[UA] UA larp
James O'Rance
jorance at hotmail.com
Fri May 11 01:52:41 PDT 2001
"Gareth Hanrahan" <hanrahag at iol.ie> said:
>>>I've been vaguely trying to some up with a ruleset, but haven't had any
deep insights (I think the game needs a randomiser, and there just aren't
any good ones).<<<
In my experience with Australian freeforms, the more streamlined the rules
are, the better the game will run.
Dice and other things that flip or roll are just annoying when you have to
stand up. I've always created rules based on cards, usually numbered 1 - 10.
If two players are trying to do something, they summon a GM who deals each
of them a card. All other things being equal, high card wins.
I've used a Saga-inspired system that tied the four suits of a standard deck
to four character abilities. If the card drawn matched the ability that you
were using, you got a trump.
This could be applied to UA in the following way:
Attributes and skills are rated from 1-9 instead of 1-99. otherwise, they
remain unchanged.
If you're trying to do something, you draw a card and compare it to your
attribute or skill. If the card is equal or less than your rating, you are
successful. If you are opposing someone else, the highest successful card
draw wins.
Each attribute and skill is associated with a particular suit of cards. If
the card drawn is of the appropriate suit, it is a "match." Matches can be
good or bad, as usual.
Flip-flops are a bit trickier - you could use a redraw, but you'd want to
keep track of how many times the player had used that ability.
Wounds might be represented by a negative to the card draw of some kind -
perhaps a wounded person can't beneft from positive matches. I tend to have
only three "wound levels" - hurt, incapacitated, dead. I hate games where
half a dozen people stand around making "challenges" for half an hour.
Magic would be annoying, because there are so many different effects to
remember and I hate games where people have to carry around books. It might
be neccessary to prepare one-page cheat sheets for each school.
"Realistic" combat, of the sort popular in UK LARPs, would be at best a
distraction and at worst a mood-breaker in a UA game, so I'd drop it. Every
freeform I've written has been based on character dynamics and
character-driven plotlines, and excessive combat starts to hurt the
structure of the game, anyway.
Opinions?
James ORance
Divine being creates petting zoo. It gets out of hand.
- The Bible (summarised by John W. Mangrum)
http://www.geocities.com/dragon-dreamer/
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