chelsea said:
Hey, it's me again. Obviously. Anyway i was just looking at what a guy from another LARPing group sent me and he was talking about how his group doesn't use experience and how some groups have chacter sheets that they carry around to prove that they can do certain skill moves. Also he told me about how his his group uses magic. I was just wondering if anyone could tell me if you guys also do this and how it works if you do.
we do have
chacter sheets, you have to have it on you at all time, it has somthing on it called a life tag, if you die you need to have this to hand in to staff, it allso says what skills you have and spells and helth.
as for
spells and we get small tags at each game to show what spells we can use, each time we use a spell in game by saying a set of words and throwing a small packet a 7 inch cloth filed with bird seed and tied off with a rubber band, mind you if your throw misses your spell missed.... anyhow when your done with that fight you go threw your spell tags and hand in or rip up the corresponding tags for the spells you just got done using. this game uses a lot of tags. small peaces of paper that represent in game items. some tags are used for potions some for weapons and scrolls, such tags are in game, other tags are out of game, such as a life tag or a spell tag or a race or class skill tag, when your in game and say use a potion u rip up the tag for the potion,u just drank, if you give a way the position you give a way the tag...
other tags like the spell tag are out of game where as you cant give a way your spells and they do not represent a tangible item, simply an ability you have for the day.
also as far as thong u might like or need to know a bout, lets cover magic items:
there are a couple of things for
magic items u got to know 1st, there are different types of magic items, ones you can only use in your local chapter, and ones that can go to and be used in any chapter.
next is what can go on a magic items, most all spells form both the earth or celestial tree...
think cleric and mage...from most games use other odd things that can go on magic items are some skill ablitys, and magic or arcana armor, or damage increasing augmentation, so that say if u put it on a dagger you can have a +2 dagger swing for 3 rather then 1 if your in to that sort of thing,i personally like magic itesm that do ice damage spells and earth healing spells, becuse i playa healer who feals shes not goodanuff and whos faveric color is blue...
evry one picks magic items that atract them dinfrantly... its not allways the same, for me its a disitiosn of whats useful and what eliment healigns usful and i have anifinity for ice...
for this it might be...
what can i resale for the most coin
(
people by sale make find resale items some times, and often magic items can cost a tun to make and sale for even more, and when u find one on a monster, it can often cost u vary little in comparison to making it, so some people bid to take whats found rather then a cut of the loot for that fight, then resale it later or keep it no mater what it dose just because it was cheaper to get a magic item by way finding it then having one costume made.)
or what do i want just so my rival will not get it...(i play a mastic wood foke, we as a race hate dominate spells, i have seen other MWE's bid on items with such spells in it just to make sertan no one can use them.)
or what do i want to make me more powerful. (
items that give skills or damage +'s to weapons )
or what do i want to protect me (
precast spells things that protect you from the 1st hit or spell that hits you there for negating its damage taken, or magic/arcane armor so you don't have to run around in real chain male or the like.)
magic items don't have to be small but most the time end up being so.
weather a necklace, ring, bracelet, hat, belt, rope, weapon, shield, armor,shinny crystal, river rock, fingering, little box pen, broach,feather,pendant,book,or most anything elis, you have to remember to get its benefit your going to need to have it on you, so a small book that slides in to your bag still takes up more room then a small ring that is in your bag or on your finger, see why they tend to be small...
side note you can have magic items like spells cast on you rather then an item, such as arcana armor, this way if you die when you rez you still have your armor with you...
now on to how magic items are cept track of, a #/letter code is put in to a data base on the items creation, a corresponding tag is applied to the items, and a tag saying what the items dose and as well with this tracking # code on it is given to the owner of the items, upon some one identifying the items in game.
this tag is out of game, wile the items is in game, if some one stills the tag they have nothing, if some one stills the items your tag is nothing...
if you loss the tag u can get a new one, if you loss the items u are **** out of luck.
magic items last 1 year to 5 years, if you find a magic items on a moister its likely a one year magic items, if you make one your going to hold off casting it till you can find a scrolls and the items needed to make it a 5 year long item...
magic items spells refresh when your memorized spells would refresh at logistics only.
I play a healer, shes a earth caster (cleric), i have arcane armor cast on my soul (so i don't have to run around in heavy armor and can where a dress!), i have a handful of magic items most lasting 5 years (extra healing, life and ice spells!), I have 2 things stuck to me so when i die they rez with me (so i don't loss everything if i die), and i have a bunch of tags i have to keep track of for this(i keep a small book on me with all my out of game tags in for quick reference, it is also so that way they do not get lost or damaged between games too)
OK now time for guilds houses and groups
a guild is like a business weather for profit or not for profit, a guild can be people of a line of work, or a set of skills.
guilds:
the mercenary guild will help you find jobs they pay you, and take a cut for setting you up with the job.
the healers gild will gather potions and hand them out in time of need off only donated coin, we also have the job of razing you if you die!
the assassins gild will give you information on your target and hit orders...
the celestial guild will identify items and cast words for you for coin
every chapters got different guilds doing different things in different ways...
houses:
in order for it to be a house rather then a group you have to have it run or backed/supported by a nodal or some one with title! so a lord a knight a lady,a baron or a dame will do fine, past that a house is harder to get in to then a group, often you have to know some one already in it prove your self worthy and it can end up being a life time commitment or from what i have seen. houses are often more reorganized or respected then just a group would be(see groups for more on what the benefits are)
Groups:
groups of players will offend work together to save up find make or other wise gather supply and or magic items, they go out and fight together share loot and work on goals, joining a group means you will haves set of people u watch out for, and who watch out for you, it will also mean you have allies to help you find items or who you can trade with if u find something they are looking for, it also means you have a sort of make shift family where if u need some one to help push a plot your interested in they will likely help, such groups can be brought together off of singularity and differences, such as players of a like Level will group up to offer a balance of skills, also players of unalike level will group up to ofter support and protection to those below them in ability, weather because of alike race or RL being friends, or a hundred other resones.