[quote=“Jared”]More weapon issues:
(snip)[/quote]
These are all the kinds of fundamental things I might have made suggestions on, if the GMs were requesting suggestions. Also, various supernatural abilities that I think aren’t well suited to larp (like abilities that force truthful answers or break shields). But there doesn’t seem to be much point in commenting on such fundamentals of the rules, when it doesn’t sound like any major changes will be contemplated by the arrangers. My past experience is that unsolicited advice on fundamental rules is often unwelcome, especially when an event is pending and rules need to be made definite for it.
For my money, I prefer live combat rules where all strikes do 1 damage (so there is never any need for damage calls), any special ability and spell calls are minimal and infrequent, no abilities are required to use mundane equipment, and abilities are carefully screened to exclude stuff that is counter-immersive, complex, impractical, replicates things you can achieve without the ability, or works as a shortcut to thinking. That approach would make a lot of the “fixes” that people have suggested redundant, because you don’t need to apply fixes to something simple (e.g. if there aren’t any calls, you don’t have to worry about what verbals to use or whether targets will discern them). Having said all that, those would all be major changes and I’ve got no expectation they might happen.
I found Wolfgang’s a bit too complex and call-intensive, and I think these rules are going a step further on that route - while still being nothing like as complex as a lot of international larp rules.
But none of that is a suggestion, it’s just a comment on my preferences. I like the flavour the Teonn setting and rules have, and I reckon some of the abilities have a nice originality to them. I’d prefer some different fundamentals to the rules, but in the end GMs make those calls (and seldom change their minds about them except when they learn through personal experience) and players live with it. 