I just got a look at the mailer that went out to those who asked for more info at CRW. Its written to target people familiar with the Amtgard/HFS system but its maybe a good start at making one with a broader draw. I'm very excited!
Thank you for your interest in Zit-Pop-Goblin Games new LARP system Mystic Crossroads. What we have done with this system is to take concepts that work well from other systems and combined them in a way that allows the players to have a fast-paced combat system and a wide variety of role-play options open to them. Since we at ZPG Games have spent quite a bit of time with the HFS/Amtgard system we used that as a base for development. All of the players in a game are given 4 lives, and there are no "limited class' restrictions.
Here are some of the high points to the system:
- Mystic Crossroads uses skill-based character development instead of class-based, so everyone is able to always play the character that they want to. As your character gains credits, those can be 'spent' on individual skills that you as a player would like for your character to have.
- Everyone who is playing can take skills, even if they do not, or cannot fight. This means players who might be signing in as color in HFS/Amtgard can now interact with the game providing non-combat skills and abilities such as healing, repairing equipment, being a big part of the roleplay, etc…
- Mystic Crossroads allows for characters of a variety of races, each with it's own rich history and some abilities unique to them. There are 7 races to choose from: Celestines, a race of humans focusing on the classical middle ages, Harcorians, A militant human race leaning toward a roman-style viewpoint, People of the Plains, a tribal race of humans living off the land, The Alfar, a conglomeration of sub-types of fey: elves, ogres, and the like, Sturthis, a race of magical Lizardmen who deem themselves superior to other races, Hithus, the Lizardmen discarded slave race, gone feral and living in marshland tribes, and the Dwarves, crafters from the world mountains.
- The Mystic Crossroads system has a whole world laid out with histories for the world as a whole and each race individually. This gives players a common background to pull from and helps in role-play. This also give a good basis to plan games from, giving the folks running games more variety to plan with.
- There are also 9 guilds that your character has to choose from, which provide a team of characters with common goals to work together toward. Guilds will also make available the bulk of skills that your character can take: Goldsmiths, Blacksmiths, Artists, Merchants, Bards, College of Magistry, Military Academy, Church of Saints, and the Noble Court.
- Mystic Crossroads provides the basis for a whole economy within the game. Players bringing in equipment to the game must first 'purchase' it from a character in the game that could make it. If a character wanted to use a new sword, then they must go to a blacksmith character to have it 'constructed' in-game to be able to use it.
- It is possible in the Mystic Crossroads system for characters to create special items within the game to use. This can range from spell scrolls to weapons with magical abilities. The creation of special items involves the skill sets of a variety of characters, which provides a reason for role-play interaction.
The basic rulebook provides for a whole stand-alone game by itself, but ZPG Games has a whole list of supplements in the works to focus on, and expand on different pieces of the game, ultimately providing a more and more robust world and gaming system.
Goofy included a few pages we've already written up as well, but the layout and illustrations aren't there yet.