Sakero303
Apprentice
First of all, thank you once again for reviving this LARP back into a full swing game for Alberta. It has always been a positive game having first experienced it, and it is good to be back finally in something where the good guys actually can win and it is not simply undead and slaughter all day and night from players and monsters alike. To that end, the pros and cons! I will say this is a perspective, and likely without certain details obviously.
Pros:
- The NPCs did more then an excellent job doing their roles, committing to combat and receiving as well as reporting when things either didn't make sense or if there was a safety issue. The roleplay feeling was fantastic, and as much as there had been confusion, the random comical relief of the goblins helped quite a bit for the tension in the later darkness of Saturday.
- Loot, my goodness I feel almost spoiled for the fact the previous larps actually starved their own economy, on purpose and otherwise. This one works with a good balance of coinage and potions; while there was a cringing effect of potion makers scrambling to use their loot to make more potions to survive, there was however for some a decent profit margin for their efforts. And on the plus, gogo NPCs for efficient loot dispersal once found. :yes:
- Immersion: This happened time and again where I fell into the full mindset of Karuna, and those with me. The world seemed to change just subtly about me, and one could feel that they just might, looking onto the few fields beyond, were defending a hill stronghold against attackers. Well played plot and players alike. :shades:
- Monsters: They made sense, they had the right reasoning, and the right level of intelligence. Zombies shambled, and gnolls worked pack like in a hunt. To this end, I say good game and happy running from you when needed! (Damn Jade zombies and orcs! :noway: )
- Challenge Fights, Such as the summoning of the circles, felt as they should and was a first time really for more of an attrition battle. To that end, damn zem Quciklings and the spectre, but it was the right sort of feel for what was suppose to be a delay action anyway.
- Finally, the political scheme of things as well as rank dispersion was endorsed and fel In-character choices of the personality for say the king and others. Players also found themselves in plot whether accidental or otherwise, the bugger of finding out a riddle just as game ends is only just part of teh fun, and to prep for it the next game.
Cons:
- Lighting: As to this, this is more of preference or opinion. Well done on the NPC's to make sure we could see where their heads were and where they were (also good for scaring people with red eyes) but the issue came not of Player versus environment but player versus player. I had not known, but for example the sheep battle Harlequin ran right past me as I was about to dash advance-I was halted and another player mentioned later he saw a shadow near me about her height. I know of several lanterns that might give a good scatter light to at least keep the shadows and darkness at play, but allow the players, especially skirmishers, from doing full on tackles into each other.
- Charging was happening on both the side of the players and the side of the monsters. Pressing the attack I am all for, and it is a fine line. In the end, should either side feel that any faster and their legs are going to have them topple hard or simply that they feel like they are within that arm's reach, make sure to call out what you feel is happening. The good news on this is both sides have been reactive on this calling.
- OOC/IC: If one is going to be OOC, make it obvious and make it quiet if it's going to involve sensitive information IG or implicating/consequential problems if people overhear. Had one event where because of this, a miss communication came up and artificial tension was brought forth due to it thinking the threat was true.
Opinions/Considerations:
For a first game this was well devised, timed and played. The orc raid was indeed a raid, and the night attacks versus the day modules was grand. The instance Module itself actually had us thinking (and a decent trap) but there was two things that came as a surprise for the very first weekend game. I was not expecting on the level twos and threes, for the first game, to be killing blows enabled. While I could understand for a higher level character myself (Believe me when I say I got spirited to run that night) I did not think it quite that necessary. The other was the five damage double wielders. In this point the shieldmen of our group are learning (in the level sense and game sense) of fighting these, and one tank in particular expressed the frustration of breach before someone could even move in to assist. The clothies at this point in time would be dropped like flies on two swings-I myself would have died thrice if not for max armor points. Other then this we'll learn to fight better in squads as all new players should do, if not the entire force, and hopefully we figure out what's a challenge and not starving us blind of heals each night haha. Well played, and good game!
Pros:
- The NPCs did more then an excellent job doing their roles, committing to combat and receiving as well as reporting when things either didn't make sense or if there was a safety issue. The roleplay feeling was fantastic, and as much as there had been confusion, the random comical relief of the goblins helped quite a bit for the tension in the later darkness of Saturday.
- Loot, my goodness I feel almost spoiled for the fact the previous larps actually starved their own economy, on purpose and otherwise. This one works with a good balance of coinage and potions; while there was a cringing effect of potion makers scrambling to use their loot to make more potions to survive, there was however for some a decent profit margin for their efforts. And on the plus, gogo NPCs for efficient loot dispersal once found. :yes:
- Immersion: This happened time and again where I fell into the full mindset of Karuna, and those with me. The world seemed to change just subtly about me, and one could feel that they just might, looking onto the few fields beyond, were defending a hill stronghold against attackers. Well played plot and players alike. :shades:
- Monsters: They made sense, they had the right reasoning, and the right level of intelligence. Zombies shambled, and gnolls worked pack like in a hunt. To this end, I say good game and happy running from you when needed! (Damn Jade zombies and orcs! :noway: )
- Challenge Fights, Such as the summoning of the circles, felt as they should and was a first time really for more of an attrition battle. To that end, damn zem Quciklings and the spectre, but it was the right sort of feel for what was suppose to be a delay action anyway.
- Finally, the political scheme of things as well as rank dispersion was endorsed and fel In-character choices of the personality for say the king and others. Players also found themselves in plot whether accidental or otherwise, the bugger of finding out a riddle just as game ends is only just part of teh fun, and to prep for it the next game.
Cons:
- Lighting: As to this, this is more of preference or opinion. Well done on the NPC's to make sure we could see where their heads were and where they were (also good for scaring people with red eyes) but the issue came not of Player versus environment but player versus player. I had not known, but for example the sheep battle Harlequin ran right past me as I was about to dash advance-I was halted and another player mentioned later he saw a shadow near me about her height. I know of several lanterns that might give a good scatter light to at least keep the shadows and darkness at play, but allow the players, especially skirmishers, from doing full on tackles into each other.
- Charging was happening on both the side of the players and the side of the monsters. Pressing the attack I am all for, and it is a fine line. In the end, should either side feel that any faster and their legs are going to have them topple hard or simply that they feel like they are within that arm's reach, make sure to call out what you feel is happening. The good news on this is both sides have been reactive on this calling.
- OOC/IC: If one is going to be OOC, make it obvious and make it quiet if it's going to involve sensitive information IG or implicating/consequential problems if people overhear. Had one event where because of this, a miss communication came up and artificial tension was brought forth due to it thinking the threat was true.
Opinions/Considerations:
For a first game this was well devised, timed and played. The orc raid was indeed a raid, and the night attacks versus the day modules was grand. The instance Module itself actually had us thinking (and a decent trap) but there was two things that came as a surprise for the very first weekend game. I was not expecting on the level twos and threes, for the first game, to be killing blows enabled. While I could understand for a higher level character myself (Believe me when I say I got spirited to run that night) I did not think it quite that necessary. The other was the five damage double wielders. In this point the shieldmen of our group are learning (in the level sense and game sense) of fighting these, and one tank in particular expressed the frustration of breach before someone could even move in to assist. The clothies at this point in time would be dropped like flies on two swings-I myself would have died thrice if not for max armor points. Other then this we'll learn to fight better in squads as all new players should do, if not the entire force, and hopefully we figure out what's a challenge and not starving us blind of heals each night haha. Well played, and good game!