Have played NERO Intl, would like to play ALLIANCE

Cúangol

Artisan
Hi,

I played a few games in a NERO Intl chapter a few years ago and was partially satisfied and partially dissatisfied. I now live close to the ALLIANCE HQ chapter and am wondering about some of the differences. I know I cannot transfer my character (and am not interested in doing so). In NERO a lot was not in the rulebook, so I'm asking before coming:

1) EXPIRATION:
Do items expire in ALLIANCE? E.g. weapons, armor, traps, alchemy, potions, etc? I see in the rulebook that magic items expire, but what about these others?

2) ROGUES:
In NERO Intl, it seemed that there were no traps, locks, etc. If someone had a lock, I'm not sure if picking it would have been allowed. On one event we actually found some boxes in the woods (battling skeletons under 2 rules marshalls' observation) and the first marshal I asked said they were not trapped; later the second marshal said I was dead because I carried it away without checking for traps. This was cleared up, but it demonstrates that not even the marshals were used to using traps. At any rate, the whole Rogue class seemed unusable (I tried!).

But in ALLIANCE there are two "half-rogue" classes (adept and scout). Are these useful? Are there many adventures involving traps? Is there somewhere to buy phys reps for traps?

3) FIRST DAY:
I have a sword and a bow. I plan to play an elf so the bow will be cheap regardless of class. For the sword, would I be allowed to use it as a "one hand blunt" weapon on my first day?

Do I need to have my own spell-book on the first game?

Is there a certain color for arrow packets? Thickness? Is a streamer needed? Can one go pick up the used arrows to use with an unused quiver tag?

I assume spell packets are "any color but orange" and otherwise the same as arrows?

4) CLASS:
To me LARPs are about magic, fighting, and sneaking. Naturally I can't be a triple-combination character, but I'm thinking either Templar or Adept (with Celestial primary). Any comments about their usability at ALLIANCE HQ? I plan to be an infrequent player, so perhaps perpetually low-level.

5) WOODS vs CITY:
I've played a few LARPs which involve a lot of traveling through forest, but the NERO Intl game I played stuck to one building and a few nearby paths.

6) LODGING:
In the NERO Intl games I played, everyone stayed in two bunkrooms. I see that at HQ there are some cabins, private rooms, bunk rooms, guild rooms. I'm thinking of just showing up as a "new to town" character who is looking for a place to stay. Is this appropriate? Or do I need some sort of room reservation?

7) REGISTRATION:
Not sure if I'll be able to commit far enough in advance. Can I register on-site? What time to HQ events start on Fridays?

8) FOOD:
Are meals available at HQ?

9) EQUIPMENT:
Does anyone make and sell LARP equipment at HQ?

10) Anything else I should know?

Thanks!
 
Howdy,
Welcome to Alliance. I play in a chapter a few thousand miles from where you are, so I'll answer some of your questions, but some of them are chapter specific (like Food at games) so I'll let someone who knows that chapter better tackle those.

Cúangol said:
In NERO a lot was not in the rulebook
This will be the first huge difference between Alliance and Nero that you'll notice. Every rule that you'll come across regularly is in the book. The only rules that aren't deal with Rituals, and generally aren't rules that you'll need to worry about unless you're casting Rituals (and then those rules are printed on the Ritual Scroll, and the same in every chapter).
Cúangol said:
1) EXPIRATION:
Do items expire in ALLIANCE? E.g. weapons, armor, traps, alchemy, potions, etc? I see in the rulebook that magic items expire, but what about these others?
No. Magic items and ritual components are the only things that expire regularly.

Cúangol said:
2) ROGUES:
In NERO Intl, it seemed that there were no traps, locks, etc. If someone had a lock, I'm not sure if picking it would have been allowed. (...)
But in ALLIANCE there are two "half-rogue" classes (adept and scout). Are these useful? Are there many adventures involving traps? Is there somewhere to buy phys reps for traps?

Rogue, Adept, and Scout all get access to 'rogue skills' fairly cheaply, but any class can buy rogue skills. In practice, the rogue skills that get the most use are the combat skills: Backstab, Back Attack, Dodge, Evade, Assassinate, etc. People use those rogue skills at every game, and can get very good at using them in most situations. In general, you tend to see less traps and locks, but they do exist in game, and you need the skill Legerdemain (another 'rogue skill') to interact with those. When playing my rogue character, I tend to use Legerdemain once a game or less, while I use my combat rogue skills in every fight. Traps are pretty easy to make, and there are some people that will sell them to you. I can build 4 basic traps for less than $5.

Cúangol said:
3) FIRST DAY:
For the sword, would I be allowed to use it as a "one hand blunt" weapon on my first day?
No, but a sword is really easy to turn into a blunt with a few minutes work and about $2 of materials. Since we're a Live Action game, weapons need to look like what they're representing.

Cúangol said:
Do I need to have my own spell-book on the first game?
You should really have one, but if you're caught in a pinch and don't have time/money/etc to make or buy a representation for your spell book, you can fold a couple pieces of computer paper together, staple it, doodle on the front and call it a spell book for your first game. If you mean an IG spellbook, you'll get one with some spells in it if you make a spellcasting character.

Cúangol said:
Is there a certain color for arrow packets? Thickness? Is a streamer needed? Can one go pick up the used arrows to use with an unused quiver tag?
If you're going to be playing soon, then arrow packets are made just like spell packets, but with 12" long streamers. If you're going to be playing for a while, trust me, and make your arrow packets blue, and make the streamers something you can cut off and not ruin the packets.

Cúangol said:
I assume spell packets are "any color but orange" and otherwise the same as arrows?
Any color but orange, but don't make your spell packets blue. Trust me there. In fact, I recommend making your spell packets white, but they won't be required to be white any time soon.

The rest of your questions are pretty geared towards HQ, so I'll let a local answer those.
Hope this was helpful,
~Matt, Seattle
 
Cúangol said:
In NERO a lot was not in the rulebook
Obcidian Bandit said:
This will be the first huge difference between Alliance and Nero that you'll notice. Every rule that you'll come across regularly is in the book. The only rules that aren't deal with Rituals, and generally aren't rules that you'll need to worry about unless you're casting Rituals (and then those rules are printed on the Ritual Scroll, and the same in every chapter).


This is really only about 90% true. As we discussed recently at the National event, there are still a lot of Local Chapter Only effects such as the Massive carrier that should be in the book and simply aren't. That said, the rulebook's got the greater portion of what you'll ever need to know.
 
HQ tries to put out traps and locks for rogues and others with legerdemain to play with. Despite their efforts, not everyone with the skill gets to use it every game. My rogue is more of a combat character and doesn't even have legerdemain (so I couldn't attempt to pick a lock or disarm a trap). I've never needed it either. Sometimes HQ will run a "trap mod" where people try to race through an obstacle course of traps. Other times you see a trap or lock on a mod but there's no guarantee you will be on that mod (and if you are someone else may also be able to take care of it).

In the end, you can find opportunities to pick locks and stuff, but not all the time. I do think our marshals will be better prepared than the ones you experienced at NERO but I'm not sure you can ask if the box is trapped - I think you actually inspect the box yourself.

As for adept and scout, opinions vary, of course, but basically if you see your character as a guy who swings pretty heavy damage going toe to toe while still having some of the rogues dodges / evades scout can be useful. Likewise if you see your guy as a caster with a little dodge/evade action adept can be good. Because we have a fluid class system - just buy skills you want and then determine your class. The rulebook is complete and has everything you need to build a character and plan one out till level 20 or 30 or whatever.

I don't think I can add anything to the other answers you've gotten - they are pretty complete.
 
Wraith said:
This is really only about 90% true. As we discussed recently at the National event, there are still a lot of Local Chapter Only effects such as the Massive carrier that should be in the book and simply aren't.
I'd say that it's much, much more than 90% true. I'd say it's much higher than 90% true even if you only looked at the "Effects" section of the book, let alone the other 140 pages. I'd also say that there's not "a lot" of local chapter effects. Massive is really the only common one. If you're still looking for a way to dissuade people from playing the game though, I'm sure you can find something else. :roll:
 
Thanks guys for filling in the Alliance stuff. I'll field the HQ bits...

4) CLASS:
To me LARPs are about magic, fighting, and sneaking. Naturally I can't be a triple-combination character, but I'm thinking either Templar or Adept (with Celestial primary). Any comments about their usability at ALLIANCE HQ? I plan to be an infrequent player, so perhaps perpetually low-level.

HQ does tend to have a higher APL than some other chapters, but we have low level plotlines and modules running every event. Split classes are very veratile and useful, though with the fluid-class system you can start as a pure class (rogue, fighter or scholar) and then build your other half and morph into a hybrid class pretty easily.

5) WOODS vs CITY:
I've played a few LARPs which involve a lot of traveling through forest, but the NERO Intl game I played stuck to one building and a few nearby paths.

Our site has one main tavern building and three cabins currently. There are over 40 acres of woods though, and as long as we have NPCs there's usually something out there to run into. ;)

6) LODGING:
In the NERO Intl games I played, everyone stayed in two bunkrooms. I see that at HQ there are some cabins, private rooms, bunk rooms, guild rooms. I'm thinking of just showing up as a "new to town" character who is looking for a place to stay. Is this appropriate? Or do I need some sort of room reservation?

New-to-town adventurers are not uncommon at all and it's actually a cool way to start. We do have a common room where anybody can grab a bunk. To stay in the guilds you generally need to be a member (or make friends quickly). Getting a cabin requires a pre-registered group of at least four people. The private rooms are reserved on a first come-first served basis, but anybody can pay for one and register, whether it's one person or a group.

7) REGISTRATION:
Not sure if I'll be able to commit far enough in advance. Can I register on-site? What time to HQ events start on Fridays?

You can absolutely register on-site. Pre-registering just makes your life easier, and makes you elligible for our magic-item raffle, so we strongly encourage it, but it's not like we won't let you play if you don't pre-reg. Game-on is generally around 9pm, but you can still join in if you're a bit late.

8) FOOD:
Are meals available at HQ?

Our newly-resurrected Food Committee will be providing some meals, but it's recommended to bring along granola bars, jerky and other "camp foods" for snacking in between meals.

9) EQUIPMENT:
Does anyone make and sell LARP equipment at HQ?
We always have some basic garb for sale (shirts, cloaks etc), and we have a player who sells leather goods as well - he generally brings pouches, bracers, belts and weapon frogs, but does make other items on request. (sn: Ithica). We have an assortment of players who make weapons, but those are generally by request only, as everybody has something special in mind when it comes to their weapon. If you post in the HQ section of the board I can almost guarantee you'll find somebody able to make you one.

10) Anything else I should know?

Our Halloween event is the first weekend in October. Whether PC or NPC we'd love to have you come and try us out! Please feel free to post any other general game questions here, or any HQ specific questions in the Ashbury section.

-Michelle
General Manager - HQ
 
Thanks for the tips everyone!

A few new questions:

A) But I am still a relative novice (only been to a few NERO games). I don't see myself making arrows with streamers without having seen them already, so I'll stay away from that for now. And I don't see myself buying another weapon or modifying my current sword (which I mail-ordered) until I've played a game with you.

Question: Does HQ have loaner gear? E.g. a one-hand-blunt weapon? I am hoping to also bring a friend who is totally new to LARPs.

B) I like your "fluid class" rule (I hadn't noticed it in the rulebook, and I don't think NERO has it). Is it possible (easy/hard?) to change races also? Or to change your skill choices in the first few games (novices make poor decisions).

C) Stone elves. I've been reading up on them and like what I see. Are there many at HQ? Would it be possible to find "teachers" of the mental abilities?

Thanks,
Cúangol
 
NPC camp usually has a small number of weapons for loan. They might not be the prettiest though. ;)

No, the fluid class system does not allow for race changes. There is a ritual that can be acquired in-game, but at HQ we do not put it out as random loot - you would have to work in-game with the race you want to become in order to change.

That being said, everyone gets one "newbie rewrite." Let's say you build yourself an Orc fighter and play for one event. Afterwards you think about it and decide "nah, I'd really rather be a biata earth scholar." You can do that, but just once - and you have to do it before you play the character a second time. What you CAN do is play one event, NPC a bunch in the middle while deciding if you'd like to keep your original build, and THEN change before playing it again. But once you've played that character a second time, it's locked in. You can always turn in a character for half-build however and start over.

There aren't a LOT of stone elves at HQ but we do have 3 that play fairly regularly.
 
If you decide to go Stone Elf be prepared for every high commitment. If you hear a joke you can't laugh. If startled you may not scream. Plan for a little down time to "be yourself" in an out-of-game area if you get overwhelmed. The good thing about playing a Stone Elf as your first character is that you can use your newbie rewrite to change your race if you discover you can't key up with the demands of having no emotions. I'm one of the aforementioned HQ Stone Elves and, while I won't be at the October event, I'd be more than willing to give you tips or answer any questions you might have about the race. Just drop me a PM.

-Mike E.
 
Hi,

Two more questions:

i) FOOD
Are there vegetarian options for food at HQ?

ii) COSTUMES
Does HQ have costumes for loan?

Thanks!
 
There are always vegetarian options at HQ - check our OOG forums and you'll find a few discussions on food there. However if you have any kind of food restrictions it's highly suggested you bring some along, just to be on the safe side. We try to keep the tavern open as much of game as possible, but we can't guarantee you'll be able to get food at all hours. Food does cost in-game money.

No, we don't loan costumes. We did once upon a time, but more often than not, they didn't come back, or they came back in such horrible condition that they had to be tossed. So sorry, can't help you there. It's Halloween season - you can probably find something very basic to start without dropping a ton of cash. Nobody here rags on the new guy for not having a $1000+ kit. We were all new once.

If you really don't want to invest money in weapons or costuming before playing, come and NPC. NPCs have everything provided for them (we do request you wear a basic black under layer - sweats and such) and you can get a feel for it without having to lay out anything but a trial membership and whatever it costs you in gas to get here.

Plus it's our Halloween weekend which always has some awesome NPC roles.
 
Ezri said:
Nobody here rags on the new guy for not having a $1000+ kit. We were all new once.

Not an HQ person but this is true for almost every player. I looked terrible my first game and was welcomed.

A tip get a good looking/durable medieval shirt and build from there. A tabard is another nice route to go (that's what I did).
 
As it turns out I will be at HQ in October, but I'll be arriving very late Friday night (wee hours of Sat. morning). I will be playing my Stone Elf if you want to chat about the race.

-Mike E.
 
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