[LARP] Holy poop

Sep 11, 2006 15:40

So holy crap, Prophecy 2 is teh hawt. It has seriously impressed me concerning rules, rp, plots, history usage, low cliquitude, combat, etc etc. Really, from someone who has played a rather large number of diverse larps, I'd have to say it ranks at least in the top 3. I say top three only because I feel so hungover from the weekend I can't think straight.

The staff worked with us regarding our group history and then had npc's immediately begin having something to do with us. Our entrance into the game was given a personalized "new pc" plot and then all throughout game, certain npc's that would know about us did, and spoke about it.

Being a begining character in the game didn't make it hard to do anything during the event as far as skills and fighting went. For information, all you had to do was ask and people were all too willing to sit down with you and give you the low down.

The entire event I did not see anyone lapse into OOC-ness except for in the confines of our own cabin taking about the High Priest of Chalupa. On the whole I thought the PC/NPC's were a step above the average roleplayer in their acting.

The combat system is rather simple, making the only stops during combat cautions because someone was about to kill themselves. Low hit points so there is no 15 people wailing on someone for half an hour situations.

The rules are rather simple to start off too. But there are many many skills that aren't in the book that are rather neat and all you have to do is show an interest in it and eventually you may run across a way to obtain it in game. (not easily, I've heard, but then I don't want everything handed to me on a silver platter)

What knocked me for a loop the most was how intricate the systems can be if you look for it.

Alchemy seems rather simple at first. Mix 2 or 3 things together to make a potion. But as you look more and more into it, you start noticing that each component has its own symbol and its own properties. Properties that you can try to mix together into a new potion if you are smart about it. The symbols are displayed on the outside of a potion, so even if you do not know the key for that potion, if you know what the ingredients do, you can get a good idea for what it will do.

Geomancy is the same, and in a short 10 minute conversation with a Geomantic master, I was completely blow away by how the symbols are not just random, but every piece of the symbol has a meaning and you can figure it out what the sigil does by looking at it. And you can experiment with it too! I know how to make bind fire... but what if I include the symbol for air with it? Now I have a bind lightning spell. Add the symbol for mind with that? Now I can perhaps shock someone into unconsciousness.

Argh, so many possibilities!

Oh, and did I mention our group looked fucking hot? I'm hoping to get pics shortly to post.

I heart this game.

PS-I know I'm missing shit, but I'm destroyed from this weekend.
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