Yep

May 23, 2005 13:17

How do people stay on the internet all day. The computer screen makes my eyes hurt.

Well, As far as the existance of other Star Wars boffer LARPs, mostly a no, so far as I have picked up over the years and a recent search. There are plenty of attempts at Star Wars LARPs that aren't boffers, and there are Star Wars boffers outside of the US, but Europeans are REALLY big into boffer, I hear Germany is prime boffer territory. There are one or two current games that have i looked up, but I didn't like the rules. they were slow and poorly adjusted for logitical purposes. In my experience, NERO derrivitive LARPs are the best boffers. The core concepts being damage done via varrying numerical ammunts to an ammount of 'hit points' meadured again in varrying numerical ammounts, like in D&D with the randomness taken out of the damage ammounts and 'hit point' generation. Add to this player employed magical or supernatural effects done using a leveled system that allows the PC to access a certain ammount of powers of varrying levels to be used a strictly defined number of times per day based upon experience expenditure and the unconscious, bleeding, and dying concepts, and you have the core of a NERO derrivitive LARP. Everything else is free to adjust as per the whim of the creator. Some skills run through almost all NERO derrivitive LARPs, those being a skill that increases the damage done with a weapon by a set ammount, a skill that does the same but only for attacks directed to the rear of a PC, a sneak attack skiil/system, and effects which individually counter all of the negative effects that can target a PC. Characters can die more than once, but this has a limit, either randomized or with a set ammount of 'lives'. Everything else is a common sense masaging of the core concepts.

Other skill systems rely on regulating the physical actions of players based on PC skill i.e. you can swing this fast based on weapon type/PC skill. This is logistically a nightmare. Some systems use body locations in conjunctin with 'hit point', and some use body locations and color coded phys reps for damage systems. These are all cumbersome systems. A NERO derrivitive involves players constantly explaining to other players what they are doing to eachother's characters using a predefined code whcih all players understand. It functions like shorthand or sign language in a way. This allows players to know what is going on around them, but they are able to absorb this information consistently and quickly, consistancy being the key. So, Players need only pay attention to verbal information with regard to their character, and are therefore free to act and respond physically with no limitation other that that which is placed on their character via a described effect, such as 'pin' which forces the player to keep one foot planted on the ground. Some might consider this constant verbal exercise to be cumbersome. However, with minimal practice the information is assimilated very smoothly. This also allows players to know what is happening to their character even if it is out of their line of sight. That is, a player knows that someone stabbed him in the back because he is told that somone was attempting to stab him in the back, or, he knows that a bomb exploded 20 feet away from him because he told that it did. You can in effect assimilate data from all around you while being free to concentrate on what you are physically doing be it fighting, casting a spell, walking to the bathroom, or eating a hamburger. visual perception is therefore virtually exactly the same as the character's. Costuming and make-up is essentially a passive visual code similar to the verbal code that communicates to a player what his character sees. However, because this information does not have any game effect on the character, other than role-playing, it does not distract from role-playing. For example, a PC painted black with pointed ear prostetics is communicating to everyone passively that he is playing a dark elf. A player knows this code, and his character's perception of a dark elf is almost exactly that of his own perception. That is, if someone is in a dark room and their costuming is therefore indistinct, in most cases a character's perception would be likewise inhibited. It is therefore important that all racial costuming and make-up be appropriately applied as well as distinct because otherwise a Player recieves muddled information and play is interrupted.

The exception to this system is the Module environment. A module is a event that takes place outside the realm of the other players' real time experience. It is separated from them so as to not impede play. On a module, each player present is agreeing to a situation wich is described in more depth and set appart from the other players and their characters. For this reason, liberties with the rules of phys-repping may be taken, because there is a rules marshal present who can allow flexibilities to the rules. For example, the rules of the module might be that a hallway is in game a pit of fire with a narrow bridge across it. The limits of the bridge are therefore marked and the marshal is present to describe the scene and explain the situation's rules. Again, this is possible because the flow of the in game time of a madule it separated from that of the other players and their characters. The Marshal verbally communicates information that may not be in the standard 'language' of the game. After completing a module, players and their characters return to the real time experience of their fellow players. This sometimes requires additional down time to represent the length of time that the module PCs were gone. That is, if they traveled by horse for twenty minutes to reach a dragon's cave, this would be explained in 2 minutes by a marshal, but, depending on the time the module takes to run, the PCs might be required to sit out of play until their PCs' time has become congruant with the time outside of the module situation. So, for Players and PCs in the normal real time of the game, PCs on a module leave (go to a dragon's cave) and then return to play as if they had spent a realistic ammount of their own real time completing a task (killing a dragon and walking back to town). Thus play continues smoothly and as realisticly as possible.
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