A Contempary LRP

I’ve been working slowly on a contempary LRP for a while and thought that this might be a good place to get some feedback and ideas that people might want to share.

The game would be based on Buffy the Vampire Slayer, Charmed, the Dresden Files, Cthulhu and the Lost Room.

Action would be symbolic (Paper/Scissor/Rock) in city and practical in set piece encounters away from public view.

While there would be magic, it would be more difficult to use and much more limited than in many RPGs.

So what would you like to see in such a game?

love the theme

needs more action, magic to be limited maybe, though im never keenon magic. talk to a propper gm and not me, but i love contemp. larps esp. with a dark asthetic.

Sounds a bit like MET using the “Laws of the Hunt” Rules and ignoring the metaplot.

Or just using the NWOD MET book.

I love magic. Bring on the magic. Prehaps closer to the Dresden files style of magic than Dark Willow magic. Then again I’d like a spell that rips all the skin from an enemy of mine. I wonder if you gave that to a “good” mage how long till they’d use it. All the good mages could have at least one spell thats more powerful than most of there others but isn’t a good spell. Once they’ve used it they could get another evil spell and so on. It probably wouldn’t take long to corrupt them good and proper.

Spells aren’t evil, magic isn’t evil, people who use it in nasty ways are evil. It is the abuse of power that corrupts, not the power itself.
The path to evil however can be an interesting ride…

I like the idea of magic because you can play a lot of it in public spaces. You cannot have a sword fight on the main street on a friday night unless you want to have a visit from her majesties constabulary.

While magic would be extant in the world, it would be fairly restricted in use. If you were playing a Witch ala Charmed you would start with a power and a heavy energy drain. Besides their power most of their spells were quite fixed. I.e. they needed circles or a potion. This limits the use of these spells.

Dresden is a good example of magic in the game. Avialable, but don’t let the plebs see to much.

Cthulhu traditionally has magic, but you risk your sanity using it.

Buffy had magic, i.e. Willow, but no character will be acting like black vein Willow, rather again the use of circles and talismans and the occasional zappy use.

Things like a Proton Pack for a Ghostbusting team would act as a magic power.

If you don’t have magic then you do not capture the spirit of the genre, but to much magic can get out of hand. Not all players should have magic, but those that use magic should have their own weaknesses so that they have to be a part of a team. and if you are facing a supernatural threat I am sorry but a SPAS 12 just ain’t going to cut it. You don’t lead, you need magic.

The idea of a game like this is that you actually play it in city on Friday nights, like the Masquerade is meant to be played. And occasionally you have a fixed piece encounter when you pull out the Nerf guns and the Super Saturators and kick some super natural butt.

We did exactly that in the Octogon in Dunedin 4 years ago. No cops showed up. We were, however, trailed by a D in his car for a while, but he lost interest when he figured out that we weren’t carrying any alcohol.

As long as you aren’t inconveniencing the public, I’m sure the police won’t react adversely to some good, clean fun.

Still, a combat system reliant on magik is more flexible since you can do it indoors (such as a pub)

The game is tentitavely now called

[size=150]“The Chuffy Files”[/size]

or “Chuffy” for short. It is based upon the multiverses of Charmed, Buffy the vampire slayer (TV Version), The Dresden Files, The Lost Room, Ghostbusters (Film and maybe TV) and a little bit of Cthulhu thrown in for Good measure. Be afraid, be very afraid.

In town combat resolution is symbolic while out of town boffers water pistols and nerf gear come into play.

There is two primary skills, Hit points and Will points.

Hit points allow you to do hand to hand and boffer combat.
Will points allow you to engage in battles of the wills and spell casting.

Magic is mainly unseen and while there is a little combat magic, most is ritual. Combat is based on a system that I proposed earlier on this forum.

It is designed to be played as a 24/7 game. Players will also be asked to play NPCs from time to time.

While I am looking at mainly centering the game in the Waikato, there will be times when we may cross the Bombays and we may need Auckland players.

We are at the play testing stage now. Any thoughts on what should go in such a system? what skills are useful?

Happy adventures

I’ll take that as meaning the basic principle is perfect.

I read the idea and thought “another vampire game I probably won’t play”.

You can read whatever level of perfection you wish into that thought :smiling_imp:

I think the mind-share’s on Chimera right now, sorry Alista! Bring this up again in a few days and you might get a bit more feedback :wink:

I was actualy recently contemplating running a “mortals” NWOD game (IE similar rules to the requiem game) but haven’t got around to posting up to see if people would be interested

[quote=“Derek”]I read the idea and thought “another vampire game I probably won’t play”.
[/quote]

Only a vampire game in the fact occasionally vampires turn up as a bad guy to be killed. The characters are all human. Think Charmed, Buffy etc.