Hi Zerginwan,

First, thank you for the feedback! And I want to also say, thank you for taking a playtest of this game out in Russia, it's really exciting to hear that the game is being tested out there. Let me try to explain a little bit about the issues you pointed out.

I think a lot of what you're pointing out is a difference in style in LARPs between some games which are more mechanics heavy and those that are mechanics lighter. Mechanics heavier games are meant to simulate things that cannot be put into LARPs but are still experiences you want to see happen. For example: (and this may be a cultural difference in LARPs between US where this game was written and Russia) but as this is not considered a live combat game, we don't have a lot of physical contact in our games. That changes from group to group but by and large the games are written to give people a way to simulate challenges between people that you cannot do in the game safely or without legal issue.

Drive is a very good example of this. I've seen and been involved in games where you get into a car to simulate a chase scene. Yet you don't want someone attempting to pull crazy chase mechanics in two sedans on a highway driving from, say, one location of a LARP to another. So while your driver drives, someone pulling a card for them might use the Drive skill in a card challenge to simulate a car chase. So that you don't, you know, actually have a car chase.

Now here's the fun part: if your game in particular wants to add more physicality and not have to do challenges every few minutes, go for it. The idea of the mechanics is to offer a framework for resolving things that you cannot physically put into your game. Can't create a complex detective's puzzle around a fake dead body? There's investigation checks to simulate it for you. But if you want to create a complicated crime scene with physical props and such, great! Have the players roleplay it out, find the clues, and then if they get stuck they can use the mechanics for additional help with the plot team.

The aim is for the best story to be told, not for the mechanics to necessarily hold you hostage to a specific style of play.

In that same spirit, the Aspect system and invoking/compelling works to allow people's personal character Aspects to influence the scene. If your Aspect is, for example, Hot Shot White Council Wizard, and you use that Aspect as part of a challenge, that Aspect should be used to help resolve what you do in the story. It must be applicable to your actions and must be applicable to what you're doing. If you're, for example, trying to bandage the leg of an injured dog and try to use the Aspect, Hot Shot White Council Wizard, either you better be calling up the White Council for tips on how to fix that dog's leg or else that Aspect is not applicable. Does this require players to be honest? Here's the thing — to an extent, yes. It requires players to be honest. It requires them to say out loud also, «I am using Hot Shot Wizard of the White Council» and if someone believes it does not apply, they say so.

Unsporting players are a problem in any game you play in, yet Dresden Lives is written in the spirit of open and honest dramatic community play. What that meant to us is the idea that (much like in Fate games) you're out to tell a great story with awesome characters that empowers the players to do awesome things. And if there are players who act unsporting, the idea would be to speak up to that player and declare said behavior unsportsmanlike, instead of reworking games around unsportsmanlike behavior.

I understand that different LARP communities have different expectations of the way LARP 'should' be played, but lots of different LARPs are written with different designs and different expectations of players. This one might not have the same expectations your players are used to, and that I understand completely. But as part of this playtest we're asking folks from different LARP groups to try out the way it is written to see if it does work, and how it feels to players, rather than tossing it out completely before trying it. It's hard for us to know if the mechanic works then at all if people pre-judge it based on their previous expectations with other styles of LARP, you know?

I hope that answers some of your issues. Its pretty early morning here, so I tried to tackle the few to start.

Regards,

Shoshana Kessock
Справедливо.
Hello.
I just have recieved playtest materials. I read them and i can say only one thing — Dresden Lives useless for LARP.
I love FATE. I probably will run table-campaign with this book. But can't even imagine, how to play DL in Live-Action without reworking half of system.
Why?
It's simple — too much mechanics for LARP.
About skills:
When russian players play LARP, they don't opportunity athletic check to catch someone. They just run for their target. Using Thir legs, not stats. Why? Coz it's LARP, not tabletop. We need feelings of running. Not feeling of card-shuffling.
So, if i'll run game, i remove many skills from list. For example:
athletics (if someone gonna run — he maust run),
raport (when someone gonna talk — he must tlak, not shuffle his deck),
drive (you don't need drie, if you han't a car. You MUST get drive if you have a car. Unfair),
contacts (for flat-format. Good skill for city-games. Not for checking, but for starting contacts of another players),
crafts (hey! people must play, not seat and wait!),
empathy (you must chek people for that, not your skill, it's LARP),
investigate (you will get clue when you'll find it. Wanna play detective? Be a detective),
notice\stealth (for some games it will be good, for other — useless. Anyway, only supernatural ability can make character unspotted if its player was seen.)

Feeding (emotions) by provoke. Opposite check vs provoke, not vs will. That's strange, but i'll search later — may be someone discussed it already.

Now — invoking aspects.
Aspects in LARP, as i see it — simple way to show character's soul to its player. But when i will ask my players «can you invoke this aspect in this situation?», they will always answer «YES!», regardless of aspect and situation. Not everyone is so honest, as i'd like to see them. And when you are honest — you will lose to more unsporting player. You know it. You begin to play unfair. I don't want give to my players mechanics, that says «play dirty!» to them.
If i will run game, i'll remove invoke\compel system.

Thaumaturgy — very powerfull thing. Too much powerfull. Blasting rods? Hah. Uselessm when you have guns. Tracking and stealthing rituals — that's the power.
In my future game thaumaturgy will have very high target number, but special ingridients (fairy tale, ear of vampire, i don't know what else) will get also large bonuses for casting.

If i wrong — tell me.
Sorry for bad english =)
With great regards, Zerginwan.
Впрочем, весь список мистера Велча в основном состоит из примеров метаигрового мышления.
theglen.livejournal.com/16735.html
  • avatar Dekk
  • 1
Например, социальный договор состоит из метагейма.
Или в запретительную сторону: когда игроки воздерживаются от каких-то действий, потому что знают, что одному из сидящих за игровым столом это неприятно.

Как сформулировал мистер Велч:
1066. If the GM’s wife is in the party, I’m not allowed to hunt anything cute.
Ответы стоит выложить дополнением к посту или комментарием :) Доступ в ту группу в Google+ есть не у всех.
Я бы сказал, что интерфейс фотошопа заметно проще, особенно если ты с ним уже знаком.
Единственное — что нет встроенной библиотеки символов.
MET — это правила для кабинетных игр по МТ, вкратце. Если есть желание, можешь найти правила и почитать. Тамошняя организация игры, судя по твоему обзору, во многом напоминает Dresden Lives.
А придумал: это когда Илюша лежит на печи и у него есть два варианта — встать с нее и отправится в данжон или продолжать лежать. В принципе ничего не мешает как персонажу продолжать лежать на печи, но игрок знает, что тогда приключения не будет и принимает решение исходя из этого.
Молодец! Для первого опыта очень даже=) Моя первая карта в СС2 была куда как хуже. Но все же посоветую осваивать фотошоп. По интерфейсу не сильно сложнее, а вот по функционалу в разы лучше.
Примеры моих карт:



Метагейм противопоставлен вживанию, но не обязательно плох.

Ты только не привел примеров когда он не плох. У меня кстати что-то не выходит сходу.
  • avatar LEXX
  • 1
Скорее второе. Ценностей все меньше, потакания желаний все больше. Можно заметить, если знать куда, да.

Ну, а вот запланированные убийства на тройке — еще нет. Так что злоупотребление этим быстро приведет к двойке.
Вожу по Фаллауту.
Примерно такую фразу сказал игрок к 5-6 сессии.
Мой опыт говорит, что это на 60-70% желание игроков. Если они размышляют над моральными дилемами и проникаются персонажами, то так всё и будет. Если не вживаются, а просто всё рационализируют, то тут хоть Walking Dead устраивай, ситуации их просто не проймут.
А вот такой вопрос, как раз про человечность.
Как она на ваш взгляд влияет на восприятие и поведение персонажа?
Потому что я в основном сталкивался с 2 точками зрения:
1. Никак не влияет. Поведение персонажа не обязано меняться явно, меняется только внутреняя сущность.
2. Напрямую влияет. Пренебрежительное отношение к чужим чувствам, собственности, переживаниям итд, проявляющееся в поведении. Можно заметить если знать куда смотреть.

Правду, не ищу. Просто интересно мнение.

P.S.
Как на ваш взгляд вампир может опустить человечность ниже 3? Ведь уже на 4 уровне физическое насилие, вплоть до пыток — просто инструмент.
  • avatar LEXX
  • 0
Всегда пожалуйста, спрашивайте, если что.
  • avatar Zmaj
  • 0
На самом деле не знаю, насколько применима такая механика в WoD (не поломает ли атмосферу), но для себя подобный кастомный ход для случая деградации личности персонажа по той или иной причине утащу.
Нет. Я вообще необразованный. Но у меня есть знакомый, который регулярно читает мне лекции по Старому Миру Тьмы.
  • avatar Zmaj
  • 0
Затем, что при постепенном приближении человечности к 0, персонаж все чаще будет оказываться в 7-9 или 6-. Динамику процесса хорошо покажет. Мастеру меньше работы.
  • avatar Zmaj
  • 0
Теперь все ясно, просто действуете по ситуации. Спасибо за пост, заставил взглянуть на свою кампанию под другим углом.