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 > > > > >______________________________________________________________________ >Post your free ad now! http://personals.yahoo.ca > >-- >To unsubscribe, send ANY message to: dragonraid-unsubscribe@... > _________________________________________________________________ From �will you?� to �I do,� MSN Life Events is your resource for Getting Married. http://lifeevents.msn.com/category.aspx?cid=married