Hunting Grounds v2 (Comments Welcome)

Mar 03, 2008 15:14


Thanks to the folks who gave me feedback when I first posted these rules on my LJ. What follows is the result of the feed back I recieved from the last round. In answer to

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owbn, larp, house rules, gaming

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Comments 7

nauraki March 3 2008, 21:03:02 UTC
I like it.

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locke1520 March 3 2008, 21:10:49 UTC
Thanks. Me too but I'm biased...I'd like to see these rules in wide use but I have a big head when it comes to this stuff. ;)

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nauraki March 3 2008, 21:23:38 UTC
My only hesitation is that not all Princes are so organized in maintaining hunting grounds boundaries for poaching so letting players know if they were poached, or who poached who, needs to be dealth with carefully I suppose.

But that's why one has influences, and the Cammies should be playing a bigger influence game.

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locke1520 March 3 2008, 22:01:33 UTC
The idea is that the hunting grounds are kinda vague like the influence rules. It's extra work for the ST staff keeping track of available vitae, but the Prince PC needs only grant numeric traits. The Toreador primogen gets 3, the nos primogen gets 1 (suddenly a new spin on politics in play).

As for discerning who's poaching where, you are exactly right. It would be up to the PC's to protect thier areas with influence powers or some other means.

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rosco_gordon March 4 2008, 00:03:18 UTC
That write-up is awesome.

This shows what an active ST staff can do to create a political intrigue plot for PvP instead of the normal 'Monster Attack' of PvE.

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locke1520 March 4 2008, 03:34:45 UTC
Thanks for the input on the last pass. It really helped me ramp the intrigue elements up a bit.

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