Showing posts with label NERO. Show all posts
Showing posts with label NERO. Show all posts

Thursday, May 9, 2013

Packets: Not All are Created Equal

One of the big differences as a player transitioning into an Accelerant game, is packet construction.

For those of the uninitiated, many Larps use spell packets to represent hurling spells.  These are not entirely unlike the flags that are used by referees in football.  The construction is designed to allow for them to travel a good distance, be fairly safe, and to be easy to transport.  Some games that are less concerned about transportation instead use spell balls, that have about the same weight and size of a tennis ball, but that's a totally different story.

In many Larps, we're also concerned about biodegradability, since we're often using them on boyscout camps, and no matter what you do, you're going to lose some and you don't want them to be a burden.  So the primary component is birdseed.

But that's where similarities end.

So, in NERO and many other games, these are the only rules.  As such, the meta has evolved to the point where power players have designed the packet to be as powerful as possible.  This means that players pack the birdseed extremely tight and cut the tails to allow the greatest accuracy and distance as possible.  But the trade off is that the packets are more dangerous.

I know I got a chuckle out of a few there.  But seriously, a well packed birdseed packet can do (and has done) serious eye damage.

To counter this, Accelerant actually has a rule regarding how tightly packed a packet can be.  Specifically, the cloth needs to be a little stretchy, and you need to be able to almost touch your fingers together if you pinch a packet between them.  This may lower the effective distance, but it does a great deal towards protecting players' eyes (and minimizing game downtime, a major goal of Accelerant).

I'm sure it will take players some getting used to, but it's a transition that needs to be made.  Your eyes will thank you for it!

Thursday, April 18, 2013

The Importance of Cross Gaming

Back when I blogged for LARP Ohio, we always used to sing the praises of players who crossed games.  Sometimes, it's hard for us to step outside of the realms we're familiar with and step into a whole new world with new rules and new people.

But the benefits of cross gaming can be absolutely eye-opening.

When I started LARPing, the only game I played was NERO.  I had played it at a few different chapters, and even that got me started on seeing what kinds of games are out there, because no two NERO chapters run the same game.

From that time, I've played and staffed Exiles, a completely different game from NERO in almost every way, as well as playing Wastelands, a post-apocalyptic game based around airsoft combat.  And that's not even counting the few times I've participated in convention games (PST Productions) or played Amtgard or Dagorhir.  I'd like to think that I have at least a mildly varied history when it comes to LARP.

And each one of those things gave me a different take away, both as a player and as a staff member.

Exiles showed me the importance of environmental effects taking a bland module to something spectacular.  Every event aspires to have at least one vehicle module, where common events are joined with some varied mechanic (trains, riverboats, stagecoaches) to make a lasting impression without a lot of major work constructing NPCs.

Wastelands helped me identify, as a player, how to be better with situational awareness as well as resource management (both from internal resources and for money).  The Airsoft aspect made it super important to understand where enemies are and to handle it swiftly, because failure to do so ended in mild discomfort and sure destruction. And with it being a post-apocalyptic game, money can be hard to come by, and generally interacting with other PCs is the only way to get by (unless you're the money, then you can do what you want).

Amtgard and Dagorhir simultaneously taught me that I'm a good fighter, but also that I'm not the best fighter.  I tended to fair better than I thought I would, but in many instances I was extremely humbled by the skill and speed of some of those players.  It really helps put things into perspective.

Have you gone out of your comfort zone to play a different game?  What did you learn from doing so? Let us know in the comments!

Thursday, March 7, 2013

The Role of Defenses

One of the biggest differences between WAR Accelerant and NERO, that some of you may have noticed, is that we really spread out defenses to many different Headers. Part of this is due to the construction of the game world, and a decision to keep the math simple.

It's a lot easier to deal with 10 hit points than 80.

And while it's cool to have lower numbers, we didn't want everyone to roll over due to damage. The game isn't intended to be more or less deadlier, just different from NERO. Instead of spending hit points, you can use daily and attribute abilities, as well as items, to negate attacks. Remembering that you can parry a melee attack 4 times is way easier than adding another 15 to 20 hit points that you need to keep track of.

That's all well and good, but the biggest change is the lower focus on the templar archetype.

Anyone who's played NERO up to higher levels know that Templars (or at least, Templar-like characters) rule the world. Those unfamiliar with the term would probably compare them to a spellblade, a wizard who also uses weapons. This is determined by the fact that spells are so easy to interrupt, yet are the only way to successfully defend yourself from 95% of the attacks that actually matter. This has lead to a lot of characters playing templars and being focused on using weapons for casual combat, but moving on to spells when it really counts. And, no doubt, that's going to show in some people's builds. Someone one mentioned that the Spellsword skill "Battle Casting" is actually a tax.

Well, it's not.

You see, we have designed the game so that martial characters can be just as successful as magic characters, in their own ways. Sure, we encourage everyone to pick up a weapon skill (since it gives you the opportunity to play more), but it's not really necessary. You can play a character with no spells or a character who only casts between combat without picking up the Spellsword header. On the other hand, you can play a character that mostly uses magic, but occasionally gets in the mix with their staff. We are expecting those types of characters. We encourage those types of characters.

I'm not saying this is the death of the templar. I just want people to think about the options that they have before them. You can be perfectly content playing a fighter, using defenses from the Shield Bearer or Rogue Headers with no problem. You don't have to cast spells if you don't want to. In fact, the Spellsword Header is an incentive to focus your character on martial or magic combat.