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hivemind

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  1. 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!
  2. 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.
  3. 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.
  4. Site selling real basic shield and sword baskets for $20 each: http://stores.renstore.com/weapon-accessories/
  5. I'm putting this here mostly so I can link to it, honestly, but some of it's applicable to different games, including KoN, so I'll stash it here, I guess. Over the last six months, I've done a lot of reading and research and talked to a lot of folks to get going in SCA heavy combat. These are the minimums for combat in Aethelmearc, which is the SCA kingdom most of us are in. Albany folks, you're in the East Kingdom, but these minimums are the same (except that I don't know if you're required to have vambraces - but they're a good idea). Helmet. This needs to be a minimum of 14 gauge metal on the crown, needs to cover your entire head from the neck up, and needs to have no gaps anywhere larger than 1". Gorget. This needs to cover your neck, your larynx, and the top few vertebrae. NOTE: gorgets are fairly miserable pieces of gear for a lot of people to wear. You can omit a gorget if your helmet has a long aventail or camail of heavy leather or maille. Kidneys and short ribs. The minimum for this is a heavy leather kidney belt over a gambeson or some foam padding (like a layer of blue foam). If you're wearing any kind of torso armor, this is generally covered anyway. Elbows. You need to cover the point of the elbow and the bones immediately on either side of that. A single, unarticulated elbow cop is sufficient. Forearms. Some sort of vambrace. Heavy leather with foam underneath is sufficient to meet minimums. Hands. The baseline answer to this is a pair of demi-gauntlets, paired with a shield basket (on a strap shield) or a recessed shield boss (for punch shields) on your shield, and a basket hilt on your sword. Crotchtal Regions. You're required to wear a cup if you're a guy. Females must wear foam or leather padding groin protection to cover the pubic bone area. Knees. Same as elbows. Those are the minimums. Most people will also want something on their shoulders, hips and thighs. Beyond that, it's really about what you're comfortable with. Some people want to be encased in steel, some prefer to fight light and take their occasional lumps. Beyond that stuff, you still need a sword and shield. Now, I'd like to talk about how to do this cheaply, while not looking like a lump of turds. My opinion is that there are only a few "mainstream" personas to do cheaply that can also be done well: 14th century knight/man-at-arms, Crusader, and Viking. These all work well to do cheaply because they all pre-date the full plate harness. Crusaders wore maille, 14th century armor revolved around the coat of plates, a sort of brigandine with overlapping plates on the inside of a jack or coat, and Vikings got by with just a helmet, or a helmet and maille. They also cover pretty broad time periods, yet remain distinctive. The main Crusades took place between 1095 and 1291. The 14th century covers (duh) a hundred years from 1300 to 1399, and "Viking" can be anything from about 800 to 1150ish. Please note that this entire essay is riddled with weasel words and qualifiers. I'm not a scholar, I'm a guy who really likes his hobby and wants to get others involved. Here are a few pictures to illustrate approximately the looks we're talking about: Crusader: 14th Century: Viking: (Note that these images are all from books from Osprey Publishing. While they're not exactly scholarly research, they're essentially solid books, and have pretty pictures in color, and are a great starting reference point. I recommend you buy one or two from your time period and check them out. They're short with lots of pictures. Perfect for most people who want to hit each other with sticks.) The defining thing here is that all of these personas come from historic times that are pre-plate armor. The 14th century knight will have some plate, but nothing articulated, and the Viking and Crusader have no plate other than their helmets. So, all that said, let's talk about meeting the SCA minimums to get on the field, for around $500. There is a buy-in with getting involved with the SCA's combat activities. $500 is a reasonable starting point. If you're a golfer, you will easily spend that on clubs, shoes and bag. Snowboarder or skier? $500 blown fast on board/skis, boots, and outerwear. Playing paintball seriously? You can't hardly get started for $500. And don't even get me started on what the wife's spent on scrapbooking supplies. Hobbies cost money. You can do it cheaper, but it'll take either more time or more effort on your part. I'm still under $500 for my gear, but I've done a LOT of barter and trade. If you don't have a skill to barter or trade, that means you're using money to trade with. That said, there are a number of us who are pretty handy with making things, and I'm more than happy to help anyone who wants help to get armored up. The hardest part, and the part most people will spend the most money on, is also the most important part: the helmet. People - big, strong people - will be swinging sticks at your head as hard as they can. With a good helmet, you're completely safe. You hear a "ding", your head rocks a little to one side, and you tell the guy you're dead. Then you fight again. :)/>/> Here's the general style you should be looking for: Crusader: great helm / barrel helm 14th Century: bascinet Viking: spangenhelm, either with a nasal or with occulars The trick here is to find one of these that's solidly built, not hideous, and economical. I highly recommend stainless steel for your helmet, but understand that it's not always possible at the sub-$500 price point we're talking about. There are some builders that are well-known for their economical helmets, and a few kits available too if you want to put in elbow grease. Let's look at a few for each. Crusader Great Helm. These tend to be really cheap, because there's simply not a lot to them in the way of complicated shaping of metal. Horsefriend Armory selling Great Helms for $80: http://www.horsefriendarmoury.com/Helms.html [/img] MAKE IT: Check out the kits from Zweihammer Armory: http://www.zweihammer.com/index.php?page=shop.product_details&flypage=shop.flypage&product_id=5&category_id=1&option=com_virtuemart&Itemid=26 They take a little forming and a lot of riveting, but the end result is an awesome helmet for (relatively) peanuts. The base kit in mild steel is $85, in stainless it's $180, and you can ad a bunch of extras (brass on face, they do some pre-forming, and so on) that will bring the price up almost another $100 if you get them all, but that's still a cheap helmet - and $85 for the base one is ridiculous good. Zweihammer Armory is out of business, so this is no longer an option unless you have a shop - but these are easy helmets to make! 14th Century Bascinet. These are the workhorse helmet of the SCA. With their angled top, they shed blows easily, and they can be constructed from two welded halves, making them quick to produce. They can be made with a klappvisor for a more period look, or with a bargrill for excellent airflow and vision. Probably the most popular helmet on the field, and appropriate for well over 100 years of history. BUY IT: Ironmonger Armory, $135: http://ironmongerarmory.com/stock-helms/munitions-bascinet-helms MAKE IT: Not really an option here unless you know someone who has a welder. :(/>/> Viking Spangenhelm: "Spangenhelm" is the name of any helmet that has panels held together with bands on the crown, usually a headband and a cross-shaped lattice with plates between the bands. Those plates are called "spangens", hence, "spangenhelm". This is an older way of making a helmet, because back in the days of yore, before metalshops had welders, a helmet dome either had to be raised in one piece from a solid hunk of metal, or else pieced together from smaller, shaped pieces. Raising helmets was time consuming and difficult, so most were made in pieces. BUY IT: Again, Hjalmr makes the cheapest helmet in the world, but it's butt-ugly. MAKE IT: Again, Zweihammer Armory to the rescue with an excellent kit. Technically, it's a Vendel helm (the ancestors of the Vikings), but it gives off the correct impression and is used by a lot of Viking personas in the SCA. Kit comes in the basic model for $115, or stainless with brass rivets for $223. I highly suggest paying them the $13 to pre-crease the parts that need creasing: http://www.zweihammer.com/index.php?page=shop.product_details&flypage=shop.flypage&product_id=1&category_id=1&option=com_virtuemart&Itemid=26 Zweihammer Armory is out of business, but Jamie at Polar Bear Forge has replicated the pattern: http://polarbearforge.com/helm_kit.html Jamie is a great guy, buy from him! Next...
  6. Excellent blog, recently updated, on cheap armor: http://scafighter.blogspot.com/2017/06/low-cost-armor-update-june-2017.html
  7. Transportation

    You can take a train or bus to Utica NY. I'll pick you up there. After the first time, you can decide if you want to drive the next time. Honestly, lots of people drive 3-5 hours to get to games, it's not that big a deal. Hell, I'm gonna drive six hours to an event this weekend - and just made plans to drive nine hours to an event in April.
  8. The Big Combined Thread About BOOTS!

    That guy's 100% full of shit, the way he talks like he's making something new and unique he developed. He's making the same damned thing Catskills and Sodhoppers and ten other makers are - but his prices are good. Get some.
  9. Looting Monsters

    In an effort to increase game world immersion, we have decided to attempt to demonstrate, in a limited fashion, this portion of the game rules: Any monster that has magical loot worth 100 cp or more in production value will now emit a visible blue glow as soon as they are touched by someone searching them. The intent of this is to highlight powerful items that go out as loot. It is always particularly annoying to the GMs when players fail to loot important items. It is also hoped that the new visibility of powerful items will cause players to more easily notice when someone is looting a downed monster, and perhaps lead to more equitable distribution of loot. This glow is an in-game effect, and should be noticed and discussed by all characters, however please retcon* this in your heads so it does not get played as something new or different. This is how it has always been, to your characters. Please also be aware that this is a first step in attempting to address the scourge of cheating that is "ninja looting". We have several other steps mapped out, and will continue to implement them if this proves ineffective, or not as effective as we'd like. * Retcon is short for "retroactive continuity". This means that your character should think and act like the thing has always been that way.
  10. Looting Monsters

    Yes. It's blue LEDs, should be plenty visible.
  11. Winter Bathrooms

    One last announcement from the Staff Retreat. We know that the current wintertime bathrooms situation is not the best (this is one reason why we're not doing a January or March event this year). However, the constant stream of PC players into Logistics to use the bathroom there is unacceptable. There are outhouses which are perfectly functional in the cold weather. They are not necessarily comfortable, but they are functional. If you have a reason you cannot use an outhouse on your PC shift, you have two choices: 1. Drive ten minutes to the nearest convenience store and use theirs. If you do this, please bring me back a Mountain Dew. 2. Go to a SIDE DOOR of Logistics, knock, wait to be given entry, then proceed DIRECTLY to the bathroom, with your ears closed and your eyes on the floor, do your business, and immediately depart. Do not chat with the NPCs, do not look at what's going on, do not listen to GM instructions, get in and get out. Please DO NOT just wander into Logistics while you are PCing. NO BUENO. We have a reasonable hope that by next winter, the small bathhouse nearest Logistics will be winterized and available year-round.
  12. Start Time Change

    There have been many concerns about the 8 PM start time, and we hear you. Effective immediately, Friday night GAME ON start time is again 9 PM! Shift will end at 2 AM. However, along with this change comes a ZERO TOLERANCE POLICY for late arrivals. If you aren't through, or in line for, sign-in by 9 PM, you are REQUIRED to PC for that shift.
  13. Start Time Change

    Arrival time is not changed.
  14. Staff Updates

    Effective immediately, Maggie Bechtel is made the Marketing & Player Outreach Marshal. She's given excellent service as the Second of this group for several years, and she will do great as the Marshal. She has appointed Jordan Belassai as her new Second. I'd like to thank Zach Werheim for all his hard work and dedication leading this group for the past few years.
  15. Shift Balance

    At this time, we are not returning to a mandated shift balance regime. We will continue to allow you to choose your own shifts. We are, however, tweaking several aspects of this, to give you more information with which to make an intelligent choice about when you'd like to PC and NPC. 1. There will be a non-binding poll put up on the Facebook discussion group, a week before the event, so that people can see who is PCing when, and get a rough idea what the balance will be. 2. ABSOLUTELY and under NO CIRCUMSTANCES will NPCs EVER be "released" to go play their PCs EVER AGAIN. While this was perhaps a useful way to attempt some on-the-fly balancing of shifts, several players of low morals and questionable ethics have been heard making remarks to the effect of, "Just sign up for the most crowded NPC shifts and the GM will send you to go PC anyway, then you get to PC THREE shifts!" This kind of shit attitude cannot be tolerated. 3. The shift balance whiteboard will again be in Logistics. We never really meant to stop using it, but it got forgotten during the moves. This provides a visual representation on-site and in real time of the actual shift balance at that event. Players are encouraged to look at this and choose wisely. 4. We are going to move forward with implementing a pre-registration system. Part of this will show you the shift balance, and give you a warning that the shift is overcrowded with PCs if you pick shifts that are over a certain threshold of PCs. We hope that this will also give players the information to make informed choices.
  16. Simply, not allowed. The February event is going to present a number of logistical challenges, mostly due to us using the Logistics building as an actual dining hall this event. To make things easier, no sleeping will be permitted in Logistics this event. The site has indoors, heated sleeping for 80 people WITHOUT using the Dining Hall, so there is plenty of room. We are fully aware that the Dining Hall contains the site's only heated indoors bathroom in the winter months. If not having this bathroom in close proximity to your sleeping area would cause you to not attend this event, please contact myself, or Amy Belawski, privately and we can talk about how an exception can be made for you.
  17. 1. Please be careful on the ice this event. Please also remember to avoid the small fissures in the parking lot. 2. Please SLOW DOWN. This is a major thing the Ranger worries about. 10 MPH or less all the time, especially up and down the big main road hill to the camp. 3. DO NOT attempt to open the windows in the cabins, disirregardlessly of season or reason.
  18. Forum Rules & Literacy

    When each of you registered here, you agreed to the following: Please pay particular attention to the section above in boldface text. This is not optional. I realize that many of you reflexively click "agree" when presented with these sorts of things, but that does not make your agreement any less real. All people registered on these forums are required to fill in their profile as completely as possible. If you have a legitimate reason that you cannot do so, please contact a KoN staff member and communicate this reason to them. These forums are here for the use of the players of Kingdoms of Novitas. They are not an anonymous internet discussion board; we all know each other in real life (with a few exceptions, such as out-of-state vendors, etc.). For you to talk here without filling in your age, name, location, etc. is like you coming to a party with a nametag and a hood over your head. Everyone else feels like we're talking to a big nothing. Please fill out your profiles as fully and completely as you are able to. I, and other staff members, have been posting reminders in profiles that have no information. If your profile receives more than a couple of these reminders, your warn level will be increased. If it is increased beyond a certain point, your profile will be deleted, causing you to need to re-register. Please, fill in your profiles. Please.
  19. Forum Rules & Literacy

    As it's been six years since my last post on the topic, and THAT one was me saying this wasn't an issue anymore, in the interests of forum declutter, I'm unpinning this.
  20. New Coinage

    It's time for new coins. This time we're buying 500 new exotics from www.fantasycoin.com. I've been haggling with them for a couple days, and I have them down to a reasonable cost for 30mm "gold" coins and setup costs. These are slightly bigger than our current coppers. But, we need art! Circular shape, 30mm diameter, 300 DPI. Coins have two sides, but you can submit as many individual images as you'd like. Each honest attempt gets you 5 XP (I am the sole arbiter of an honest attempt). Post submissions in this thread. Show me what you got, and the Marshals will pick the best two sides. Each winner gets 10 XP plus I'll give you one of the first coins we get. Entries due at 11:59 PM on January 1st. GOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOO!
  21. New Coinage

    Not yet, we're still doing durability testing on the coins from Fantasy Coin. We might not end up going with circular coins...
  22. New Coinage

  23. The Powers That Be...

    Important People List It's come to my attention that many people have no idea who is actually in charge of Kingdoms of Novitas. Here's a list of who does what: MVGC Officers: Craig Korycinski (kabal) - Chairman of the Board of Directors and Maker of Shiny Coins David Haldenwang (hivemind) - Vice Chairman of the Board and Forums Administrator James Roth (Wishfulcynic) - Board of Directors and Lead Cripple Kevin Buckley (Fat Kid) - Board of Directors and KoN Web Developer Diana Haldenwang (Huntress) - Bookkeeper and Mistress of the Kitchens Kingdoms of Novitas Staff The Cadre David Haldenwang (hivemind) (Ivan Freelander) - First Marshal, Operations Marshal Dan Meershaert (Kender) (Atticus) - Second Marshal, Rules & Balancing Marshal Maggie Bechtel (Maggie / Baevynn) - Marketing & Player Outreach Marshal Dustan Weidman - Props & Atmosphere Marshal Justin C (thunderstave) (Sidhan) - Plot Marshal Ryan Staring - Logistics Marshal +++++++++++++++++++++ As of the Staff Retreat of March 2008, it works like this: i. Marshals lead Working Groups, ie. Logistics Marshal, Plot Marshal, Combat & Safety Marshal, etc. Marshals are also expected to occasionally (as needs require) run a shift. The count of Marshals is limited to the number of Working Groups that need to be headed. There are no floating Marshals. i.a. The collection of Marshals together is referred to as the (Marshal) Cadre. i.b. There is no requirement that a Marshal be elevated from the ranks of the staff, however, in most cases it is preferable. Vacant Marshal positions may be filled with any player who has regularly attended Kingdoms of Novitas (misses no more than one or two events per year) for two consecutive years, by a consensus of the Cadre. i.c. Any Marshal may be removed at any time by a 2/3 vote of the Cadre. i.d. Marshals should designate a Second for their Working Group. The Second is an apprentice Marshal, the group's second-in-command, and considered the next in line for the Marshal position in that group. Marshals may designate or remove their Second at will. i.d.i. Seconds are not Marshals, and do not vote as such. ii. Marshal assignments will be reviewed each December at the staff retreat (which will become annual). Marshals who wish to may step down then. Marshals who step down or are removed earlier will be replaced by the First Marshal, preferably from the ranks of the staff of that Working Group. Marshals who step down voluntarily must decide if they want to remain on as a member of that Working Group, or retire completely from the KoN Staff. Marshals who are removed are also removed from the KoN Staff. iii. Two Marshals shall further and additionally be designated First Marshal and Second Marshal. Preference for these positions goes first to members of Board of Directors of the Mohawk Valley Gaming Club, Inc., the parent organization of Kingdoms of Novitas, and second to dues-paying members of the MVGC, Inc. If no MVGC board members or dues-paying members are willing and available to fill these positions, the First and Second Marshal positions may be filled with any other Marshal who has regularly attended Kingdoms of Novitas (misses no more than one or two events per year) for three consecutive years. The First Marshal (and in his absence, the Second Marshal) is responsible for proposing meeting times, setting deadlines, defining areas of responsibility, calling for votes, counting votes, acting as the liaison to the MVGC, Inc. and all KoN vendors, monitoring the financial transactions of Kingdoms of Novitas, and other administrative-type functions, as needed, and should consider the advice and counsel of the Cadre when appropriate in fulfilling such duties. iii.a. The positions of First and Second Marshal, if vacated, shall be filled by majority vote of the Cadre from their own ranks. All such elections must be approved in writing by the Board of Directors of the MVGC, Inc. The Cadre shall provide to the Board of Directors of the MVGC, Inc. their intention to hold such an election at least eight weeks in advance of such an election. iv. Current Game Masters who do not wish to become Marshals will become Shift Game Masters. Shift GMs may serve on Working Groups as well. Shift GMs are expected to work as a GM at least one shift each event. Shift GMs may retire at any time; however some advance notice via the private staff forums is appreciated. New Shift GMs may be elected at any time by a majority vote of the Cadre, and removed in the same manner if necessary. The Cadre is free to impose other requirements on players wishing to become Shift GMs as they see fit. There is no upper limit on the number of Shift GMs. This section no longer relevant, as Game Masters are now drawn from the staff in the Plot & Continuity Working Group. iv.a. The Marshals, and their Seconds are together collectively referred to as the KoN Staff. v. Any staff member who is absent from two consecutive events without giving notice to the rest of the staff via the private staff forums is considered to have stepped down, and will be replaced by the appropriate mechanism, as detailed above. vi. Marshals will recruit their working group members as they see fit from the player base and Shift GMs. The Marshal of a working group is the ultimate authority of that group, empowered to add or remove members at will, set agendas and meeting times, make decisions (whether by vote or pronouncement), and generally act as manager of that working group. vi.a. Members of a working group are not considered to be KoN Staff, unless they qualify for that title by virtue of being a Marshal or Second. vi.b. At the Marshals sole discretion, each and any contributing member of a working group may be awarded up to two bonus Experience Points per month. More may be awarded upon approval by the Cadre. vii. Marshals are responsible to provide to the Cadre a short, concise written report on the activities of their working group, by the last Friday of any month in which there is a Kingdoms of Novitas event at which a site fee was required, for review and approval by the Cadre. This report should be submitted via the private staff forums. The decisions of a working group should not be considered valid until ratified in such a manner. Submission of this report will be worth five Experience Points. vii.a. The Cadre will make every effort to review and ratify the written reports from the working groups within five days of receipt. Other bits and pieces: The individual Marshals and their working groups are responsible to detail what they think and how they think they want things to happen, preferably in some sort of organizational mission or focus document. This should be the first order of business of each group. For example, the Operations working group might decide that they want to approve any physical changes or improvements made to the game area (permanently adding a table, for example). They would add this to their organizational document, which would be submitted to the Cadre for approval, and then effectively become KoN Law. If there is overlap between the desired or perceived responsibilities of two working groups, then they should quickly and efficiently work that out themselves between the two Marshals. Failure to do so will result in a decision being made for them by the First or Second Marshal. Marshals should feel free to award XP to their group members who are making a valuable and regular contribution. They should also feel free to remove members who are not, and replace them with someone who will. Being a Marshal is a lot of responsibility, and the rest of the Cadre is going to hold you to it. If you consistently fail to accomplish your responsibilities, you will be removed from the Cadre. Delegate, but follow up on your people. If they don't get something done, its not their fault its yours. YOU are ultimately responsible for EVERYTHING that is the responsibility of your group. We will reorganize the forums in such a way that the individual Marshals and their groups have a private forum to meet in. Some Marshals will also get various other moderator privileges in the forums (like the Plot Marshal has to moderate character backgrounds and PELs). Feel free to delegate those jobs, but let Ops know so that we can adjust permissions accordingly. #1 and #2 will still be able to see every forum. The root admins cant NOT see every forum, and so its only fair that #2 does also. Working Groups: Operations Income and Expenses, scheduling (games and shifts), website and forum administration and updates, cabin upkeep, grounds repairs, improvements, build days, setup and cleanup, in-game Inn operations, medics/first aid, identify hazards and mark them out-of-bounds Logistics Paperwork, waivers & releases, shift balance, sleeping assignments Plot & Continuity Metaplot, management and training of Shift Game Masters, shift plots/modules, continuity, PELs, character backgrounds, world background, Lore requests, RP skills adjudication Marketing & Player Outreach Advertising, KoN Evangelism and recruiting on other forums and sites, T-shirts, conventions, generally the suggestion box for players Props & Atmosphere Checking PC garb and encampments, prop maintenance, prop shed organization, monster and NPC costuming, NPC weapons, racial makeup Rules & Balancing Identify broken rules and mechanics, find fixes, preventative min-maxing, playtesting, new monsters, magic items beyond player made, economy, errata, weapons and armor checking, armor valuation, tracking of problem players Last Edit: 11/29/17
  24. New Coinage

    No numbers on the coins, please. That's a very modern concept. Sorry to keep moving goalposts and adding new parameters. I have no idea what we're looking for - or not looking for - until I see it.
  25. ID magic in mobile form

    Is this still working?
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