July: Ships and Mod Cards and Sealing Wax — Things of Importance

Unwarded/protected cabins have been ransacked with bedding and items moved in previous games. Clothing, bedding, decorations and weapon props are in game as is anyone sleeping in said cabin unless totally out of game.

Clothing, bedding, decorations are all OOG. They get rearranged sometimes if they aren't underneath your bed or labeled explicitly OOG, but they cannot be stolen or destroyed. The weapon reps can only be stolen if they are tagged. Same with most other items.

While as a player, I'm sure there will be alternative methods. IN GAME that assurance doesn't exist. The ships are effectively beached with gang planks and easy to climb hand holds while manned and carrying people who just dealt with humaniod fish creatures who can board ships and regularly attacked at night and during odd daytime hours. There's more reason to stay on board while sending scouting groups than just offload onto land and hope the crew isn't killed.

You can trust that the crew is competent to keep the ship from being stolen because they are part of the Ducal/Baronial Navy and/or include Red Caps. They aren't just going to up-and-abandon the ship in the event of a full-out strike force (which it would have to be). This doesn't mean that your gear that you leave behind is safe if you choose to leave it unguarded, though you are welcome to do things like hide valuables or lock your cabins to keep out the riffraff.

If you don't trust them you are welcome to leave behind a guard, but they are a fully competent crew. There's just not a compelling reason for them to hang out in your cabins while waiting.

Also, if there is sufficient crew to keep a ship safe, why are we staying on said ships when shelters can be constructed on land (and thus given Wards)?

You are welcome to do this if you so choose, but the tabin areas themselves will be aboard the ship and will be where most of you have been staying for the time it has taken to get to the Death's Islands.

We did a 3-day transitional hike (each way) with plenty of hand waving on the process. Is there no way for the ships to remain sea anchored in safer waters awaiting signal fires to come to shore to pick up everyone and move to another location (should the need arise)?

If you want to try to arrange this with the Captains in-game you absolutely can.
 
I'm looking forward to this! Sounds like a fun variation to the event, giving it a real "adventure/ exploration" feel.

Definitely gotta make sure the merchants guild members doing the supply restocking runs bring someone from the healers guild (or a baker/chef) so that we don't end up eating cheap salted fish the whole way down and all get scurvy!
 
While I agree that it is certainly inconvenient to have to deal with things like not having access to wizard locks and wards and not knowing that our belongings secured, and are just being protected by NPC's, the way I look at it is that we all knew what we were getting ourselves in to. We were never made any guarantees of what awaits us on the Death's Isles, the only thing we've been told IP as far as I know is that it's pretty much suicide to go there. Therefore going into this knowing that it's a suicide mission, it doesn't seem very bright to bring the whole treasury with you on such an adventure; it's similar to going on a mod through a magic mirror without knowing what's on the other side. We assume a certain level of risk by even taking part in such quest, and one of those risks is the very real possibility that we might not come back with all of our stuff. From the way things have been presented to us in play, we might all end up dying on this fool's errand to the Death's Isles, so if you want to bring your magic items and formal scrolls and all that on a mission with such uncertainty, that is your own prerogative. I don't feel that it's plot's responsibility to provide us "safe keeping" for our valuables or our persons. If you have issues with plot planning an event that puts us in such "unfortunate" circumstances without a viable safe alternative, I can see that as a valid argument. For me personally, I like the idea that we're going into the unknown and nothing is safe. It builds tension and creates atmosphere we can't really get in New Acarthia and I applaud the plot staff for trying something different even if it does take us out of our comfort zone.
 
Plus we desperately need more NPCs, if your PC doesn't like the IC situation maybe NPC for an event. I know it would help the game out a LOT.
 
Except this is a larp, and this premis as presented is better designed for a tabletop where you arent dealing with a super large number of people with a lot of different playstyles and interests... this premis caters to people who want/need/enjoy to be spoonfed their adventure/itinerary. "if you dont want to go along with the story we are leading you around by all weekend, you can NPC." isnt great for people that arent into that and want to be LEFT ALONE by plot/forced agendas to persue other varieties of gameplay or an open world experience.
 
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If you're going into the Isles on a suicide mission, you're doing it wrong. The point is to survive and win. If we all die, you're walking back to the Wylands or the Mystic Marshes for a healer's circle. ;) There is risk in any quest, yes but there is also a great deal of planning (we have a month), logistics on supplies (how many swords will you go through), preparation for casualties (is there a healer's circle) and even food/drink. Some mods don't give time to prepare but events do. On Wards, my final concern was why not build ward-able locations on land? Some quick building, a few folks casting ward at the same time and instantly, you have a warded encampment wide enough for everyone to sleep (close quarters to be sure). As sailing takes a few days, resurgence has completed and we can do it all over again at each location. The undead fight on Saturday in June was a three day walk to the location and a three day walk back. The logistics of it allowed everyone to get a lot of protectives both going and on the way back.

Any issues I have with plot will be discussed with them. Privately. This has been discussion to understand the entirety of the rules and the logistics behind them while bringing up counter points. As a side note, a player only needs a marshal to search your cabin when you don't have a ward in place. If you don't have the NPC portrayer, then the competent crew was busy and your stuff looks pretty. :)
 
By getting the Marshal, you also give NPC camp the ability to staff the room with NPCs that would have been there but for the lack of OOG resources.
 
I'm looking at the same rule. The marshal needs to be present. (my phrasing was a bit off) A ward would keep you out.

There was talk about NPCs being on duty on the ship but if a portrayer isn't there, then the NPCs aren't there (they are otherwise occupied). This usually means no witnesses at that point.
 
I'm looking at the same rule. The marshal needs to be present. (my phrasing was a bit off) A ward would keep you out.

There was talk about NPCs being on duty on the ship but if a portrayer isn't there, then the NPCs aren't there (they are otherwise occupied). This usually means no witnesses at that point.

Yeah, that makes sense. When I read it a second time I understood what you were saying. I'd argue that the rule that forces you to get a Marshal will allow NPC camp to portray the NPCs that should have been present but weren't. Either way, should be interesting.
 
My comment has nothing to do with the setup and rules.

I only wanted to chime in and say a Ward is not a foolproof protection. Many things can either tear one right down, or simply rift and avoid it. Is it an extra security blanket so to speak? Sure.
 
1. Yes, you need a marshal to rogue someone's cabin.
2. The ship will be guarded for all intents and purposes, your room and your belongings are fair game, pack accordingly and take whatever precautions you need to based on this. If there is someone on deck and they don't recognize the rogue they may do something about it, but if you don't see anyone on deck then they aren't on deck to notice.
 
All in all, this sounds hella interesting. Plot has obviously put some thought into this. Since it isn't generally presumed to be plot's job to make our lives miserable, I think it's totally worth our while to give it a go, and give it the chance to be fun for us.

I will be there, with leaves on! And if I can pad my bag so that it doesn't kill my shoulder, I'll have a few scurvy-fighting apples on me. Or maybe oranges! *sage nods in Chris' direction*
 
I wanted to address Porch's earlier question about being forced off the ship. Since you are in Death's Islands it is safe to assume you will be traveling to more than 1 of islands. Plot is not going to force you to disembark to go adventure on the mods and such. However, please know that there may be activities happening on/around the ships whether or not you are in your cabin or tent and those activities may or may not affect you depending on what's going on with the crew of your ship at the time.

As far as the 3-day delay question of Val's, there is no such delay this event unless Jesse comes back and tells me otherwise on this forum post. We will be real time.

Tent Camping - due to conditions of the tabins and cabins at this site, if you choose to tent camp, please don't worry about whether your tent looks IG or Period. As long as you have it in the prescribed ship areas so that it represents your room on one of the ships, whatever tent you set up is fine. When we get back to New Acarthia and our regular site near Woodland Park we'll be restricting tents to areas by what they look like again.
 
I wanted to address Porch's earlier question about being forced off the ship. Since you are in Death's Islands it is safe to assume you will be traveling to more than 1 of islands. Plot is not going to force you to disembark to go adventure on the mods and such. However, please know that there may be activities happening on/around the ships whether or not you are in your cabin or tent and those activities may or may not affect you depending on what's going on with the crew of your ship at the time.

As far as the 3-day delay question of Val's, there is no such delay this event unless Jesse comes back and tells me otherwise on this forum post. We will be real time.

Dani was able to help me. My main concern was an issue with the logistics of going on and off the boats too often (moving them, etc), long descriptions of scenes and OOG logistics, and well, boating in this system in general. The less logistics, IG or OOG, and the more freedom to just larp, the better. Essentially this style of event is not what I got involved in this larp for. I like the live-action and role-play parts of the acronym the most, I cherish my free-form and ability to pace on my own. The logistics and any forced story lines is just a chore to me. If others dig it, more power to them. Nothin wrong with that, it's just not for me.

Currently the event is at my personal limit of tolerance for these sorts of interruptions - it's not as bad as it reads. I'm pretty cranky, judgmental, and whiny over these sorts of things - so if anyone is still debating skipping, I'm willing to put up with it if that means anything. Talk to plot for some reassurance privately. I do sincerely appreciate plot's explanations both publicly and privately on this.
 
It's clear to me that Denver Plot is putting a lot of energy and creative thought into trying to make these two events outside of our usual game environment in New Acarthia really special and fun. I recognize and very much appreciate Plot's work to make these events something neat for the players. I like that you're willing to think outside the box, and try some new stuff to make our excellent game even MORE fun for the players. Thank you very much for your continued work!

When it comes to messing with what I'll call the "infrastructure" of the game -- cabins, where your stuff goes, food service in the tavern, bathrooms, roads to the site, parking, and loading and unloading from your cars -- players have different tolerances. Some of our players have high tolerance for messing with these things, and like surprises, and new experiences. Many of our Coloradans who love the outdoors and enjoy time in a wilderness environment may welcome the chance for more of that. Others of our players are "city mice," and may not understand what you mean by phrases like employing "standard bear protocol," as an example. Some of our roleplayers want to jump right into character, and not feel uncertainty about how comfortably they'll be sleeping, or how conveniently they can get food reliably in the tavern. Players have all different tolerances for that sort of thing -- and some of our players have low tolerance for messing with that stuff.

I'm one of those players; I don't enjoy change in the infrastructure. I want to know for sure what cabin I'll be in. I want to sleep securely OOG. I don't want to worry about other players manhandling my belongings. When it's late at night and I've been trying for 3 hours to get an IG escort back to my cabin, I don't want to deal with caution tape, and new rules about whether or not there's an imaginary sea between the cabin door and me. I want to know what's to eat in the tavern with no surprise ingredients, no surprise IG charge on top of the OOG charge. I want there to be food for me when I pay in advance and arrive in line on time. I love the players that are super cheerful about everything, and eager for every new experience, and just happy to be on the show! I admire them, and I wish I were less Grumpy Cat, and more Panax and Tinder, honestly -- but I'm just not a fan of messing with the basics. This is not enjoyable to me.

One thing I really like about our game, however, and can get behind is that that our game staff is very good about giving us notice about what to expect. I get the impression that our game and Plot staff have a high tolerance for changes with tavern and cabins and infrastructure, and view that change as exciting and fun! They're really good about telling everyone what we can expect so we can make our own choices based on that information. For that, I am really grateful. We may not agree about what's fun -- and we don't have to. I love that the game gives me the info I need to assess the situation and make my own choice. I genuinely appreciate that.

The game will thrive on feedback. It's a universal truth of LARP that Plot teams everywhere have difficulty getting detailed, honest, polite feedback from players. We always want to encourage each other to keep delivering that feedback, helpfully. Advice that amounts to, "If you don't like it, don't play," is not really helping anybody. We don't want that. We want our game to grow, and we want everybody in our community to enjoy our lovely game, and keep coming back to events, and keep having a great time. If we keep telling even our peers that it's this way or the highway, they'll stop showing up. They'll certainly stop giving feedback about what makes the game enjoyable for them -- feedback that is essential for our game staff to know what their players like, what each of the players like.

Some players enjoy change. Some players enjoy risk. Not all players do. Let's all try to be supportive of our buddies and fellow gamers, and roll with the necessary changes of using a different site, and try to use our powers for good here.

Trace Moriarty
 
I like the idea behind this coming event. I like the way that it feels something like a big event that is about to take place. The best analogy I could bring to the concepts and ideas for this remind me of the Opening of Ahn'Qiraj in World of Warcraft. I thoroughly love and support this idea and new ways to think about it. In all honesty, I kind of felt like this is the kind of event we should have had first in try to get to the Death's Isles in the first place, but we're past that at this point. Working together to try to make our way to the island and the following event being "in hostile territory" as it were. This feels like a really cool idea and way to handle being out of our routine site. As Trace mentions, there's a level of tolerance for that kind of thing and knowing up front ahead of time is greatly appreciated. I can see where this would mess with the established practices of many and how their characters would operate. I wanted to chime in that I love the ideas and concepts presented and getting out of ones comfort zone is a great way to find out if you like something new or maybe even that it wasn't as bad as you thought it would be. If I hadn't done that I wouldn't be LARPing with any of you unless it was in a OWBN or MES game and that is most certainly a different dynamic and style.

Thank you plot and staff for being willing to try to something new and working to try to make it interesting and not the same old routine over and over again.

Wishing everyone the best,
Keith Gold
 
Update: We will now be doing some mod card hours on Sunday morning.

EDIT: Well. Sort of kind of. There will be mods and NPCs out and about. Still working out if there will be actual cards. At the very least there will be Things To Discover and Do out and about on Sunday morning.
 
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Kind of in reply to both Klan and Trace, I'm apparently in the minority who LIKES to be thrown off my game by weird stuff. ;-) I've found my characters develop far more when unexpected situations and setups occur. Heck, even random railroadings can lead to great RP. You just never know. All in all, I'm happy with whatever's thrown our way.
 
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