Rule Clarifications
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Ok
OK Pentag. That is why the dummy will have an alarm sytem on it. You touch it, it goes off. Hee-hee, just kiding.
My Thoughts
Aaron
Aaron
- Donovan Thynedar
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I'm not sure what the GM's are thinking on this issue, but I know what Donovan thinks of it in game. Seeing how useful it was over the course of several plots last event, Donovan realized just how crucial it was to have alchemical supplies for his men. Even just a couple of cure lights can make a huge difference for those who happen to possess them, and that makes the effort put forth by those with alchemy worth something.
Of course, if your intent is to reduce the effectiveness of alchemy writ large, then carry on as you are. It seems (at least by the words of two of our alchemists) that such is the case as things stand. I make no pretense at knowing what is right for FH as a game, and I have complete trust in our staff to do what is best for us as players. That said, my experience with running games might take me in a slightly different direction.
From a GM's point of view, I'd be more likely to control the use/abuse of alchemy by the component aspect of brewing than by limiting the ability of the brewer. I can see two benefits for doing so:
First, it would allow for the GM's to control the flow of potions through the game. Want to put the heat on the PC's? Cut off the key components for Raise Dead for several events. Plan on throwing a bunch of pain their way? Give them some extra herbs needed for the high level cures during their gather. Worried about poision? Instead of changing their skills, change their supplies. Not only do they keep a consistent ability roster, but everyone starts wondering who found what when they hear a "Poison Four!" call for the first time in months. The possibilites for interplay are pleasant indeed...
Second, I have found that the fastest way to make a player disinterested in a game is to make them feel useless. Already they are giving up the thrill of combat and the rush of the battlefield to crank out potions during the event, at least let them feel like their time was well spent. Knowing that half a day spent at the picnic table allowed someone to do something significant is a worthy reward for being a support character and taking one for the "team". Knowing that your labors only allowed Bob the Warrior to die fifteen seconds later then he would have is not.
Again, this is just the opinion of someone who has recently attended his fourth event, so take it as you will. I won't pretend to know a drop of what our GM's know about running a LARP, and by no means am I telling anyone what to do. I do, however, have a great desire to see this game succeed - and I tend to measure success by the world we create and the stories it allows us to tell. As such I'll sound off like this from time to time, and if I ever step on any toes, be sure to tell me about it.
Be well, but surely be,
Of course, if your intent is to reduce the effectiveness of alchemy writ large, then carry on as you are. It seems (at least by the words of two of our alchemists) that such is the case as things stand. I make no pretense at knowing what is right for FH as a game, and I have complete trust in our staff to do what is best for us as players. That said, my experience with running games might take me in a slightly different direction.
From a GM's point of view, I'd be more likely to control the use/abuse of alchemy by the component aspect of brewing than by limiting the ability of the brewer. I can see two benefits for doing so:
First, it would allow for the GM's to control the flow of potions through the game. Want to put the heat on the PC's? Cut off the key components for Raise Dead for several events. Plan on throwing a bunch of pain their way? Give them some extra herbs needed for the high level cures during their gather. Worried about poision? Instead of changing their skills, change their supplies. Not only do they keep a consistent ability roster, but everyone starts wondering who found what when they hear a "Poison Four!" call for the first time in months. The possibilites for interplay are pleasant indeed...
Second, I have found that the fastest way to make a player disinterested in a game is to make them feel useless. Already they are giving up the thrill of combat and the rush of the battlefield to crank out potions during the event, at least let them feel like their time was well spent. Knowing that half a day spent at the picnic table allowed someone to do something significant is a worthy reward for being a support character and taking one for the "team". Knowing that your labors only allowed Bob the Warrior to die fifteen seconds later then he would have is not.
Again, this is just the opinion of someone who has recently attended his fourth event, so take it as you will. I won't pretend to know a drop of what our GM's know about running a LARP, and by no means am I telling anyone what to do. I do, however, have a great desire to see this game succeed - and I tend to measure success by the world we create and the stories it allows us to tell. As such I'll sound off like this from time to time, and if I ever step on any toes, be sure to tell me about it.
Be well, but surely be,
One should rather die than be betrayed. There is no deceit in death. It delivers precisely what it has promised. Betrayal, though ... betrayal is the willful slaughter of hope.
- Tonia Glowski
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- Location: Fort Wayne, Indiana
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Bump.
I've sent a pseudo-master alchemy list to all of the GMs that I have emails for (sorry, I have nothing for Mike Nicholson).
Can anyone confirm receipt of this list and that the discrepancies are being addressed?
Thanks in advance,
I've sent a pseudo-master alchemy list to all of the GMs that I have emails for (sorry, I have nothing for Mike Nicholson).
Can anyone confirm receipt of this list and that the discrepancies are being addressed?
Thanks in advance,
Tonia Brown
aka: Talanalassë Isilisurë the Elven Artificer (Final Haven)
Jade the Gargoyle (Final Haven)
Pasha the Sylvani Seer (Winter Haven)
Grok the Orc Head (A Pouch)
aka: Talanalassë Isilisurë the Elven Artificer (Final Haven)
Jade the Gargoyle (Final Haven)
Pasha the Sylvani Seer (Winter Haven)
Grok the Orc Head (A Pouch)