is close to
home!
>
> <http://www.thebloodgames.com/>
>
> There are events scheduled to appeal to every aspect of LARP - the
physical
> challenge of fighting and racing, the talent challenge of music and
> performance, the mental challenge of games and puzzles, the
diplomatic
> challenge of interacting with teams from many realms. The
interaction is
> sure to be exciting and varied, and the competitions breathtaking.
>
> So gather your team, plan your characters, and get ready for your
events!
>
> The web site at http://www.thebloodgames.com
<http://www.thebloodgames.com/>
> has all the details about the event schedule, the rules, and
registration.
>
> Questions? For all inquiries feel free to e-mail us at
> register@... <mailto:register%40thebloodgames.com>
>
> [Non-text portions of this message have been removed]
>
>
>
>
>
> [Non-text portions of this message have been removed]
>

#11127 From: "Doyaun Evans" <teyshar@...>
Date: Thu Feb 28, 2008 10:43 pm
Subject: RE: Get Ready for the Blood Games!
teyshar
Offline Offline
Send Email Send Email
 
Good Plenty of time for my people to stop eating tacos, and fatty foodstuffs
and lose some of that way too early for middle age sized belly they have
been growing since NERO.  Training begins in a Fortnight.



From: larpa-gen@yahoogroups.com [mailto:larpa-gen@yahoogroups.com] On Behalf
Of Harald Henning
Sent: Thursday, February 28, 2008 3:17 PM
To: Harald Henning
Subject: [larpa-gen] Get Ready for the Blood Games!



This summer, on July 4-6, Ye Olde Commons is hosting the Blood Games - a
celebratory LARP Gathering and Competition bringing together players from
many different LARPs. Forget the Olympic Games - this is close to home!

<http://www.thebloodgames.com/>

There are events scheduled to appeal to every aspect of LARP - the physical
challenge of fighting and racing, the talent challenge of music and
performance, the mental challenge of games and puzzles, the diplomatic
challenge of interacting with teams from many realms. The interaction is
sure to be exciting and varied, and the competitions breathtaking.

So gather your team, plan your characters, and get ready for your events!

The web site at http://www.thebloodgames.com <http://www.thebloodgames.com/>
has all the details about the event schedule, the rules, and registration.

Questions? For all inquiries feel free to e-mail us at
register@... <mailto:register%40thebloodgames.com>

[Non-text portions of this message have been removed]





[Non-text portions of this message have been removed]

#11126 From: "Harald Henning" <henning@...>
Date: Thu Feb 28, 2008 8:16 pm
Subject: Get Ready for the Blood Games!
haraldmjh
Offline Offline
Send Email Send Email
 
This summer, on July 4-6, Ye Olde Commons is hosting the Blood Games - a
celebratory LARP Gathering and Competition bringing together players from
many different LARPs.  Forget the Olympic Games - this is close to home!



  <http://www.thebloodgames.com/>



There are events scheduled to appeal to every aspect of LARP - the physical
challenge of fighting and racing, the talent challenge of music and
performance, the mental challenge of games and puzzles, the diplomatic
challenge of interacting with teams from many realms.  The interaction is
sure to be exciting and varied, and the competitions breathtaking.



So gather your team, plan your characters, and get ready for your events!



The web site at http://www.thebloodgames.com <http://www.thebloodgames.com/>
has all the details about the event schedule, the rules, and registration.



Questions?  For all inquiries feel free to e-mail us at
register@...









[Non-text portions of this message have been removed]

#11125 From: "Abigail Grier Thompson" <abi.thompson@...>
Date: Thu Feb 28, 2008 2:28 am
Subject: Re: [THREADS-OFFICIAL] 6th Annual LARP Roast - Eric Johnson
abi_thompson
Offline Offline
Send Email Send Email
 
Shit, this means i'll have to come back from California, won't I.....
I mean, I can't let an opportunity like this to pass.....


Abs

On Wed, Feb 27, 2008 at 1:28 PM, Gordon Olmstead-Dean
<gordon@...> wrote:
> Hello folks.  For those of you who aren't familiar, every year the LARP
> Commnunity in the Baltimore-Washignton Area presents a Roast, in which some
> deserving individual from the regional community is honored.  This year's
> honoree will be Eric Johnson.  If you'd like to attend, please add yourself
> to the invitation through the following URL, and respond "yes."
>
> http://www.evite.com/app/publicUrl/MBZVUDKKOIIMFQMXMMOG/2008_Roast
>  --~--~---------~--~----~------------~-------~--~----~
>  You received this message because you are subscribed to the Google Groups
> "Threads Official" group.
>  To post to this group, send email to Threads-Official@googlegroups.com
>  To unsubscribe from this group, send email to
> Threads-Official-unsubscribe@googlegroups.com
>  For more options, visit this group at
> http://groups.google.com/group/Threads-Official?hl=en
>  -~----------~----~----~----~------~----~------~--~---
>
>

#11124 From: "Gordon Olmstead-Dean" <gordon@...>
Date: Wed Feb 27, 2008 9:28 pm
Subject: 6th Annual LARP Roast - Eric Johnson
vialarp
Offline Offline
Send Email Send Email
 
Hello folks.  For those of you who aren't familiar, every year the LARP
Commnunity in the Baltimore-Washignton Area presents a Roast, in which some
deserving individual from the regional community is honored.  This year's
honoree will be Eric Johnson.  If you'd like to attend, please add yourself
to the invitation through the following URL, and respond "yes."

http://www.evite.com/app/publicUrl/MBZVUDKKOIIMFQMXMMOG/2008_Roast


[Non-text portions of this message have been removed]

#11123 From: "Heidi Westerlund" <heidi.westerlund@...>
Date: Fri Feb 22, 2008 8:41 am
Subject: Register now for Solmukohta 2008
heicculi
Offline Offline
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Solmukohta is the annual Nordic role-playing convention, gathering the
brightest and strangest minds of Nordic larp together for a weekend of
workshops, discussions, lectures and parties. The event is held 4.-6.
of April in Nurmijärvi, Finland, 45 kilometers from Helsinki.
Solmukohta is organized by Ropecon ry.

The main event is preceded by a week of games and events in Helsinki.
This year the Week in Finland is organized in collaboration with the
Freefall larp festival, featuring a number of interesting, innovative
and novel larps in Helsinki area. The event also produces a book on
theory, design and practice of role-playing.

Price for Solmukohta 2008 is 110 EUR including all meals, gala dinner,
the book and hotel rooms during the convention. A week in Finland is
also included in the price.

People are coming in from 17 countries already. Register now!
http://www.solmukohta.org

#11122 From: Michael Jason Teegarden <mjteegarden@...>
Date: Thu Feb 21, 2008 2:37 pm
Subject: Larping (boffer weapons) in the Houston Press
mjteegarden
Offline Offline
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Hello, all LARPA people,

An interesting article on Amtgard larping appears this
week in the Houston Press as its cover article
Houston's second largest newspaper, published weekly).

Go to:
http://www.houstonpress.com/2008-02-21/news/live-action-role-players-get-boffed-\
in-amtgard/

http://www.houstonpress.com/

Sincerely,
Michael Teegarden

#11121 From: Moira Parham <moira_parham@...>
Date: Fri Feb 15, 2008 7:45 pm
Subject: Morning After LARP Easter weekend in Hamburg, PA
moira_parham
Offline Offline
Send Email Send Email
 
Hey folks!  I'm forwarding this information along on
behalf of Lori Pressley.  If you are interested in
signing up for this game, please contact her directly
at  lpressley@....  I plan on playing.  I know
this has run before in the Boston area with great
success.
Thanks
Moira

'The Morning After' is a live-action role-playing
adventure that will be  taking place in Hamburg, PA on
a weekend in March 21-23.  It will be  run by its
authors, experienced gamemasters who have run similar
games at  local colleges as well as national
conventions over the past several years.   The players
will be folks from various area gamer communities.
The Morning After is run by a staff of five
'gamemasters' and five  assistants.  The game can
handle up to thirty players.  However, even when
filled to capacity, this still makes for a
player-to-GM ratio of about four  to one, better than
can be found at most professionally run games.  While
we  hope that the game will fill to capacity, the
minimum number of twenty   players is sufficient to
maintain a well plotted, action-packed game.

             I like to descrbe the game as a
'comedy-adventure-mystery-romance' -  honestly, we
have tried to pack everything in there so that we can
safely  say, there is something in here for everyone.
  Players fill out a casting  questionnaire when they
sign up for the game, and this enables us to find a
role which will keep them interested and entertained
for the duration.     If you are into comparisons, the
game is sort of a combination of 'Love  Boat' and
'Posiedon Adventure' with a little 'Alien' thrown in
for good  measure.   It takes place on a luxury cruise
ship which is travelling between  star systems in a
far distant but not-excessively-implausible future.
The  ship comes complete with all of the amenities:
botanical garden, promenade,   jacuzzi,
state-of-the-art medical facilities, and knockout gas
to keep you  from going insane during the infinitely
long journey between the stars.  It  is an unfortunate
side effect of the gas that passengers wake up a
little   disoriented and completely amnesiac.
Passengers begin the game having just  reawoken from
'hyper-sleep' and have two days to recollect their
memories,  their identities, and their luggage before
arriving at their destination.     This unusual format
makes the game excellent for players new to
live-action  role-playing.  Characters begin the game
with only the barest smattering of  an idea who they
really are and what they are up to.

Over the course of the  game, they learn more and more
about themselves, and are able to easily slip  further
and further into character as the game progresses.
By the end of  the game, everyone will have all of the
information they need to accomplish  their goals;
however, the cleverest people will deduce what they
need to  earlier, and thus be able to accomplish their
goals sooner.     Playing a game of this nature
involves some commitment; a single droupout  could
seriously damage the game and even ruin the fun for
more than one  other player.  Since all information
enters the game through the memories of   the
characters, the lack of a person means a lack of his
or her knowlege,  and that knowlege may have proven
useful (or harmful) to another character.     For this
reason, I must ask that people consider carefully
whether they are   willing to commit an entire weekend
to the game.  The game does not require  constant,
24-hour vigilance (unless you do something rash);
however, players  need to be available during waking
hours and often late in the evening.    Besides, you
can't win if you don't play...


The game will be running the weekend of March 21st -
March 23rd, at the Blue Mountain Camp Ground in
Hamburg, PA. In order to successfully run the game,
the GMs have indicated that they need at least 20
players. They have also said that 25-30 will make the
game a more enjoyable experience for everyone.
Currently, we have around 15 confirmed players, so
there is plenty of room for you to sign up. The folks
running it are Mike Romatelli (Julian Rochetti from
ARC and Ruslan (the russian scientist) from the XPI
horror game) and various people from the Mass. area.

The cost of the game will necessarily depend on the
final attendance numbers, but is looking to fall
somewhere around $40 dollars per person for the
weekend. Currently, this price does not include food,
but we are attempting to make arrangements in that
regard, so stay tuned.

Thanks all!



_______
"It's one thing to be certain.  But you can be certain and be wrong."
-Sen. John Kerry


      
________________________________________________________________________________\
____
Looking for last minute shopping deals?
Find them fast with Yahoo! Search. 
http://tools.search.yahoo.com/newsearch/category.php?category=shopping

#11118 From: "Gordon Olmstead-Dean" <gordon@...>
Date: Wed Feb 13, 2008 7:10 pm
Subject: Re: Forums & Blogs - was: Selling a Larp
vialarp
Offline Offline
Send Email Send Email
 
www.larpaweb.net

www.larpwriting.org

On Feb 13, 2008 10:46 AM, mr_amherst <LARP.Chronicles@...> wrote:

>   Paul Scouten remarked:
> "Gordon mentioned several forums with larp info, I would be
> interested in knowing some of those Live Journals and Forums perhaps
> if you could suggest some of the more interesting ones I may find
> them rather. . . well. . . interesting."
>
> Apologies for a belated response...
> I'm going to post a few links to forums:
>
> LARPA's Forums @ http://www.larpaweb.org/
> RPG.Net's LARP Forums @ http://forum.rpg.net/forumdisplay.php?f=70
> Shade's LARP List Forums @ http://www.larplist.com/modules.php?
> name=Forums
>
> For Livejournals, there are a fair number of individuals
> (writers/directors/players), etc that maintain their own personal
> journal. There are also a number of specific games that maintain an
> LJ blog.
>
> And there are a few LJ 'general' communities that I have been
> coordinating/organizing/maintaining, which are:
>
> http://community.livejournal.com/greatlakes_larp/
> (For LARPers in Indiana, Michigan, Illinois, and Ohio)
>
> http://community.livejournal.com/ne_larp/
> (For LARPers in New England)
>
> http://community.livejournal.com/mw_larp/
> (For LARPers in the Upper Midwest)
>
> http://community.livejournal.com/se_larp/
> (For LARPers in the Southeastern US)
>
> http://community.livejournal.com/midatl_larp/
> (For LARPers in the Mid-Atlantic)
>
> All of the above are open for LARPing discussions, but honestly,
> right now, you are more likely to see announcements about upcoming
> games, calendar postings, and convention profiles.
>
> Signed,
> C.
>
> (Not that I'm not up for a good discussion on theory, there just
> aren't a lot of people who follow my current interest, the theories
> and paradigms called "Chaotic Fiction")
>
>
>


[Non-text portions of this message have been removed]

#11116 From: "Mark M." <larpguide@...>
Date: Tue Feb 12, 2008 9:30 pm
Subject: NEROWest's 2008 Schedule
larpguide
Online Now Online Now
Send Email Send Email
 
Here it is.  Overnights are at their site at Camp Cutter, day events
are at Belgatos Park in Sunnyvale.

For more info, visit their website at www.nerowest.com

Sunday, March 2      10:00am   Adventure Day
Friday, March 14      4:00pm NERO West Overnight event
Saturday, April 12   10:00am NERO West Adventure Day
Sunday, May 4      10:00am NERO West Tournament Day
Saturday, May 31     10:00am NERO West Adventure Day
Friday, June 20       4:00pm NERO West Overnight Event
Sunday, July 13      10:00am NERO West Adventure Day
Saturday, August 2   10:00am NERO West Adventure Day
Friday, August 29     4:00pm NERO West Overnight Event
Sunday, September 21 10:00am NERO West Adventure Day
Saturday, October 18 10:00am NERO West Adventure Day
Friday, October 31    4:00pm NERO West Overnight Event
Sunday, November 23  10:00am NERO West Personal Mod Day
Saturday, December 13 4:00pm NERO West - Season Finale Feast

#11115 From: larpa-gen@yahoogroups.com
Date: Sat Feb 9, 2008 4:58 pm
Subject: Mirrorshades: Live Roleplaying in a Dark Future, 2/16/2008, 12:00 pm
larpa-gen@yahoogroups.com
Send Email Send Email
 
Reminder from:   larpa-gen Yahoo! Group
 
Title:   Mirrorshades: Live Roleplaying in a Dark Future
 
Date:   Saturday February 16, 2008
Time:   12:00 pm - 5:30 pm
Repeats:   This event repeats every month on the third Saturday.
Notes:   The monthly Mirrorshades cyberpunk LRP, held at the Old Queen's Head pub in Sheffield, UK.

For more information, see www.mirrorshades.co.uk
 
Copyright © 2008  Yahoo! Inc. All Rights Reserved | Terms of Service | Privacy Policy

#11114 From: "Kelly MacDougal" <pugglette@...>
Date: Sat Feb 9, 2008 2:00 am
Subject: GM Needed for Intercon H
pugglette
Offline Offline
Send Email Send Email
 
Hello, we have been forced to admit that we could sure use a floor GM
or  two for Blackie's Bar & Grill Grand Cayman on Saturday night. No
experience necessary, we aren't too picky.  So if you are free in that
time slot and would like to help out please let me know. Email me at
madamruppy at verizon dot net   which is my main addy.

Kelly MacDougal

#11113 From: "Doyaun Evans" <teyshar@...>
Date: Fri Feb 8, 2008 4:00 pm
Subject: RE: Re: Politics
teyshar
Offline Offline
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Mike,



You are a lawyer.  You gotta be involved in politics!!!  NERO Trumped
politics.now there is a seller.



From: larpa-gen@yahoogroups.com [mailto:larpa-gen@yahoogroups.com] On Behalf
Of Michael Ventrella
Sent: Wednesday, February 06, 2008 5:50 PM
To: larpa-gen@yahoogroups.com
Subject: Re: [larpa-gen] Re: Politics



My undergraduate degree is in Political Science. I have worked on many many
political campaigns, including being a campaign manager for a state
representative in Boston in 86 (pre-NERO). Some locals were asking me to
run for an open seat in 90 but I decided not to, partially due to being too
involved in NERO at the time. (Yes, I regret it now). I recently worked
for a couple of candidates here in PA running for judge, and I have
contributed to the Obama campaign and have an Obama bumper sticker. I'm a
political junkie, and I'm really enjoying this political year.

Mike Ventrella

On Feb 6, 2008 4:51 PM, Mark M. <larpguide@...
<mailto:larpguide%40yahoo.com> > wrote:

> Personally, I'm not active at all. But I do have a friend who is a
> LARPer who also a prime employee in the San Francisco Government.
>
> >
> > I'm betting that LARPers are in fact fairly involved. Remember: no
> statement
> > of who or what or issues..just are you involved?
> >
> >
> >
> > Ford
> >
> >
> >
> >
> >
> > [Non-text portions of this message have been removed]
> >
>
>
>

--
www.michaelaventrella.com

[Non-text portions of this message have been removed]





[Non-text portions of this message have been removed]

#11112 From: "Doyaun Evans" <teyshar@...>
Date: Fri Feb 8, 2008 3:59 pm
Subject: RE: Politics
teyshar
Offline Offline
Send Email Send Email
 
Heh,



I think I am so political it hurts.  But then you guys have read  my
postings.  And what is more LARP than Politics.  You get dressed up to
pretend you are affecting the world and then realize you are affecting
nothing.  So you get buried in the fantasy and people disapprove.  All the
while we know they wanna dress up too



From: larpa-gen@yahoogroups.com [mailto:larpa-gen@yahoogroups.com] On Behalf
Of Ford Ivey
Sent: Wednesday, February 06, 2008 4:04 PM
To: larpa-gen@yahoogroups.com
Subject: [larpa-gen] Politics



I was out to dinner last night, and the guy I was eating with was telling
me that LARPers in general are not very political. I don't know that I
believe him.so I'm wondering if you guys will tell me. I'm not looking for
positions or arguments, just a statement of involvement in the political
process from the 'not at all' end to the 'I work for the local party' level.

I'm betting that LARPers are in fact fairly involved. Remember: no statement
of who or what or issues..just are you involved?

Ford

[Non-text portions of this message have been removed]





[Non-text portions of this message have been removed]

#11111 From: "Mark M." <larpguide@...>
Date: Thu Feb 7, 2008 11:46 pm
Subject: Re: Armor Rules
larpguide
Online Now Online Now
Send Email Send Email
 
--- In larpa-gen@yahoogroups.com, Rick McCoy
<talerian_swordsinger@...> wrote:

> Mark M's old game Adventures Unlimited (now Realms of Conflict) had
a very nice combat mechanic (it's still my favorite to this day) that
worked really well with armor. It was a comparison system; damage vs.
armor. If you got hit with a number higher than your armor rating at a
limb location, you lost the limb. Torso, or three limbs and you were
bleeding out.

Oh?  When did the name change happen? Sheesh, yer out of the loop for
a little while... ;)

Adding more hit points with armor only works if the scale of damage is
relatively small.  When you have people able to swing for 15+ points
of damage, wearing all that heavy stuff just to survive two extra
swings is pointless.  If, however, weapons could only do 1-3 points of
damage maximum, then that 15-20 point set of armor comes in real handy.

I personally prefer having damage reduction via armor.  I tailored
AU's style after a Living Fiction game I played in where they used
paint swords.  Certain types of armor stopped certain types of weapons
(large edge, small edge, large blunt, etc.) and if you got hit in the
area with the color that the armor protected against, you were safe.
Remember that this was also a single breach=useless limb situation.

I also support that only areas covered with armor gain that armor's
benefit.  Part of the challenge of a fight should be to try and find
your opponent's weak spot instead of just repeated hit him like a base
drum.

I don't think people would have anymore trouble subtracting damage
from a weapon swing than they do have with all the numbers flying
about.  AU only allowed a weapon to do a maximum of 5 points of
damage, and even people who had different types of armor all over
their bodies were able to keep things straight.

Also, armor wasn't completely invincible.  If someone breached the
armor, the armor took a point of damage.  If it took as many points of
damage as it had armor points, then the piece was useless and needed
to be repaired.

I'd also like to comment on the heavy armor topic.  I have also fought
in the SCA and have received numerous injuries due to various things.
One of these was almost having my leg broken when someone landed on
it.  I felt the bone flexing in my lower leg as this person rolled off
of me.  I think that it would have flexed less if they weren't wearing
60 pounds of steel.  By the same token though, if I had on a full
metal greave, my leg wouldn't have flexed.

I think that heavy armor only becomes dangerous when people are
fighting in close proximity to one another and not everyone is wearing
it.  I could take a very nasty injury from someone with plate armor
hitting me accidentially with their arm as they swung at an opponent,
took an effect from a spell and so on.

#11110 From: "Jeremie Collins" <jeremie1978@...>
Date: Thu Feb 7, 2008 8:27 pm
Subject: Re: [BULK] Re: Armor Rules
neroiowa
Offline Offline
Send Email Send Email
 
thanks for the responses all.

I like the idea of armor subtracting from a swing if the game does damage
with its weapons.
I've always called it the "tough hide" effect...if plate gave you a tough
hide or protection rating of 5 and a longsword hits you in that spot for 2
you take nothing.

conversely in a system with hit points armor has a chance to excel but often
times doesnt because of the value.

In a very low hit point game where 20hit points is uber armor with 10pts is
king
in a high hit point game where 100pts is uber then a 50pt suit is
incredible.
there is a problem with this which I'll explain in a second

currently in 2 of the games I mentioned they offer a middle ground for
numbers 30-50hit points is average so the armor rules they have in place now
are good with armor giving you up to 20-30pts

however with the example I gave up and the 2 games I was refering to the
players have the ability to swing for 10-30pts of damage each swing...which
even if you have 60pts of armor its just going to be a matter of seconds
before your entire armor suit is gone

If you did the "rapid Refits" or the "flawless" refits ( super short time to
re-adj armor to full and refit armor to full after being breached) it helps
out tremendously but other factors sometimes cause those band aids to be
problematic or not enough

Arcane Armor , odd ball carrier attacks with weapons its a host of things.

I think perhaps one of the better and easier done fixes to armor that is
used as additional hit points is to increase the value by A) giving higher
totals to real armor and maybe even extending the user a threshold
effect...but also giving armor smiths the rapid and flawless refit
abilities... and B) make armor either never breach or able to become
rendered a bit easier or as an ability for a smith.

Im interested to see what other options people use

On Feb 7, 2008 12:00 PM, Harald Henning <henning@...> wrote:

>   OK - I'll add my $.02 to this.
>
> After trying out and seeing many variants ranging from hit location damage
> barriers, to hit points by armor piece, to total hit points, I've come
> back
> to the principle of KISS.
>
> I've arrived at this by trying to answer the question of "what are we
> actually trying to achieve with armor rules in a LARP?" The basic answer,
> I
> find, is to encourage good-looking costuming, and to enhance the immersion
> of the game.
>
> Let's face it, we are not recreating any realistic style of real combat.
> LARP rules disallow grappling, grabbing, and striking at all the nasty
> places that real combat aims for. We are playing a game, which happens to
> include hitting each other with sticks. All boffer weapons and even all
> SCA
> weapons are, after all, just sticks. They do not have any of the real
> weapon qualities that would matter in a real combat, and we do not use
> them
> like a real sword, dagger, spear, or halberd would actually be used.
>
> So, if we get away from the attempt to model realism in what effect a
> boffer
> hit on your body should have, we can focus on what is most fun. In my
> experience, most fun means looking cool, not feeling discomforted, and not
> having to do math in the middle of combat (and wondering if your opponent
> really tracked all those hits he just took). I find that even simple math
> becomes a guessing game in the flurry of blows landing in a boffer battle.
>
>
> Thus, KISS for armor means keeping it to very simple categories (light,
> medium, heavy), and very simple hit points. I also like to keep hit points
> as low as possible, but on the other hand, it's also no fun to be knocked
> out of combat by just one or two blows - as real weapon strikes would if
> they really hit you. So the hit points should be low, but not too low, and
> the damage of a hit should be simple (1 per hit, if possible).
>
> Thanks -
>
> Harald
>
> Ye Olde Commons
>
> www.yeoldecommons.com <http://www.yeoldecommons.com/>
>
> www.thebloodgames.com
>
> _____
>
> From: larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com> [mailto:
> larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com>] On Behalf
> Of Scott Kondrk
> Sent: Thursday, February 07, 2008 12:19 PM
>
> To: larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com>
> Subject: [BULK] Re: [larpa-gen] Armor Rules
> Importance: Low
>
> Jeremie,
>
> I have played in a system where besides getting armor points, if you wore
> plate you were immune to arrows and thrown weapons. In this system, your
> armor came into play only if you were hit in the actual armor. For
> instance, if I had a plate bracer on and got hit there, I would take one
> point off the 3 point of the arm location. But if I got hit in the upper
> arm (same game mechanic location) where there was no armor, I'd take the
> wound. This system was a lot of fun and led to a lot more strategy in a
> fight than a straight hit point system, but it also took OOG skill far
> more
> into account. Keeping track of the armor was not really any harder than
> keeping track of systems that use high number hit points.
>
> In Alliance Larp, we're currently discussing giving different bonuses to
> higher armor values such as damage reduction and/or damage nullification
> but
> it hasn't made it into the rules yet. We currently just use the "add extra
> hit points" method. I'm very interested to see the responses to this
> thread
> as we've been mulling over the exact same topic.
>
> Scott
> www.faireplay.org
>
> On Feb 7, 2008 1:59 AM, Jeremie Collins <jeremie1978@
> <mailto:jeremie1978%40gmail.com> gmail.com> wrote:
>
> > This mainly pertains to Boffer combat larps
> >
> > I tool, carve, grommet, cuir boilli, studd, fasten plates to, dye,
> paint,
> > twist, contort, stretch, shape and mold leather as a hobby...sometimes
> its
> > armor sometimes its for practice othertimes its for a gift.
> > I also make chain mail and have helped make 10 gauge steel pauldrons,
> > greaves and chest plates
> > I've also worked with the HDPE and ABS plastic armors.
> >
> > I've got some experience when it comes to armor
> >
> > so all that said the only thing I ever see anymore when it comes to
> armor
> > is
> > for it to act as additional hit points in most games.
> >
> > I'm not sure what a viable solution is anymore...NERO International
> tells
> > me
> > that the players are not smart enough to track a system that would
> > subtract
> > damage from each hit a "Tough Hide" effect if you will in Alliance Its
> > easier to get Arcane Armor
> > both games give a very mediocre bonus when it comes to the promotion
> > of armor (even the NERO Int Armor suite playtest is lacking) I LOVE Rob
> > Cic's game system but he does something similiar by making armor give
> you
> > in
> > essence additional hit points
> >
> > is there any main stream game that has approached it in a new manner?
> >
> > It seems that armor is sometimes cost prohibitive to actually phys rep
> but
> > when it is the actual value or the benefit doesn't really weight out.
> >
> > Has anyone play tested or come up with a solid working system besides
> > additional hit points?
> >
> > [Non-text portions of this message have been removed]
> >
> >
> >
>
> [Non-text portions of this message have been removed]
>
> [Non-text portions of this message have been removed]
>
>
>


[Non-text portions of this message have been removed]

#11109 From: "Harald Henning" <henning@...>
Date: Thu Feb 7, 2008 6:00 pm
Subject: RE: [BULK] Re: Armor Rules
haraldmjh
Offline Offline
Send Email Send Email
 
OK - I'll add my $.02 to this.



After trying out and seeing many variants ranging from hit location damage
barriers, to hit points by armor piece, to total hit points, I've come back
to the principle of KISS.



I've arrived at this by trying to answer the question of "what are we
actually trying to achieve with armor rules in a LARP?"  The basic answer, I
find, is to encourage good-looking costuming, and to enhance the immersion
of the game.



Let's face it, we are not recreating any realistic style of real combat.
LARP rules disallow grappling, grabbing, and striking at all the nasty
places that real combat aims for.  We are playing a game, which happens to
include hitting each other with sticks.  All boffer weapons and even all SCA
weapons are, after all, just sticks.  They do not have any of the real
weapon qualities that would matter in a real combat, and we do not use them
like a real sword, dagger, spear, or halberd would actually be used.



So, if we get away from the attempt to model realism in what effect a boffer
hit on your body should have, we can focus on what is most fun.  In my
experience, most fun means looking cool, not feeling discomforted, and not
having to do math in the middle of combat (and wondering if your opponent
really tracked all those hits he just took).  I find that even simple math
becomes a guessing game in the flurry of blows landing in a boffer battle.



Thus, KISS for armor means keeping it to very simple categories (light,
medium, heavy), and very simple hit points.  I also like to keep hit points
as low as possible, but on the other hand, it's also no fun to be knocked
out of combat by just one or two blows - as real weapon strikes would if
they really hit you.  So the hit points should be low, but not too low, and
the damage of a hit should be simple (1 per hit, if possible).



Thanks -

Harald



Ye Olde Commons

www.yeoldecommons.com <http://www.yeoldecommons.com/>

www.thebloodgames.com

   _____

From: larpa-gen@yahoogroups.com [mailto:larpa-gen@yahoogroups.com] On Behalf
Of Scott Kondrk
Sent: Thursday, February 07, 2008 12:19 PM
To: larpa-gen@yahoogroups.com
Subject: [BULK] Re: [larpa-gen] Armor Rules
Importance: Low



Jeremie,

I have played in a system where besides getting armor points, if you wore
plate you were immune to arrows and thrown weapons. In this system, your
armor came into play only if you were hit in the actual armor. For
instance, if I had a plate bracer on and got hit there, I would take one
point off the 3 point of the arm location. But if I got hit in the upper
arm (same game mechanic location) where there was no armor, I'd take the
wound. This system was a lot of fun and led to a lot more strategy in a
fight than a straight hit point system, but it also took OOG skill far more
into account. Keeping track of the armor was not really any harder than
keeping track of systems that use high number hit points.

In Alliance Larp, we're currently discussing giving different bonuses to
higher armor values such as damage reduction and/or damage nullification but
it hasn't made it into the rules yet. We currently just use the "add extra
hit points" method. I'm very interested to see the responses to this thread
as we've been mulling over the exact same topic.

Scott
www.faireplay.org

On Feb 7, 2008 1:59 AM, Jeremie Collins <jeremie1978@
<mailto:jeremie1978%40gmail.com> gmail.com> wrote:

> This mainly pertains to Boffer combat larps
>
> I tool, carve, grommet, cuir boilli, studd, fasten plates to, dye, paint,
> twist, contort, stretch, shape and mold leather as a hobby...sometimes its
> armor sometimes its for practice othertimes its for a gift.
> I also make chain mail and have helped make 10 gauge steel pauldrons,
> greaves and chest plates
> I've also worked with the HDPE and ABS plastic armors.
>
> I've got some experience when it comes to armor
>
> so all that said the only thing I ever see anymore when it comes to armor
> is
> for it to act as additional hit points in most games.
>
> I'm not sure what a viable solution is anymore...NERO International tells
> me
> that the players are not smart enough to track a system that would
> subtract
> damage from each hit a "Tough Hide" effect if you will in Alliance Its
> easier to get Arcane Armor
> both games give a very mediocre bonus when it comes to the promotion
> of armor (even the NERO Int Armor suite playtest is lacking) I LOVE Rob
> Cic's game system but he does something similiar by making armor give you
> in
> essence additional hit points
>
> is there any main stream game that has approached it in a new manner?
>
> It seems that armor is sometimes cost prohibitive to actually phys rep but
> when it is the actual value or the benefit doesn't really weight out.
>
> Has anyone play tested or come up with a solid working system besides
> additional hit points?
>
> [Non-text portions of this message have been removed]
>
>
>

[Non-text portions of this message have been removed]





[Non-text portions of this message have been removed]

#11108 From: "Scott Kondrk" <skondrk73@...>
Date: Thu Feb 7, 2008 5:18 pm
Subject: Re: Armor Rules
findarth419
Offline Offline
Send Email Send Email
 
Jeremie,

I have played in a system where besides getting armor points, if you wore
plate you were immune to arrows and thrown weapons.  In this system, your
armor came into play only if you were hit in the actual armor.  For
instance, if I had a plate bracer on and got hit there, I would take one
point off the 3 point of the arm location.  But if I got hit in the upper
arm (same game mechanic location) where there was no armor, I'd take the
wound.  This system was a lot of fun and led to a lot more strategy in a
fight than a straight hit point system, but it also took OOG skill far more
into account.  Keeping track of the armor was not really any harder than
keeping track of systems that use high number hit points.

In Alliance Larp, we're currently discussing giving different bonuses to
higher armor values such as damage reduction and/or damage nullification but
it hasn't made it into the rules yet.  We currently just use the "add extra
hit points" method.  I'm very interested to see the responses to this thread
as we've been mulling over the exact same topic.

Scott
www.faireplay.org


On Feb 7, 2008 1:59 AM, Jeremie Collins <jeremie1978@...> wrote:

>   This mainly pertains to Boffer combat larps
>
> I tool, carve, grommet, cuir boilli, studd, fasten plates to, dye, paint,
> twist, contort, stretch, shape and mold leather as a hobby...sometimes its
> armor sometimes its for practice othertimes its for a gift.
> I also make chain mail and have helped make 10 gauge steel pauldrons,
> greaves and chest plates
> I've also worked with the HDPE and ABS plastic armors.
>
> I've got some experience when it comes to armor
>
> so all that said the only thing I ever see anymore when it comes to armor
> is
> for it to act as additional hit points in most games.
>
> I'm not sure what a viable solution is anymore...NERO International tells
> me
> that the players are not smart enough to track a system that would
> subtract
> damage from each hit a "Tough Hide" effect if you will in Alliance Its
> easier to get Arcane Armor
> both games give a very mediocre bonus when it comes to the promotion
> of armor (even the NERO Int Armor suite playtest is lacking) I LOVE Rob
> Cic's game system but he does something similiar by making armor give you
> in
> essence additional hit points
>
> is there any main stream game that has approached it in a new manner?
>
> It seems that armor is sometimes cost prohibitive to actually phys rep but
> when it is the actual value or the benefit doesn't really weight out.
>
> Has anyone play tested or come up with a solid working system besides
> additional hit points?
>
> [Non-text portions of this message have been removed]
>
>
>


[Non-text portions of this message have been removed]

#11107 From: "Scott Kondrk" <skondrk73@...>
Date: Thu Feb 7, 2008 5:07 pm
Subject: Re: Armor Rules
findarth419
Offline Offline
Send Email Send Email
 
I understand the primary question of the original email.  I did not bring up
the secondary issue about real armor being unsafe.  I did, however, feel
that the sweeping statement that real armor is unsafe was very one sided and
that the other side of that viewpoint should be represented.  I also feel
this all ties together and isn't off topic, as the first step in designing
an armor system would be to decide what is and isn't allowed.

We check weapons and shields to make sure they are safe.  The same should be
done for armor, of course.  The rules should never reinforce the wearing of
"bad dangerous contraptions made by people who don't know what they are
doing."  I don't believe anyone wants that.  Commercially available armor
has made tremendous strides over the last decade in how it looks, how it
functions and how affordable it is.

I also agreed that heatstroke is an issue.  It's an issue no matter what
they are wearing.  Everyone needs to know their limit, take a break and
hydrate regularly in hot weather regardless of what they're wearing.  Staff
should keep an eye on them and suggest they take a break and remind people
to drink.

Ford, you evidently don't like real armor for larps and that's fine.  There
are different games with different feels for different people.  But to make
a blanket statement of absolutes a little unfair.  You wrote that the look
of the armor is the only thing that is important.  While that is true to
you, that is not true for everyone.  To others, the look, weight, feel and
even the smell are important.  To state such absolutes as you did is to say
the opinions of others have no importance.

Scott
www.faireplay.org





On Feb 7, 2008 10:41 AM, Ford Ivey <fordivey@...> wrote:

>   Well, okay, if you say so. I have, in fact, seen people getting hurt by
> armor..though I will concede that it was, generally, bad armor, made of
> real
> metal to look good rather than be functional. I remember a swing that got
> the guys hand and wrist caught in his opponent's armor, and it got ripped
> up
> pretty badly when it was rather forcibly pulled out. Blood everywhere.
>
> But I am more worried about heavy armor in very hot weather. I have
> stopped
> games to get people out of heavy, hot armor when we started getting heat
> stroke cases reporting in to the EMT.
>
> The secondary point is that it needs to be reasonable and safe rather than
> have the rules reinforce the wearing of bad, dangerous contraptions made
> by
> people who don't have any idea what they are doing. But the primary point
> was to discuss armor from a game mechanics point of view, with the note
> that
> rewarding the wearing of real armor is not necessarily safe and give no
> benefits from a game design point of view.
>
> Ford
>
> From: larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com> [mailto:
> larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com>] On Behalf
> Of Scott Kondrk
> Sent: Thursday, February 07, 2008 8:59 AM
> To: larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com>
> Subject: Re: [larpa-gen] Armor Rules
>
>
> I have heard the "heavy armor is dangerous" over and over again, but with
> no
> actual facts to support it, not even vague anecdotes of injury. I was very
> heavily involved with the SCA in the past and I'm still moderately
> involved
> (5 or so big fighting events a year including Pennsic). Falling in heavy
> armor hurts less than falling in no armor. Armor protects the wearer,
> that's the purpose of it. I've run through woods full of hills in very
> heavy armor and seen people take tumbles that would injure them if they
> hadn't been wearing armor. I've also had my head split open (5 staples) in
> a larp because I didn't see a low hanging branch at night while running in
> a
> mostly open, moderately lighted field. I would have been fine if I had
> been
> wearing a steel helmet. I have seen some injuries in larp, and almost all
> of the major ones have been of the ankle twisting variety from people
> gettting overexcited on bad terrain. I have never seen an armor related
> injury or even heard of one. Even in the SCA, with thousands of people
> fighting at once, most injuries are of the twisted ankle or knee variety.
> People rarely if ever get hurt because of the armor.
>
> There could possibly be an issue if there is a collision between an
> armored
> and non armored person, but most larps support a system of no body
> contact.
> If people are running into each other, there is an underlying behavioral
> issue there.
>
> The heatstroke issue is a valid concern. But it's just that, a concern.
> Alliance LARP has "no armor days" for that reason, where you get your
> armor
> points as long as you have the rep on site. People also need to know their
> limits, if you're overheating, take your armor off. The crusaders needed
> to
> learn this in Africa. I hope we've learned a little bit since then. I've
> also been in 3,000 person battles all in full armor in August and there
> are
> some cases of heatstroke, but not a ton. There is certainly a lot of
> fatigue, but people generally know their own limits. If you feel you can't
> wear real armor safely, then don't. Why punish the people that can? That
> kind of attitude makes me feel a little like Harrison Bergeron.
>
> Please don't take this to mean that I don't support light armor, good
> looking faux armor or even no armor at a larp. I think all these choices
> should be viable option. I also don't support dangerously made armor with
> spikes or edges that could tear larp weapons. But good armor doesn't have
> those. The last thing you want in combat is anything that will catch a
> weapon on your armor, and in fact good armor is made to deflect weapon
> blows. You also don't want sharp or pointy edges, as the most likely
> person
> to get cut on such things is yourself. So I guess there can be dangerous
> heavy armor, but it's not intrinsic. But then again, I wouldn't allow
> spiked leather bracers either regardless of how light they are.
>
> Scott Kondrk
> www.faireplay.org
>
> On Feb 7, 2008 8:34 AM, Ford Ivey
<fordivey@...<fordivey%40comcast.net>
>  <mailto:fordivey%40comcast.net> > wrote:
>
> > I have used several different armor models over the years, but usually
> > come
> > back to the simple 'adds hit point' model as the simplest in an already
> > very
> > complex system, which live combat usually is.
> >
> > I had a system that reduced damage by its rating....that is to say that
> a
> > 3
> > point suit of armor reduced the incoming damage by three points. If the
> > incoming damage was three points or less, it was turned. If a damage
> value
> > of double the rating came in, the armor was damaged by a point....it was
> > now
> > two point armor. Powerful armor is hard to damage, cheap armor is easy
> to
> > damage. Obviously the actual numbers involved would vary according to
> the
> > system mechanics.
> >
> > The 'Kevlar' model: you buy a suit of armor with a number of points in
> it.
> > If you get hit, you can choose to cut the damage in half and lose one of
> > the
> > points. When the points are exhausted, the armor is only decorative.
> >
> > I have no patience for systems that give bonus points to armor that is
> > 'real'. Heavy armor is dangerous to wear, since it causes injury if the
> > player falls and heatstroke on hot weekends. The important thing for the
> > game is the look of the thing, not how 'real' it is. It should look
> > reasonably like what it is intended to represent, and we're done.
> >
> > -----Original Message-----
> > From: larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com> <mailto:
> larpa-gen%40yahoogroups.com>
> <larpa-gen%40yahoogroups.com> [mailto:
> > larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com> <mailto:
> larpa-gen%40yahoogroups.com>
> <larpa-gen%40yahoogroups.com>] On Behalf
> > Of John Edwards
> > Sent: Thursday, February 07, 2008 7:32 AM
>  > To: larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com> <mailto:
> larpa-gen%40yahoogroups.com>
> <larpa-gen%40yahoogroups.com>
> > Subject: RE: [larpa-gen] Armor Rules
> >
> > The IFGS uses an armor point system. 1-point for Leather, 2-points
> > for chain, and 3-points for plate mail. Magic protections can increase
> > this
> > to some degree. Since we call damage on a per-hit basis, you subtract
> your
> > armor value from the amount you get hit with, and that's the damage you
> > take. We do have a 1-point which says that 1 point of damage always gets
> > through.
> > Basically, we do math on the run, which can be confusing during
> > melee, but it's not impossible. Even given the difficulty, most people
> do
> > pretty well with this system. Even if someone is mis-adding/subtracting
> > their damage, it can usually be ironed out in the end.
> > If NERO doesn't believe it's players can do this, they do a
> > disservice to them.
> >
> > John Edwards
> > IFGS Denver/Boulder Chapter
> > http://www.ifgs.org/
> > http://db.ifgs.org/
> >
> >
> > -----Original Message-----
> > From: larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com> <mailto:
> larpa-gen%40yahoogroups.com>
> <larpa-gen%40yahoogroups.com> [mailto:
> > larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com> <mailto:
> larpa-gen%40yahoogroups.com>
> <larpa-gen%40yahoogroups.com>] On Behalf
> > Of Jeremie Collins
> > Sent: Wednesday, February 06, 2008 11:59 PM
>  > To: larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com> <mailto:
> larpa-gen%40yahoogroups.com>
> <larpa-gen%40yahoogroups.com>
> > Subject: [larpa-gen] Armor Rules
> >
> > This mainly pertains to Boffer combat larps
> >
> > I tool, carve, grommet, cuir boilli, studd, fasten plates to, dye,
> paint,
> > twist, contort, stretch, shape and mold leather as a hobby...sometimes
> its
> > armor sometimes its for practice othertimes its for a gift.
> > I also make chain mail and have helped make 10 gauge steel pauldrons,
> > greaves and chest plates I've also worked with the HDPE and ABS plastic
> > armors.
> >
> > I've got some experience when it comes to armor
> >
> > so all that said the only thing I ever see anymore when it comes to
> armor
> > is
> > for it to act as additional hit points in most games.
> >
> > I'm not sure what a viable solution is anymore...NERO International
> tells
> > me
> > that the players are not smart enough to track a system that would
> > subtract
> > damage from each hit a "Tough Hide" effect if you will in Alliance Its
> > easier to get Arcane Armor
> > both games give a very mediocre bonus when it comes to the promotion
> > of armor (even the NERO Int Armor suite playtest is lacking) I LOVE Rob
> > Cic's game system but he does something similiar by making armor give
> you
> > in
> > essence additional hit points
> >
> > is there any main stream game that has approached it in a new manner?
> >
> > It seems that armor is sometimes cost prohibitive to actually phys rep
> but
> > when it is the actual value or the benefit doesn't really weight out.
> >
> > Has anyone play tested or come up with a solid working system besides
> > additional hit points?
> >
> > No virus found in this outgoing message.
> > Checked by AVG Free Edition.
> > Version: 7.5.516 / Virus Database: 269.19.20/1262 - Release Date:
> 2/6/2008
> > 9:13 AM
> >
> >
> > To Post a message, send it to:
larpa-gen@eGroups.com<larpa-gen%40eGroups.com>
> <mailto:larpa-gen%40eGroups.com> <larpa-gen%40eGroups.com>
> > To Unsubscribe, send a blank message to:
> larpa-gen-unsubscribe@eGroups.com <larpa-gen-unsubscribe%40eGroups.com>
> <mailto:larpa-gen-unsubscribe%40eGroups.com>
> <larpa-gen-unsubscribe%40eGroups.com>
> >
> > This is the old General Discussion list for LARPA, the Live Action
> > RolePlayers Association. It is in the process of being replaced by the
> > LARPA
> > message board and Wiki at www.larpaweb.net! Check there for more
> > information
> > about LARPA and LARP in general, as well as listings for upcoming
> > INTERCONS,
> > the LARPA Message Board, and The LARPer, our online magazine!
> > Yahoo! Groups Links
> >
> >
> >
>
> [Non-text portions of this message have been removed]
>
> [Non-text portions of this message have been removed]
>
>
>


[Non-text portions of this message have been removed]

#11106 From: "Ford Ivey" <fordivey@...>
Date: Thu Feb 7, 2008 3:41 pm
Subject: RE: Armor Rules
fordivey
Offline Offline
Send Email Send Email
 
Well, okay, if you say so. I have, in fact, seen people getting hurt by
armor..though I will concede that it was, generally, bad armor, made of real
metal to look good rather than be functional. I remember a swing that got
the guys hand and wrist caught in his opponent's armor, and it got ripped up
pretty badly when it was rather forcibly pulled out. Blood everywhere.



But I am more worried about heavy armor in very hot weather. I have stopped
games to get people out of heavy, hot armor when we started getting heat
stroke cases reporting in to the EMT.



The secondary point is that it needs to be reasonable and safe rather than
have the rules reinforce the wearing of bad, dangerous contraptions made by
people who don't have any idea what they are doing. But the primary point
was to discuss armor from a game mechanics point of view, with the note that
rewarding the wearing of real armor is not necessarily safe and give no
benefits from a game design point of view.



Ford



From: larpa-gen@yahoogroups.com [mailto:larpa-gen@yahoogroups.com] On Behalf
Of Scott Kondrk
Sent: Thursday, February 07, 2008 8:59 AM
To: larpa-gen@yahoogroups.com
Subject: Re: [larpa-gen] Armor Rules



I have heard the "heavy armor is dangerous" over and over again, but with no
actual facts to support it, not even vague anecdotes of injury. I was very
heavily involved with the SCA in the past and I'm still moderately involved
(5 or so big fighting events a year including Pennsic). Falling in heavy
armor hurts less than falling in no armor. Armor protects the wearer,
that's the purpose of it. I've run through woods full of hills in very
heavy armor and seen people take tumbles that would injure them if they
hadn't been wearing armor. I've also had my head split open (5 staples) in
a larp because I didn't see a low hanging branch at night while running in a
mostly open, moderately lighted field. I would have been fine if I had been
wearing a steel helmet. I have seen some injuries in larp, and almost all
of the major ones have been of the ankle twisting variety from people
gettting overexcited on bad terrain. I have never seen an armor related
injury or even heard of one. Even in the SCA, with thousands of people
fighting at once, most injuries are of the twisted ankle or knee variety.
People rarely if ever get hurt because of the armor.

There could possibly be an issue if there is a collision between an armored
and non armored person, but most larps support a system of no body contact.
If people are running into each other, there is an underlying behavioral
issue there.

The heatstroke issue is a valid concern. But it's just that, a concern.
Alliance LARP has "no armor days" for that reason, where you get your armor
points as long as you have the rep on site. People also need to know their
limits, if you're overheating, take your armor off. The crusaders needed to
learn this in Africa. I hope we've learned a little bit since then. I've
also been in 3,000 person battles all in full armor in August and there are
some cases of heatstroke, but not a ton. There is certainly a lot of
fatigue, but people generally know their own limits. If you feel you can't
wear real armor safely, then don't. Why punish the people that can? That
kind of attitude makes me feel a little like Harrison Bergeron.

Please don't take this to mean that I don't support light armor, good
looking faux armor or even no armor at a larp. I think all these choices
should be viable option. I also don't support dangerously made armor with
spikes or edges that could tear larp weapons. But good armor doesn't have
those. The last thing you want in combat is anything that will catch a
weapon on your armor, and in fact good armor is made to deflect weapon
blows. You also don't want sharp or pointy edges, as the most likely person
to get cut on such things is yourself. So I guess there can be dangerous
heavy armor, but it's not intrinsic. But then again, I wouldn't allow
spiked leather bracers either regardless of how light they are.

Scott Kondrk
www.faireplay.org

On Feb 7, 2008 8:34 AM, Ford Ivey <fordivey@...
<mailto:fordivey%40comcast.net> > wrote:

> I have used several different armor models over the years, but usually
> come
> back to the simple 'adds hit point' model as the simplest in an already
> very
> complex system, which live combat usually is.
>
> I had a system that reduced damage by its rating....that is to say that a
> 3
> point suit of armor reduced the incoming damage by three points. If the
> incoming damage was three points or less, it was turned. If a damage value
> of double the rating came in, the armor was damaged by a point....it was
> now
> two point armor. Powerful armor is hard to damage, cheap armor is easy to
> damage. Obviously the actual numbers involved would vary according to the
> system mechanics.
>
> The 'Kevlar' model: you buy a suit of armor with a number of points in it.
> If you get hit, you can choose to cut the damage in half and lose one of
> the
> points. When the points are exhausted, the armor is only decorative.
>
> I have no patience for systems that give bonus points to armor that is
> 'real'. Heavy armor is dangerous to wear, since it causes injury if the
> player falls and heatstroke on hot weekends. The important thing for the
> game is the look of the thing, not how 'real' it is. It should look
> reasonably like what it is intended to represent, and we're done.
>
> -----Original Message-----
> From: larpa-gen@yahoogroups.com <mailto:larpa-gen%40yahoogroups.com>
<larpa-gen%40yahoogroups.com> [mailto:
> larpa-gen@yahoogroups.com <mailto:larpa-gen%40yahoogroups.com>
<larpa-gen%40yahoogroups.com>] On Behalf
> Of John Edwards
> Sent: Thursday, February 07, 2008 7:32 AM
> To: larpa-gen@yahoogroups.com <mailto:larpa-gen%40yahoogroups.com>
<larpa-gen%40yahoogroups.com>
> Subject: RE: [larpa-gen] Armor Rules
>
> The IFGS uses an armor point system. 1-point for Leather, 2-points
> for chain, and 3-points for plate mail. Magic protections can increase
> this
> to some degree. Since we call damage on a per-hit basis, you subtract your
> armor value from the amount you get hit with, and that's the damage you
> take. We do have a 1-point which says that 1 point of damage always gets
> through.
> Basically, we do math on the run, which can be confusing during
> melee, but it's not impossible. Even given the difficulty, most people do
> pretty well with this system. Even if someone is mis-adding/subtracting
> their damage, it can usually be ironed out in the end.
> If NERO doesn't believe it's players can do this, they do a
> disservice to them.
>
> John Edwards
> IFGS Denver/Boulder Chapter
> http://www.ifgs.org/
> http://db.ifgs.org/
>
>
> -----Original Message-----
> From: larpa-gen@yahoogroups.com <mailto:larpa-gen%40yahoogroups.com>
<larpa-gen%40yahoogroups.com> [mailto:
> larpa-gen@yahoogroups.com <mailto:larpa-gen%40yahoogroups.com>
<larpa-gen%40yahoogroups.com>] On Behalf
> Of Jeremie Collins
> Sent: Wednesday, February 06, 2008 11:59 PM
> To: larpa-gen@yahoogroups.com <mailto:larpa-gen%40yahoogroups.com>
<larpa-gen%40yahoogroups.com>
> Subject: [larpa-gen] Armor Rules
>
> This mainly pertains to Boffer combat larps
>
> I tool, carve, grommet, cuir boilli, studd, fasten plates to, dye, paint,
> twist, contort, stretch, shape and mold leather as a hobby...sometimes its
> armor sometimes its for practice othertimes its for a gift.
> I also make chain mail and have helped make 10 gauge steel pauldrons,
> greaves and chest plates I've also worked with the HDPE and ABS plastic
> armors.
>
> I've got some experience when it comes to armor
>
> so all that said the only thing I ever see anymore when it comes to armor
> is
> for it to act as additional hit points in most games.
>
> I'm not sure what a viable solution is anymore...NERO International tells
> me
> that the players are not smart enough to track a system that would
> subtract
> damage from each hit a "Tough Hide" effect if you will in Alliance Its
> easier to get Arcane Armor
> both games give a very mediocre bonus when it comes to the promotion
> of armor (even the NERO Int Armor suite playtest is lacking) I LOVE Rob
> Cic's game system but he does something similiar by making armor give you
> in
> essence additional hit points
>
> is there any main stream game that has approached it in a new manner?
>
> It seems that armor is sometimes cost prohibitive to actually phys rep but
> when it is the actual value or the benefit doesn't really weight out.
>
> Has anyone play tested or come up with a solid working system besides
> additional hit points?
>
> No virus found in this outgoing message.
> Checked by AVG Free Edition.
> Version: 7.5.516 / Virus Database: 269.19.20/1262 - Release Date: 2/6/2008
> 9:13 AM
>
>
> To Post a message, send it to: larpa-gen@eGroups.com
<mailto:larpa-gen%40eGroups.com> <larpa-gen%40eGroups.com>
> To Unsubscribe, send a blank message to: larpa-gen-unsubscribe@eGroups.com
<mailto:larpa-gen-unsubscribe%40eGroups.com>
<larpa-gen-unsubscribe%40eGroups.com>
>
> This is the old General Discussion list for LARPA, the Live Action
> RolePlayers Association. It is in the process of being replaced by the
> LARPA
> message board and Wiki at www.larpaweb.net! Check there for more
> information
> about LARPA and LARP in general, as well as listings for upcoming
> INTERCONS,
> the LARPA Message Board, and The LARPer, our online magazine!
> Yahoo! Groups Links
>
>
>

[Non-text portions of this message have been removed]





[Non-text portions of this message have been removed]

#11105 From: "Scott Kondrk" <skondrk73@...>
Date: Thu Feb 7, 2008 1:59 pm
Subject: Re: Armor Rules
findarth419
Offline Offline
Send Email Send Email
 
I have heard the "heavy armor is dangerous" over and over again, but with no
actual facts to support it, not even vague anecdotes of injury.  I was very
heavily involved with the SCA in the past and I'm still moderately involved
(5 or so big fighting events a year including Pennsic).  Falling in heavy
armor hurts less than falling in no armor.  Armor protects the wearer,
that's the purpose of it.  I've run through woods full of hills in very
heavy armor and seen people take tumbles that would injure them if they
hadn't been wearing armor.  I've also had my head split open (5 staples) in
a larp because I didn't see a low hanging branch at night while running in a
mostly open, moderately lighted field.  I would have been fine if I had been
wearing a steel helmet.  I have seen some injuries in larp, and almost all
of the major ones have been of the ankle twisting variety from people
gettting overexcited on bad terrain.  I have never seen an armor related
injury or even heard of one.  Even in the SCA, with thousands of people
fighting at once, most injuries are of the twisted ankle or knee variety.
People rarely if ever get hurt because of the armor.

There could possibly be an issue if there is a collision between an armored
and non armored person, but most larps support a system of no body contact.
If people are running into each other, there is an underlying behavioral
issue there.

The heatstroke issue is a valid concern.  But it's just that, a concern.
Alliance LARP has "no armor days" for that reason, where you get your armor
points as long as you have the rep on site.  People also need to know their
limits, if you're overheating, take your armor off.  The crusaders needed to
learn this in Africa.  I hope we've learned a little bit since then.  I've
also been in 3,000 person battles all in full armor in August and there are
some cases of heatstroke, but not a ton.  There is certainly a lot of
fatigue, but people generally know their own limits.  If you feel you can't
wear real armor safely, then don't.  Why punish the people that can?   That
kind of attitude makes me feel a little like Harrison Bergeron.

Please don't take this to mean that I don't support light armor, good
looking faux armor or even no armor at a larp.  I think all these choices
should be viable option.  I also don't support dangerously made armor with
spikes or edges that could tear larp weapons.  But good armor doesn't have
those.  The last thing you want in combat is anything that will catch a
weapon on your armor, and in fact good armor is made to deflect weapon
blows.  You also don't want sharp or pointy edges, as the most likely person
to get cut on such things is yourself.  So I guess there can be dangerous
heavy armor, but it's not intrinsic.  But then again, I wouldn't allow
spiked leather bracers either regardless of how light they are.

Scott Kondrk
www.faireplay.org

On Feb 7, 2008 8:34 AM, Ford Ivey <fordivey@...> wrote:

>   I have used several different armor models over the years, but usually
> come
> back to the simple 'adds hit point' model as the simplest in an already
> very
> complex system, which live combat usually is.
>
> I had a system that reduced damage by its rating....that is to say that a
> 3
> point suit of armor reduced the incoming damage by three points. If the
> incoming damage was three points or less, it was turned. If a damage value
> of double the rating came in, the armor was damaged by a point....it was
> now
> two point armor. Powerful armor is hard to damage, cheap armor is easy to
> damage. Obviously the actual numbers involved would vary according to the
> system mechanics.
>
> The 'Kevlar' model: you buy a suit of armor with a number of points in it.
> If you get hit, you can choose to cut the damage in half and lose one of
> the
> points. When the points are exhausted, the armor is only decorative.
>
> I have no patience for systems that give bonus points to armor that is
> 'real'. Heavy armor is dangerous to wear, since it causes injury if the
> player falls and heatstroke on hot weekends. The important thing for the
> game is the look of the thing, not how 'real' it is. It should look
> reasonably like what it is intended to represent, and we're done.
>
> -----Original Message-----
> From: larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com> [mailto:
> larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com>] On Behalf
> Of John Edwards
> Sent: Thursday, February 07, 2008 7:32 AM
> To: larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com>
>  Subject: RE: [larpa-gen] Armor Rules
>
> The IFGS uses an armor point system. 1-point for Leather, 2-points
> for chain, and 3-points for plate mail. Magic protections can increase
> this
> to some degree. Since we call damage on a per-hit basis, you subtract your
> armor value from the amount you get hit with, and that's the damage you
> take. We do have a 1-point which says that 1 point of damage always gets
> through.
> Basically, we do math on the run, which can be confusing during
> melee, but it's not impossible. Even given the difficulty, most people do
> pretty well with this system. Even if someone is mis-adding/subtracting
> their damage, it can usually be ironed out in the end.
> If NERO doesn't believe it's players can do this, they do a
> disservice to them.
>
> John Edwards
> IFGS Denver/Boulder Chapter
> http://www.ifgs.org/
> http://db.ifgs.org/
>
>
> -----Original Message-----
> From: larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com> [mailto:
> larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com>] On Behalf
> Of Jeremie Collins
> Sent: Wednesday, February 06, 2008 11:59 PM
> To: larpa-gen@yahoogroups.com <larpa-gen%40yahoogroups.com>
> Subject: [larpa-gen] Armor Rules
>
> This mainly pertains to Boffer combat larps
>
> I tool, carve, grommet, cuir boilli, studd, fasten plates to, dye, paint,
> twist, contort, stretch, shape and mold leather as a hobby...sometimes its
> armor sometimes its for practice othertimes its for a gift.
> I also make chain mail and have helped make 10 gauge steel pauldrons,
> greaves and chest plates I've also worked with the HDPE and ABS plastic
> armors.
>
> I've got some experience when it comes to armor
>
> so all that said the only thing I ever see anymore when it comes to armor
> is
> for it to act as additional hit points in most games.
>
> I'm not sure what a viable solution is anymore...NERO International tells
> me
> that the players are not smart enough to track a system that would
> subtract
> damage from each hit a "Tough Hide" effect if you will in Alliance Its
> easier to get Arcane Armor
> both games give a very mediocre bonus when it comes to the promotion
> of armor (even the NERO Int Armor suite playtest is lacking) I LOVE Rob
> Cic's game system but he does something similiar by making armor give you
> in
> essence additional hit points
>
> is there any main stream game that has approached it in a new manner?
>
> It seems that armor is sometimes cost prohibitive to actually phys rep but
> when it is the actual value or the benefit doesn't really weight out.
>
> Has anyone play tested or come up with a solid working system besides
> additional hit points?
>
> No virus found in this outgoing message.
> Checked by AVG Free Edition.
> Version: 7.5.516 / Virus Database: 269.19.20/1262 - Release Date: 2/6/2008
> 9:13 AM
>
>
> To Post a message, send it to: larpa-gen@eGroups.com<larpa-gen%40eGroups.com>
> To Unsubscribe, send a blank message to:
larpa-gen-unsubscribe@eGroups.com<larpa-gen-unsubscribe%40eGroups.com>
>
> This is the old General Discussion list for LARPA, the Live Action
> RolePlayers Association. It is in the process of being replaced by the
> LARPA
> message board and Wiki at www.larpaweb.net! Check there for more
> information
> about LARPA and LARP in general, as well as listings for upcoming
> INTERCONS,
> the LARPA Message Board, and The LARPer, our online magazine!
> Yahoo! Groups Links
>
>
>


[Non-text portions of this message have been removed]

#11104 From: "Ford Ivey" <fordivey@...>
Date: Thu Feb 7, 2008 1:34 pm
Subject: RE: Armor Rules
fordivey
Offline Offline
Send Email Send Email
 
I have used several different armor models over the years, but usually come
back to the simple 'adds hit point' model as the simplest in an already very
complex system, which live combat usually is.

I had a system that reduced damage by its rating....that is to say that a 3
point suit of armor reduced the incoming damage by three points. If the
incoming damage was three points or less, it was turned. If a damage value
of double the rating came in, the armor was damaged by a point....it was now
two point armor. Powerful armor is hard to damage, cheap armor is easy to
damage. Obviously the actual numbers involved would vary according to the
system mechanics.

The 'Kevlar' model: you buy a suit of armor with a number of points in it.
If you get hit, you can choose to cut the damage in half and lose one of the
points. When the points are exhausted, the armor is only decorative.

I have no patience for systems that give bonus points to armor that is
'real'. Heavy armor is dangerous to wear, since it causes injury if the
player falls and heatstroke on hot weekends. The important thing for the
game is the look of the thing, not how 'real' it is. It should look
reasonably like what it is intended to represent, and we're done.

-----Original Message-----
From: larpa-gen@yahoogroups.com [mailto:larpa-gen@yahoogroups.com] On Behalf
Of John Edwards
Sent: Thursday, February 07, 2008 7:32 AM
To: larpa-gen@yahoogroups.com
Subject: RE: [larpa-gen] Armor Rules


	 The IFGS uses an armor point system.  1-point for Leather, 2-points
for chain, and 3-points for plate mail.  Magic protections can increase this
to some degree.  Since we call damage on a per-hit basis, you subtract your
armor value from the amount you get hit with, and that's the damage you
take.  We do have a 1-point which says that 1 point of damage always gets
through.
	 Basically, we do math on the run, which can be confusing during
melee, but it's not impossible.  Even given the difficulty, most people do
pretty well with this system.  Even if someone is mis-adding/subtracting
their damage, it can usually be ironed out in the end.
	 If NERO doesn't believe it's players can do this, they do a
disservice to them.


John Edwards
IFGS Denver/Boulder Chapter
http://www.ifgs.org/
http://db.ifgs.org/


-----Original Message-----
From: larpa-gen@yahoogroups.com [mailto:larpa-gen@yahoogroups.com] On Behalf
Of Jeremie Collins
Sent: Wednesday, February 06, 2008 11:59 PM
To: larpa-gen@yahoogroups.com
Subject: [larpa-gen] Armor Rules

This mainly pertains to Boffer combat larps

I tool, carve, grommet, cuir boilli, studd, fasten plates to, dye, paint,
twist, contort, stretch, shape and mold leather as a hobby...sometimes its
armor sometimes its for practice othertimes its for a gift.
I also make chain mail and have helped make 10 gauge steel pauldrons,
greaves and chest plates I've also worked with the HDPE and ABS plastic
armors.

I've got some experience when it comes to armor

so all that said the only thing I ever see anymore when it comes to armor is
for it to act as additional hit points in most games.

I'm not sure what a viable solution is anymore...NERO International tells me
that the players are not smart enough to track a system that would subtract
damage from each hit a "Tough Hide" effect if you will in Alliance Its
easier to get Arcane Armor
        both games give a very mediocre bonus when it comes to the promotion
of armor (even the NERO Int Armor suite playtest is lacking) I LOVE Rob
Cic's game system but he does something similiar by making armor give you in
essence additional hit points

is there any main stream game that has approached it in a new manner?

It seems that armor is sometimes cost prohibitive to actually phys rep but
when it is the actual value or the benefit doesn't really weight out.

Has anyone play tested or come up with a solid working system besides
additional hit points?



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#11103 From: "John Edwards" <eric_the_grey@...>
Date: Thu Feb 7, 2008 12:31 pm
Subject: RE: Armor Rules
johnedwards63
Offline Offline
Send Email Send Email
 
The IFGS uses an armor point system.  1-point for Leather, 2-points
for chain, and 3-points for plate mail.  Magic protections can increase this
to some degree.  Since we call damage on a per-hit basis, you subtract your
armor value from the amount you get hit with, and that's the damage you
take.  We do have a 1-point which says that 1 point of damage always gets
through.
	 Basically, we do math on the run, which can be confusing during
melee, but it's not impossible.  Even given the difficulty, most people do
pretty well with this system.  Even if someone is mis-adding/subtracting
their damage, it can usually be ironed out in the end.
	 If NERO doesn't believe it's players can do this, they do a
disservice to them.


John Edwards
IFGS Denver/Boulder Chapter
http://www.ifgs.org/
http://db.ifgs.org/


-----Original Message-----
From: larpa-gen@yahoogroups.com [mailto:larpa-gen@yahoogroups.com] On Behalf
Of Jeremie Collins
Sent: Wednesday, February 06, 2008 11:59 PM
To: larpa-gen@yahoogroups.com
Subject: [larpa-gen] Armor Rules

This mainly pertains to Boffer combat larps

I tool, carve, grommet, cuir boilli, studd, fasten plates to, dye, paint,
twist, contort, stretch, shape and mold leather as a hobby...sometimes its
armor sometimes its for practice othertimes its for a gift.
I also make chain mail and have helped make 10 gauge steel pauldrons,
greaves and chest plates I've also worked with the HDPE and ABS plastic
armors.

I've got some experience when it comes to armor

so all that said the only thing I ever see anymore when it comes to armor is
for it to act as additional hit points in most games.

I'm not sure what a viable solution is anymore...NERO International tells me
that the players are not smart enough to track a system that would subtract
damage from each hit a "Tough Hide" effect if you will in Alliance Its
easier to get Arcane Armor
        both games give a very mediocre bonus when it comes to the promotion
of armor (even the NERO Int Armor suite playtest is lacking) I LOVE Rob
Cic's game system but he does something similiar by making armor give you in
essence additional hit points

is there any main stream game that has approached it in a new manner?

It seems that armor is sometimes cost prohibitive to actually phys rep but
when it is the actual value or the benefit doesn't really weight out.

Has anyone play tested or come up with a solid working system besides
additional hit points?



No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.5.516 / Virus Database: 269.19.20/1262 - Release Date: 2/6/2008
9:13 AM

#11102 From: Rick McCoy <talerian_swordsinger@...>
Date: Thu Feb 7, 2008 7:59 am
Subject: Re: Armor Rules
talerian_swo...
Offline Offline
Send Email Send Email
 
I think your question is too open ended to answer easily. I think mostly it
depends on the combat mechanic being used, and whether or not the game wants
realism in that respect. I think most LC LARPs like having armor reps, but not
everyone will be able to wear it and fight well. I have seen people show up in 
wheel chairs and swing some foam; nice costume aside, armor would not work for
them.

Mark M's old game Adventures Unlimited (now Realms of Conflict) had a very nice
combat mechanic (it's still my favorite to this day) that worked really well
with armor. It was a comparison system; damage vs. armor. If you got hit with a
number higher than your armor rating at a limb location, you lost the limb.
Torso, or three limbs and you were bleeding out.

If you stick with a hit point based system, invariably you will run into math
problems, and complexity. Better to go with a different ideology, simpler is
often better. Live Effects in California is a Core Effects system similar to
MASI and nTeraction (now Accelerant?) built off the Realms of Conflict combat
mechanic.

Rick McCoy
LARP Alliance



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#11101 From: "Jeremie Collins" <jeremie1978@...>
Date: Thu Feb 7, 2008 6:59 am
Subject: Armor Rules
neroiowa
Offline Offline
Send Email Send Email
 
This mainly pertains to Boffer combat larps

I tool, carve, grommet, cuir boilli, studd, fasten plates to, dye, paint,
twist, contort, stretch, shape and mold leather as a hobby...sometimes its
armor sometimes its for practice othertimes its for a gift.
I also make chain mail and have helped make 10 gauge steel pauldrons,
greaves and chest plates
I've also worked with the HDPE and ABS plastic armors.

I've got some experience when it comes to armor

so all that said the only thing I ever see anymore when it comes to armor is
for it to act as additional hit points in most games.

I'm not sure what a viable solution is anymore...NERO International tells me
that the players are not smart enough to track a system that would subtract
damage from each hit a "Tough Hide" effect if you will in Alliance Its
easier to get Arcane Armor
        both games give a very mediocre bonus when it comes to the promotion
of armor (even the NERO Int Armor suite playtest is lacking) I LOVE Rob
Cic's game system but he does something similiar by making armor give you in
essence additional hit points

is there any main stream game that has approached it in a new manner?

It seems that armor is sometimes cost prohibitive to actually phys rep but
when it is the actual value or the benefit doesn't really weight out.

Has anyone play tested or come up with a solid working system besides
additional hit points?


[Non-text portions of this message have been removed]

#11100 From: Jim Edwards-Hewitt <jim@...>
Date: Thu Feb 7, 2008 5:15 am
Subject: Re: Politics
squeaky_laforge
Offline Offline
Send Email Send Email
 
I work for the local party (as a volunteer), and I'm frequently active in
political campaigns. And I'm involved in online activism. Heck, I spend
more time on politics than LARP these days...

My impression is that there's quite a bit of interest in politics among the
larpers I know, but the level of *involvement* is probably about the same
as in the general population (no matter how much I try to recruit them --
it's like a big LARP, really! ;-)

    -- Jim


>  I was out to dinner last night, and the guy I was eating with was telling
>me that LARPers in general are not very political. I don't know that I
>believe him.so I'm wondering if you guys will tell me. I'm not looking for
>positions or arguments, just a statement of involvement in the political
>process from the 'not at all' end to the 'I work for the local party' level.
>
>
>
>I'm betting that LARPers are in fact fairly involved. Remember: no statement
>of who or what or issues..just are you involved?
>
>
>
>Ford
>
>
>
>
>
>[Non-text portions of this message have been removed]
>
>
>
>To Post a message, send it to:   larpa-gen@eGroups.com
>To Unsubscribe, send a blank message to: larpa-gen-unsubscribe@eGroups.com
>
>This is the old General Discussion list for LARPA, the Live Action
>RolePlayers Association. It is in the process of being replaced by the
>LARPA message board and Wiki at www.larpaweb.net! Check there for more
>information about LARPA and LARP in general, as well as listings for
>upcoming INTERCONS, the LARPA Message Board, and The LARPer, our online
>magazine!
>Yahoo! Groups Links
>
>
>

#11099 From: "Gordon Olmstead-Dean" <gordon@...>
Date: Thu Feb 7, 2008 12:18 am
Subject: Re: Politics
vialarp
Offline Offline
Send Email Send Email
 
I love politics and follow it like most people follow professional sports.

Other than being generally liberal, I can't say I care very much about the
outcome, but find the processes fascinating...


[Non-text portions of this message have been removed]

#11098 From: "Michael Ventrella" <Michael.Ventrella@...>
Date: Wed Feb 6, 2008 10:50 pm
Subject: Re: Re: Politics
nerohq
Offline Offline
Send Email Send Email
 
My undergraduate degree is in Political Science.  I have worked on many many
political campaigns, including being a campaign manager for a state
representative in Boston in 86 (pre-NERO).  Some locals were asking me to
run for an open seat in 90 but I decided not to, partially due to being too
involved in NERO at the time.  (Yes, I regret it now).  I recently worked
for a couple of candidates here in PA running for judge, and I have
contributed to the Obama campaign and have an Obama bumper sticker.  I'm a
political junkie, and I'm really enjoying this political year.

Mike Ventrella




On Feb 6, 2008 4:51 PM, Mark M. <larpguide@...> wrote:

>   Personally, I'm not active at all. But I do have a friend who is a
> LARPer who also a prime employee in the San Francisco Government.
>
> >
> > I'm betting that LARPers are in fact fairly involved. Remember: no
> statement
> > of who or what or issues..just are you involved?
> >
> >
> >
> > Ford
> >
> >
> >
> >
> >
> > [Non-text portions of this message have been removed]
> >
>
>
>



--
www.michaelaventrella.com


[Non-text portions of this message have been removed]

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