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 OOC: In-Character Travel:

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DocHolliday
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Number of posts : 220
Age : 37
Location : Seattle,WA
Registration date : 2007-08-30

PostSubject: OOC: In-Character Travel:   Mon Oct 22, 2007 10:03 pm

Yo!

Is there a system in place that represents travelling from place to place?

Those of us that come from ECC affairs recall the relative oppression that represents travel. Still, the world of darkness is a dangerous place and all. Is there a system in place for travelling?

As an example:

The local sheriff decides that he's bored as shit. So, he pulls together a few of the Anarchs, Deputies, and other Bully-boys he has on call and decides to travel up to Vancouver for a game of Tag.

Much antics and hillarity are had within those loverly B.C. denizens.

Then the survivors come home regretting ever listening to the dumbass of a Ventrue.

In this example, what would be necissary to travel there safely and back (aside from balls of steel)?

While we're on the subject, how far do your Influences stretch? Could someone's Seattle Influence possibily reach all the way to the boarder?

Thanks!
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Spider

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Number of posts : 428
Age : 45
Location : Seattle, WA
Registration date : 2007-08-21

PostSubject: Re: OOC: In-Character Travel:   Mon Oct 22, 2007 11:40 pm

<<Is there a system in place that represents travelling from place to place?

Those of us that come from ECC affairs recall the relative oppression that represents travel. Still, the world of darkness is a dangerous place and all. Is there a system in place for travelling?>>

There are places that are very dangerous and will have tests to travel safely there. For example, traveling through the Outlands will require tests. It will depend on what we have going on in the game world and how the characters are traveling.

At present, we donít have a set system. It will depend on where you go and whatís going on in the world. For example, Vancouver has patrols and various other dangers. On the other hand, travel South is relatively easy until you get near Portland.

The transportation influence will get around certain tests and dangers.

I donít want to actively discourage travel. However, travel requires a measure of responsibility from the players. See the example below.

<<The local sheriff decides that he's bored as shit. So, he pulls together a few of the Anarchs, Deputies, and other Bully-boys he has on call and decides to travel up to Vancouver for a game of Tag. Much antics and hillarity are had within those loverly B.C. denizens.Then the survivors come home regretting ever listening to the dumbass of a Ventrue.

In this example, what would be necissary to travel there safely and back (aside from balls of steel)?>>

If the player of the local Sheriff had talked to the storytellers ahead of time, then there would be a fun adventure prepared. There would be appropriate tests and challenges for the situation. Iíd expect that as Seattle gets stronger ICly that eventually there will be planned raids on Vancouver. With the proper coordination between STs and players, this could be a lot of fun.

If the player of the local sheriff sprang this on the storytellers at the last minute, then they would be required to sit out of game for a time and wait for the storytellers to finish out current scenes. Depending on the night, it might be that the storytellers will just tell the player no. Or we could pull out Juan Carlos, Lutin, and Barbra Streisand and have a wonderful time.

We built the region so that the players could on occasion travel and react to what is around them. As long as the players are responsible, I want to keep things less restricted as I think it makes things more interesting.

<<While we're on the subject, how far do your Influences stretch? Could someone's Seattle Influence possibily reach all the way to the boarder?>>

Influences 1-5 cover the Puget Sound area. Beyond that is regional influences 6 and above. It is possible for PCs to acquire level 6 influences, but weíre not there yet.
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