[dragonraid] Re: [DragonRaid] Re: weapons and equipment

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From: "Steven Siverling" <greenknight83@...>
Date: Tue, 22 Jun 2004 11:42:07 -0500
Personally, I think it would be cool if there were kind of like training 
weapons, maybe a tournament, if they didn't act good well they would get 
docked mu's.  Also, maybe like a maze or something, with booby traps based 
on bible verses.  Maybe like a swinging bag, for an enemy, like have it on a 
rope.

Also, in realife if people go backpacking, they split up the equipment, to 
balance out the weight.  When people are more advanced they can usually take 
less equipment.  But there are a few things needed.  really good travelers, 
know where to find water so they don't need to carry around a ton of it.  
Also, they might be able to scavange for food with a bow, or trade for it.


>From: James Holston <jamesholston@...>
>To: dragonraid@...
>Subject: Re: [DragonRaid] Re: weapons and equipment
>Date: Tue, 22 Jun 2004 12:15:56 -0400 (EDT)
>
> > > For myself and my group, as far as equipment goes,
>I
> > > thought up some other things as well that the LR's
> > > might need and put them into a couple lists. Both
>my
> > > players and I felt that the items given in the
> > > beginning weren't entirely adaquate.
>
> > Depends on what you're planning on doing. The
>standard equipment has
> > always sufficed in my games, but if you add stuff to
>the adventures
>or
> > stray from the text....well, there's no telling what
>you might need
>then.
>
> >And, you have to remember that the LightRaiders are
> >supposed to rely on one another.  No one LightRaider
> >should be carrying every conceivably necessary
> >piece of equipment.
>
>
>Well that was one problem that I ran into was players
>wanting to pick up everything single thing they found
>or buy equipment for every situation. So we added a
>couple simple rules concerning encumberance to keep it
>realistic ("No Terran, you cannot carry three swords,
>two spears, the tent, enough food for two weeks,
>etc.").
>
>I had to expand the equipment lists though, because we
>finished Moonbridge a long time ago, and I've been
>writing my own adventures ever since. We've covered a
>lot of ground since then.
>
>
>
>
> > > As far as money was concerned, I let them roll for
>d10
> > > gold coins to start. We also modified the currency
> > > exchange in the game to make it simpler to use.
>Sort
> > > of a coppers > silvers > gold pieces kind of
>thing.
> > > They then use the money to purchase additional
> > > equipment they felt they might need.
>
> > If you're going to add equipment, this is probably a
>good way to do
>it.
> > It keeps the players from bringing anything their
>hearts might
>desire,
> > adds a little accountability and responsibility.
>
> >That falls within "AM's discretion".
>
>
>Again, we try to keep things balanced. If they have
>all the money in the world, then there is no thrill of
>adventure when you suddenly are faced with a situation
>where you don't have the necessary equipment to
>handle. ("I KNEW we should have bought a grappling
>hook and rope!" Meanwhile, the platoon of orcs close
>in on the LR's trapped against the cliff...) Causes
>them to drop to their knees in prayer a lot more. :)
>
>
>
> > > Love your ideas concerning making contests between
> > > various classes and groups at the Academy! I think
>it
> > > could be used as an opportunity to learn the rules
> > > better and earn a few MU's. I smell a beginning
> > > adventure, sort of a pre-Lightraider Test
>adventure.
> > > You could weave a plot line into it for teaching
> > > purposes, like things that happen outside of the
> > > contests, interaction with NPCs, etc. Like what if
> > > there was an instructor with dark leanings and the
> > > students uncover a plot?
>
> > There's been a few ideas kicked around over the
>years concerning a
> > Liberated Land adventure. I don't know what the
>possibilities are,
>but I
> > think some brief Academy contests could be made to
>work, especially
>if a
> > few inward conflicts were thrown in (players with
>low Peace or Love
>could
> > get a little envious watching better warriors,
>bitterness might arise
> > against a player who defeated you, etc.). I think
>the notion of an
> > Academy professor leaning toward the dark side is a
>little
>farfetched,
> > though, both because it's hard to swallow and
>because that's a little
> > heavy for a novice adventure. On the other hand,
>something like that
> > might make a decent advanced supplement, if there
>were someone
>willing to
> > take the time to develop it....
>
> >I would agree that nefarious things should not be
> >uncovered by novice
> >LightRaiders.  These dark plots should be saved for
> >experienced players,
> >perhaps for play after MoonBridge III.
>
>
>Perfect! The LR's could return after MoonBridge just
>in time for the annual rendezvous where games are held
>at the Academy and LR's from all over the DragonRaid
>world come for a time of fellowship and battling of
>wits and weapons. However, the instructor with dark
>leanings is out to sabotage certain efforts causing
>rifts and bitterness to develop and divide the LR's.
>Hope the LR's notice it before they move into the
>field again where they depend on one another...
>
>
>
> > > Actually, just simply for the sake of discussion.
>One
> > > of the biggest complaints from my group was the
>amount
> > > of teaching situations that were presented in the
> > > Moonbridge Raid. They felt like every time they
>turned
> > > around there was a verse being thrown at them or
>other
> > > teaching situation and it became overloaded at
>times.
> > > I was just wondering if anyone else felt that way
>who
> > > had played Moonbridge I, II, & III? I mean the
>main
> > > teaching point on each island was great; but there
>are
> > > hexes that seemed to have these random teaching
> > > points, and it began to slow the flow of the game.
> > > Just wondering if anyone else felt that way or if
> > > anyone had come up with a solution. For my part, I
> > > began to cut out some of the random teaching
>simply to
> > > keep the game moving at a reasonable pace.
>
> > The teaching situations are the central reason for
>playing DR (or at
> > least the primary reason it exists). It's understood
>that there are
>AM's
> > and players out there--particuarly the ones with
>prior RPG
> > experience--who will always want to spice things up
>or otherwise make
>DR
> > comparable to D&D. There's not much we can do about
>that, but I can
>say
> > for certain that there are currently no plans to
>reduce the number of
> > teaching situations available, either in any of the
>existing
>adventures
> > or in any new ones that come down the line.
>
> >To clarify that, there are no plans to remove the
> >Teaching Situations from
> >the currently available adventures.  The new
> >adventures in development do not have TS's every
> >hex, but may instead have several TS's that can be
> >dropped in anywhere the AM wants to.
>
> > One of the keys to making these teaching situations
>work is keeping
>the
> > scene dramatic any way you can. Many Adventure
>Masters, even the ones
>who
> > are great at making combat and normal role-playing
>realistic and
> > interesting, can have a tendency to relegate the
>discipleship
>situations
> > to the back burner and play them out at monotone
>level.
>
> >Conversely, our group gets into some good
> >discussions during the Teaching Situations, and we
> >end up staying on them too long.
>
> > Remember also that those teaching situations are a
>great opportunity
>for
> > stocking up on MU's, which can accelerate the
>process toward Special
> > Character Roles, higher SS ratings (meaning access
>to more powerful
> > WordRunes), and the like. Most importantly, they're
>some of the best
> > chances you have to connect your players to God's
>Word through the
>game,
> > which should be why you're there to begin with.
>Treat them as the
> > opportunities they are--and no matter how you feel,
>don't let on to
>your
> > players that you're bored with them.
>
> >Or, just skip some of them that you think are too
> >pedantic or repetitive or
> >whatever.  I would caution against throwing the baby
> >out with the bathwater
> >though, make sure you do run through a good portion
> >of the Teaching Situations because, as Scott noted,
> >that is why DragonRaid was produced.
>
>
>Absolutley not! I enjoy the main teaching point(s) of
>each adventure/island! It was just that there seemed
>to be something in every hex, and while the point of
>the game is teaching, there is the game aspect that
>needs to be preserved as well. And all games, DR and
>others, need to flow to some degree to keep the
>players engaged in what is happening.
>
>Now I admit that I've got more 'game-than-teaching'
>leanings, but I don't lose the teaching entirely
>either. I've run DragonRaid with a variety of groups
>including pre-teens, teens, and, one of my personal
>favorites, a group of college and careers. The purpose
>wasn't necessarily a Bible study, but a time of good
>fun and fellowship with a spiritual focus. If I were
>to use it as Bible class material, I would definately
>strengthen the Bible aspect; but as a tool/game for
>encouraging each other spiritually (and getting to
>bash in evil's face too :) ), I've found a lot of
>value and really like the game.
>
>
>James aka Gerald the Grizzled
>
>
>
>
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