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hivemind

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About hivemind

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    PR Nightmare
  • Birthday 08/02/1973

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    hivem1nd
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    hivemind@mvgc.net
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    http://www.mvgc.net
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    Male
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    Utica, NY
  • Interests
    Games, IT, my wife, your mom...

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  1. Coming in not blahhhh

    Also, for entertainment value, and comparison, here's where we STARTED with the game's XP progression, 15 years ago:
  2. Coming in not blahhhh

    Gil, you might be forgetting what it was like to be a first-game newbie. First game people generally have NO idea how things work, mechanically or thematically. This is why we require people to NPC their first shift. Giving them even MORE things to need to remember seems like a terrible idea. If you're thinking about alts or new PCs for existing players, remember that you retain half your levels on death or retirement. This is specifically to address what you're talking about.
  3. Puzzle Boxes

    Explosive Charge opens a locked box in an instant. A skilled lockpicker can open a lock faster than an Explosive Charge.
  4. The real fear

    Shit when did that change?
  5. Puzzle Boxes

    If they can't be stolen, it's pretty close to cheating in my eyes. At the very least an abuse of game mechanics. I'd rather not see them in game at all, than see abuses.
  6. The real fear

    Remember that Fear effects end when struck, too. If the person Feared just has to cower in place, it's a LOT easier for a friendly to stop the Fear.
  7. Puzzle Boxes

    Or make them a tinkering item.
  8. The real fear

    Stun makes them hold still. If affected by Fear with a cower effect, rather than a "run away" effect, the Feared person ain't gonna stand there while people with weapons surround him. We'd write it so that you could choose to cower, or choose to run.
  9. Puzzle Boxes

    The issue is that, since it's not numbered, it can't be stolen. A person wishing to break into one has to stand right there where you left it and try. He can't take it and puzzle it out over his campfire later for four hours.
  10. The real fear

    Actually I like this. We'll talk about it in Rules.
  11. Missing Radio at Kingsley

    We'll definitely keep an eye out for it Rob.
  12. 2018 Junebilee A&S

    Put me down as a judge. I will also display a couple items, with documentation. I feel it's a little unfair if I enter at this point. If anyone has questions about documentation, there are a few examples of standard medievalist A&S type documentation up on my mostly-SCAdian blog: www.snorriblog
  13. Hello Novitas!

    Hello young Miss Prindle. I knew your dad at Adventures in Mid-Land twenty years ago. :D Super to see the second generation of LARPers coming up!
  14. Rob wrote his own at my request, which is here: Dead Legends Larp Review Rob Denney III Pre-game: Dead Legends website looks great and polished, easy to access, easy to register, easy to research the character creation, lore, etc. The website shows you a code to reduce your first event price to 30 dollars, fairly reasonable. Some misleading issues however: The preregistration claims it comes with a printed character sheet, this is NOT true for your first event, apparently, and led to several first time attendees trying to draw their characters from scratch from their mind. If someone is paying 30 dollars and preregistering, at least print their character sheet. Another issue, the website says 50 points for character creation, this is also wrong as first time players get a bonus 4 points, making them 54 points... this is listed nowhere in the website. (Dave note: I didn't get those four points.) Check IN: Staff was friendly, but not very helpful or well coordinated. We were told all the cabins were heated, this was not correct. We were told people would be in 2 camps, but in reality all of the players, except Dave and I, were in just the one set of cabins. We were told that new players could go to the saloon and have weapons and characters checked, but they were actually not ready yet. At this check in we were given our basically empty pre-reg packets and told we had to make our own sheets, including a snide comment I overheard of, “I don't even feel sorry for them because the website says to bring your pre-made character sheet”, despite that same site saying pre-reggers would have a sheet made for them. The new player table was woefully undermanned, with people waiting literally hours for their guns to be chronoed, and paperwork to be filled out. It turns out items in this game are based around item cards in lieu of physical props. Even with pre-regged characters all of these were made on site, a huuuuge time sink, as well as sheet review that, again, could have been avoided by actually generating the pre-regged characters in advance. Another short-sighted problem was not nearly enough rule books for new players to make their characters. A handful of books for 30ish people. Game Start: Game started late, but the announcements were short. I won the first lottery ticket for “Dumb Luck”, a one use get out of death/bad situation card. The general state of affairs was given and game went live. New players got a small Q&A segment that was pretty well conducted, rules were explained, and the tone of play was explained. From here new players were split into groups for starter mods, where immediately we were set upon by crazed half humans. I found out here that my spear, though doing a 4th the damage of weapons was very handy in this setting. I was now immediately into the game, and would be immersed for the next 40ish hours. Economy: The game economy revolves around a minecraft-esque resource system. There are a variety of skills (mining, logging, gathering, etc.) that revolve around spending half an hour pantomiming a skilled trade. After this one heads to the “Trading Post”. The trading post was beleaguered by the same problems of the new player table. A few staff managed 100ish players of game economics. Cards were created on the spot for found objects (part of this being due to a durability system that makes old cards basically unusable). Each worker has a card drawn (Dave edit: from a deck of playing cards) and then gets a result based on where in the world they were based on an index table. This process takes a few minutes, and can result in minor goods, better goods, or perhaps unlucky injury to the worker. The entire process of being a logger took me approximately an hour of “cutting down a tree” waiting in line, and doing a card draw. These cards have a weight, and in theory you have a carrying capacity. The cards can often be seen traded across tables, much like Yu-Gi-Oh players trading CCG cards. The cards can be used with a series of skills to craft items in real time, combining resources into goods. This also takes an allotment of time. This system didn't really appeal to me, but a lot of players did tell me they prefer this to real props, or OOG production. NPCING: My NPC time was a 4 hour slot, which means out of a weekend, I would be NPCIng for about 1/9th of my time. As you can imagine this means the vast majority of people are always in game as characters, and the monster encounters were few and far between, with a giant mass of players responding to almost every encounter. My first few NPC tasks were basic merchanting, helping to facility the above economy. My first NPC as a monster was as a wight, with about 8 other players. We died basically immediately as 50 characters just ran up and executed us. My 2nd NPC monster role was about 30 NPCs and a dozen possessed PCs that essentially party-wiped the entire town. After this I was sent in as a musician to help restore focus (the mana of the game) to make up for the town death. This was mostly pretty typical to my NPCing in other games, just with the encounters being either unchallenging or unbeatable. Post Game: The game's system is new and definitely needs work, balance, and a better reception for new players. I am not a huge fan of the economic system as it just seems a way to eat up player's time to make up for the lack of NPC encounters. That being said I did enjoy a few aspects of PC to PC interaction in the game. Midday Saturday as a large trial with most of the 100ish PCs in attendance, it was interesting theater, bu not very engaging for most. I did have a nice lunch in character with an trading encampment group I wanted to sell my lumber to. People were mostly helpful and welcoming to new players, and despite the lack of NPC encounters not much overtly aggressive PVP was seen throughout the weekend. Based on the return player cost, needing to bring my own food, and distance form my home I probably would not attend this LARP again, but I would recommend it to western/lovecraftian fans who lived nearby.
  15. Myself and Rob Denney went down to Dead Legends (hereafter "DL"), a "Weird West" LARP, essentially Cowboys and Zombies. Combat is done with Nerf guns and boffers, with the boffers being "lightest touch" and no stabbing. Archery requires golf tube arrows (and was non-existent at the game). Combat is non-locational, meaning if someone hits you repeatedly in the hand you just die. Two gunshots kills most characters, but it takes eight touches with a weapon to do the same. There are no garb requirements. www.deadlegendslarp.com We had a good time, overall. Based on the expense, the travel distance, and general gameplay, this is not a game I'd return to, however. It's not so much that I think they're doing it wrong (although there are several instances of that), it's just that they're doing it differently than I'd prefer to play. That, paired with the fact that they're almost five hours away, made this a one-shot for me. My general pessimism aside, please don't read any of this as a condemnation of Dead Legends, it's got a bunch of fantastic people at it and if you're looking for something different to try, it's worth an initial trip. Pre-arrival stuff was good. Their website's pretty easy to get around, the world background is interesting and engaging for anyone with an interest in Civil War-era American history, and staff and players are friendly and engaging on their social media. We submitted character backgrounds and skill sheets for approval, and paid our pre-reg fees with no problems (or so we thought - more later). They have a code for new players to get $25 off your first event, which brings the normal price of $55 down to $30. Upon arrival, the first challenge was figuring out where to go. They had no signs out on the main road, or anywhere, actually (although GPS brought us there with no issues). The YMCA complex on that mountain is huge. We guessed, and took the most appealing road (it had flags on it), and guessed right. We drove up the mountain and into the camp, parked near some other cars, and eventually found the main building the LARP was running out of. We arrived around 6 PM, and virtually nothing was ready to go; they were not prepared to check us in at all. No problem, we thought, we'll go get some beds. We asked a person in the area of Logistics where to go to get beds. They gestured vaguely into the woods (we could see some cabins right below us) and told us any of those would be fine. We asked about heated cabins, and were told they were all heated. I asked where everyone else camped, and got the same vague gesture. I asked a second person, and was told the same thing. Turns out, this was not at all the case. The cabins we could see were unoccupied and unheated (not really an issue for us, we're pretty hardy), and the heated cabins everyone actually stayed in (the "town" area) were up the road a hundred yards. We had no idea, and no one told us. The cabin we ended up in had a heater, but the gas was off. There was a bathhouse, but it was locked. On the plus side, it was real quiet. We drove down to the cabins, chose one, and moved our stuff in. We got into garb, returned to the main building, and checked in, now that their check-in table was up and running. "Check in" was them handing us an empty envelope with our name and player number on it, a blank waiver, and a blank character sheet (wut?). Turns out, they don't print your character sheet for you after all. We were now faced with the difficult task of recreating our characters on-site. We looked around for a rulebook, but they only had a couple of them for the entire 100+ players to use. Fortunately, I was able to pull it up on my phone, and got to work. This is harder than you might think, because one of the nice things about DL is that they give you a lot of skill points in the beginning. However, their skill system is pretty complicated, with multiple skills offering free or discounted other skills, all cascading together. Also, their character sheet is simply blank lines for you to fill in, rather than nested checkboxes like our KoN sheet. Suffice it to say that this got my evening off on the wrong foot. While we were taking a half-hour to recreate our character sheets that we'd already done online, the line at the weapons check table was building up. All the Nerf guns needed to be chronographed. All the boffer weapons were checked with a metal detector. Everything got a big ugly wristband, like at a concert. Two people, one chrono, one metal detector, and 100 players needing to be checked and have their item cards written out. What's that, Dave? Item cards? What are those? Yes, dear reader, this game uses item cards instead of physical props for all their in-game items. These are business card-sized cards with a DL logo on the back, and a bunch of sections and checkboxes to fill out on the reverse. If you have, say, a bottle of high-quality whiskey, you don't actually need a bottle - you just need a card that says you have it. Imagine if Micah and Ivan sat down in the Jenny to do some serious business, but instead of seeing a table covered with potion bottles and jewelry and scrolls and alchemical reagents and magic items, instead you just saw us with piles of cards in front of us, like we were playing Yu-Gi-Oh. That's what a "master merchant" looks like in DL. The ridiculousness even extends to each of these cards having a listed "weight", and your character's strength determines your encumbrance, just like a 2nd Edition D&D game, so you can only carry so many cards. But every single one of them needs to be written out and signed by staff. By hand. Even stock items, like the "low quality pistol" that every new character starts with, has to be hand-written. They're not pre-generated. Needless to say, this took FOREVER. Around 11 PM, they were finally ready to start the game. There was a short player meeting, and then the new players were corralled in one corner, where we got a welcome speech, some people clarified some rules stuff, and we were split into two groups (there were about 30 of us, too much for the pre-scripted encounter to handle, so they doubled it). We broke up into, more or less, Northerners, and Southerners. We were walked out into the woods on a trail, with the story that we were all arriving by stagecoach, but the horses wouldn't come any closer to the town (our first clue that something was wrong in this place). As we walked in, we got attacked by some humanoid things with glowing eyes, simple combat to get us into things, and then we were set loose in the town. From there, the game was essentially a big sandbox. I could be as involved, or as uninvolved, as I wished. No one went out of their way to include us as new folks, but no one was anything other than welcoming, either. We very much were expected to make our own fun, which is fine. I turned in around 1 AM, but the game runs throughout the night (although there are no NPC shifts between 4 AM and 10 AM, so things slow down). I had an NPC shift at 10 AM, so I got up for that, put on some generic garb (grey pants, a longsleeve pullover shirt with some collar buttons, a Mexican serape and my Cooper's Lake Juan hat) and headed up to Logistics. I was a few minutes late, so I'd missed their version of "Orc O'Clock", and got sent upstairs to the Saloon (Logistics is below their Inn) to sell some booze. The GM started to write out a stack of item cards, and I went over to their props table (they have one table) and found a basket and some bottles. The GM was confused about what I was doing - apparently vendors just literally go sell the cards - but when I put the cards in the basket with the bottles, it was like I could literally see the lightbulb going off above her head. "Oh yeah, that looks great!" I laughed a little, and headed upstairs to sell my stuff. Second NPC role was more of the same, a vendor (this time with bodyguards) selling expensive "chemist" items like cocaine eyedrops and tea that restores Focus (their mana). Around 2 PM I was released from NPC duty and changed back in to PC garb. Played out the rest of the day as my PC, Father Seamus O'Leary, a retired Army doctor and Boston Irish Jesuit. I got worked into a few encounters, did some healing, sang with a pianist in the Saloon and a guitar player in town, and spent a lot of time sipping a drink and pretending to read my bible in the Saloon building, just watching what was going on and taking it all in. We crashed around midnight, and got up early and cleared out with minimal fuss. DL does a check-out, but as neither of us believes we'll be returning, we simply cleaned out our cabin well, policed the area, packed out our trash with us, loaded up and took off, not needing the XP. The game continues to happen until (I believe) noon Sunday, but we felt we'd seen enough and had a five hour drive ahead. I'll conclude this AAR with our standard Good, Bad, Ugly list, but I'm going to add in a "The Different" section, too, lest I list all those things as Bad and seem to unfairly malign the game. The Good ++ Website and online presence are responsive, useful, and slick ++ Campsite is large, and lovely ++ The world setting is interesting and engaging ++ Nerf guns are fun ++ Lots of skill points for a newb means you're not useless ++ Robust economy ++ Interesting mechanics, like Overwhelming and Addiction ++ The "Weird West" setting is fun and unique ++ Staff were super-friendly, if not always super-helpful ++ Players were very friendly and inclusive, if you put forth the effort to play with them ++ You can curse like Deadwood The Different ++ No locational damage. Makes combat faster, but dropping over dead from being shot in the arm twice is meh. ++ Late start, but overnight play ++ Much more "theatrical" combat. The fight is just another opportunity for roleplaying, not the point of the encounter. ++ They have unarmed melee damage, like, you can "punch" someone. Because you can't actually punch, you have to use these super-short white boffers - so everyone has one or two of these in their back pocket, or hanging from straps on their belt. It looks absolutely awful and ridiculous at first, but I imagine it's one of those things you just get used to, like how ridiculous Dagorhir weapons look when you've been using latex ones. ++ Very slow pace of action. They have mandatory NPC shifts, but they're only four hours, and only once. The GMs usually had about 15 NPCs to entertain about 80 players. ++ More expensive than KoN, but not terribly expensive when compared to other Northeast LARPs. The Bad ++ Item cards ++ Garb is real hit-or-miss. Much like the SCA, the top 10% looked fabulous, the middle 80% was adequate, and the bottom 10% was atrocious. ++ No food provided. Nothing nearby to go to, either. Bring a cooler and cooking stuff. ++ Check in takes F O R E V E R ++ LOTS of timesinks. Like, part of their crafting system is gathering skills. You literally have to go out into the woods and pretend to gather shit for half an hour, then wait in line at the "Trading Post" for staff to adjudicate your efforts. Healing takes one minute per hit point healed (I healed a dude with 15 HP). Regaining Focus takes time. It's all a little too "MMOish" for me. I really prefer that stuff to be done off-camera. ++ Lightest touch combat ++ A number of skills that do things like insta-hit call for damage, "if you can hear the sound of my voice" effects, and similar stuff that compensate for lack of skill. Why learn to quick-draw your pistol and fan the hammer, when you can just touch your gun and say, "Quickdraw, crit 12" and you auto-hit and auto-kill someone? The Ugly ++ Care and feeding of new players leaves much to be desired. No signs on the road or buildings, no welcome wagon to help you do simple shit like figure out where to sleep or park, character sheets and backgrounds were apparently just fired into the void to disappear forever. ++ Monster garb was atrocious. A "wolf" was simply a person in a small gray tabard and a wolf head hat. Might as well just have them in black with t-shirts that say WOLF or GHOUL. ++ Lots of SJW-type preaching at the intro, seemingly to the detriment of other things. Like, we were cautioned to use people's chosen pronouns three times during check-in, but couldn't find a single staff person who would tell us where to find a bunk in town. I'm not opposed to inclusiveness, just the opposite, but I felt like it got made a priority over things I'd think are more important - like putting a sign on Logistics. This is probably just me being old and out of touch with the kids these days, but I feel like their priorities are off here, and as an adult I'd like less lectures on my behavior and more assistance with actually playing the game. Publish your code of conduct, remind people once to follow it, and move on. ++ The GMs managed to wipe out the entire town Saturday evening, and had to do a quick dance to roll some shit back.
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