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HotB LARP rules for L5R

PostPosted: Fri Feb 20, 2009 9:09 am
by Mishka
Hello there, long time no see ^_^

Well, I have been trying to adapt the LARP rules John comments on in his blog for an upcoming L5R game, and what a better place to ask for opinions and suggestions than here?

First of all, I have decided to rename Style points into Bushido points. They will be gained by following the virtues proposed by Bushido (Courage, Loyalty, Sincerity, Honesty, Compassion, Courtesy, Duty). The wide selection means that even those samurai who serve their Clan in an underhanded way (Scorpion, Daidoji Harriers, etc.) will be able to receive points through Duty and Loyalty to their Clan. Also, the idea of a free Bushido point every 15 minutes seems more than fair and exciting.

The mechanics will remain the same as in the rules proposed by John. Whomever spends more Bushido points determines the outcome. In order to bring the Wager excitement into the game, my idea has been to allow the loosing player to add a detail to the description of the winner up to half the total Bushido points he spent on the Conflict, rounded down. But for each detail he adds, the winner may add one, and only one, detail of his own.

Next, every character will have a set of four Advantages. Two will be given by his School and two will be chosen by the player. The Advantages chosen are similar to Aspects, consisting of a word or a small phrase. Whenever that Advantage would serve the character, they may add a free Bushido point to the pool they are going to sacrifice for the action. Moreover, each School provides a free Advantage in the form of a School Tag (either Bushi, Shugenja, Courtier, Ninja or Monk) that will work as any other Advantage, as well as a School Technique, a special effect somewhat similar to the Blessings but that can be used multiple times during the same game.

There will be two Storytellers dressed as servants who will be wandering the grounds either to be asked to control a Conflict (initially, I think I'm leaving the players with the choice of going through at least non-lethal Conflicts without the intervention of a Storyteller should they feel comfortable enough) or to replenish the Bushido points.

In order to emphasize on the mortality of the samurai drama, I am thinking of reducing any Combat Conflicts, being it a duel or a skirmish to letting the winner of one Conflict determine the outcome, including the possible fatalities.

So, what are your thoughts, fellow HotB fans?

Re: HotB LARP rules for L5R

PostPosted: Fri Feb 20, 2009 9:17 am
by Snag
I don't know from L5R, but it looks like you have a pretty fun idea brewing. I'd say the only thing that you may want to do is ensure that you're passing out the Bushido points in direct proportion to how often you expect to see them being spent. If they're required for a great many things, then you may as well run around with a candy dish full of points to distribute. Hand 'em out like they're going out of style. (Pardon the pun.) If they're not going to get used quite as often, then not quite so much.

Re: HotB LARP rules for L5R

PostPosted: Fri Feb 20, 2009 4:07 pm
by Keith Fyans
I've been throwing dice at a HotB rules/L5R court game idea I've had (but not yet run).

For Iaijutsu Duels I've been using the mechanics for Throwing Insult, but using Prowess. Each wager added to the central pool to focus = the +1 to the level of Injury the winner of the roll inflicts. If both players roll under 10 then there is a Kharmic tie and both swords clatter off each other.

I'm not sure how this would wok in play or if it has the same edge in LARP, but a thought none the less...

Re: HotB LARP rules for L5R

PostPosted: Fri Feb 20, 2009 8:09 pm
by Mishka
Oh, I'm afraid I'm skipping Virtues altogether, going directly for Bushido Points and Advantages to determine the outcome of a Risk. But dueling (iaijutsu and both forms of taryu-jiai) still has to be given form, yeah.