markusdark
Knight
I was wondering if it was ever discussed about making Tracking an actual in-game skill - seperate from OCS. It seems that it has a much heavier impact on games chapter wide than just something to get a couple of silver from.
AllianceCHI said:I agree, keeping it as an OCS skill allows us to say it wont work.... on the other hand, in the instance Mike pointed out.... if he had known where the NPC was... it may have been very cool for him to direct that PC to "track" the NPC to X spot on the site where said NPC was waiting. That of course would have required Mike to know ahead of time.... this time he wasn't able to create an RP situation out of it... maybe next time if said NPC explains that he plans to run to XYZ spot... then the outcome can be different if the plot is meant to allow for it.
markusdark said:No troubles, it was just a thought. I have seen other LARPs use interesting systems.
Oh, and as for the instance that Mike pointed out, you'd just have to have the NPC's have a fall back place - where the bandits/orcs/whatevers usually have as their home base. Just requires a little bit of planning.
doverman said:Frankly? If you want to track someone, track them. It's a LARP. People have to develop and use lockpicking skills, fighting skills, nunchuk skillz (wait, that's not right).
I have had players use their ocs tracking on occasion, especially using scent in combination. It's a mechanism usable by plot to grant them a little more information if they so desire. If plot doesn't want to give extra information, then nothing is gained. It's that way with just about any OCS skill. Someone have an ocs astrologer? They can get general and vague clues on things (but should not reach the level of a vision scroll). OCS candymaker? Maybe they gain a little extra insight into those mutant candycane trolls.
While I do see where people demanding a strict interpretation of the book are right to say it gains you silver only, I think that, if they are used correctly and in moderation, they can enhance the RP aspects of the game.
Fearless Leader said:It's just impossible to use.
On the last event, we had an encounter in the woods and one of the NPCs ran off during the battle. A PC then came to me after the battle ended and said "I'm using my tracking skill to follow him."
Well, how are we supposed to marshal that? I have no idea where that NPC ran.
Talen said:Fearless Leader said:It's just impossible to use.
On the last event, we had an encounter in the woods and one of the NPCs ran off during the battle. A PC then came to me after the battle ended and said "I'm using my tracking skill to follow him."
Well, how are we supposed to marshal that? I have no idea where that NPC ran.
"In the muddled chaos after the battle, you can't find a good set of tracks."- IE, if the marshals don't know where the NPC is going, the PC's can't track them. Something like that doesn't have to be (or can be, unless you wanna put radio trackers on everyone ) 100 percent useful.
Elsewhere, it's actually pretty nice for mods and the like, as well as cases when you -want- the NPC to be found or to give folks a clue.
"You're able to track the thief towards this old house over here..." (module hook)
"The ogre and orc trail seems to be leading towards this part of the Ash Forest."
"From the looks of things, about a dozen different people ran through here towards the lake."
Fearless Leader said:What we don't want is a skill where a player feels cheated if we can't allow them to use tracking. "I paid build for this skill and I should be able to use it!" is a legitimate complaint.