|
Post by Admin on Aug 22, 2011 12:20:04 GMT -5
So, we've run three events now. And we've done them without hiding module cards out in the woods. Anyone miss them? Anyone think that we should incorporate them into the game?
Thus far, we haven't run a lot of modules during our events, in fact. I've always preferred to keep things more free-flowing by having the plot entities come in and out of town.
This upcoming event will be a little more module-focused, mainly because the event will be taking place in lands that don't have as much inherent "danger" present in them.
We will be continuing to do so without the use of module cards, though. I think that we have a couple interesting ways to introduce the "hooks" for the modules without relying on sending PC's out in to the woods to look for hidden index cards.
I'd like to hear some feedback, if you have some time, both before and after this event.
For before the event, let us know if you have missed them up until this event.
For feedback after the event, let us know whether you think that the method that we use at the event is more or less effective than the module card method.
Thanks!
-Bill
|
|
|
Post by Flinglecask Digroot on Aug 22, 2011 12:52:48 GMT -5
Pre-event feedback:
I am torn on the mod cards, and think they succeed or fail entirely based on how they are used. I like the idea that when I am walking around in the woods, I can stumble into something cool or dangerous. But finding a note card is neither cool nor dangerous. What results from that might be, but that can cause problems of its own.
If I am walking alone (which happens often), I tend to think I'd steer clear of the orc encampment or cave with chattering inside or whatever, but mod cards I've seen in other games will often take away any choice I have about exploring further. They say "go to NPC camp" or something similar, and you're stuck dealing with whatever it is you found. If you are alone, then you could be screwed.
I'd much rather it all be properly repped so I can hear and otherwise detect the encounter from afar, and decide whether to steer clear. Obviously that is not always possible, and dedicating 3-5 NPCs to sit in the middle of the woods on the chance that someone (or some fool) stumbles into them alone isn't a great allocation of resources. This is why mod cards can be a good thing--conserving NPC resources and rewarding people who go out and seek adventure.
So I recognize that mod cards serve a purpose, but feel they should be implemented with PC choice some, most, or even all the time. That is, saying something like: "You find a cave entrance and faintly hear conversation inside. You cannot make out the words. If you move on without listening further or investigating, put this card down and immediately leave the area. If you wish to linger in the area, listen further, or investigate, walk into the woods (go out of game with a three count) and report to NPC camp."
In the end, I think it's always best practice for LARPs to encourage people to leave the "triangle of lethargy" that consists of the tavern, PC cabin, and monster camp entrance. To the extent that mod cards do that, while maintaining PC choice at least some of the time, I support them.
Joe
|
|
Sticks
Full Member
Fetch!
Posts: 143
|
Post by Sticks on Aug 22, 2011 13:24:47 GMT -5
I hate mod cards, always have. Maybe I have just never seen them done well but they have always been laughable at best and a giant PITA at worst.
I come from a game that has never used mod cards and never will use mod cards. Its just not a style that the game likes. They would much rather if someone wants to go wander the woods, make a quick stop by NPC camp and report...hey...a few of us are gonna go wander the woods to the east. Then GM's can decide if they want to send out a "mod card" type encounter for them.
Too often I see mod cards used like rules...easily abused and full of loopholes.
With all the above said, I can add that I dont miss them but if they got added to the game I wouldnt care. I would personally just avoid them like I do at any other game I play that uses mod cards.
I would prefer that staff continue to entertain us the way they have been and that energy be focused on the story and the active game instead of trying to facilitate the creation of a "world" through the use of mod cards.
-Evan
|
|
|
Post by Flinglecask Digroot on Aug 22, 2011 13:33:02 GMT -5
Evan raised an awesome point. I too would much rather there be a mechanism to tell plot/NPC camp that a group of PCs is going out wandering so they can decide whether to put something out there. This would require PCs to be slightly less impulsive (you've got to report to XYZ instead of just taking off into the woods), but it avoids the unrealistic nature of mod cards.
Joe
|
|
|
Post by Bud Lewis on Aug 22, 2011 15:30:29 GMT -5
I'm with Evan on this one. I don't think I've ever seen mod cards used effectively but I do think they can be. Is it possible to make them realistic? I believe so, but it's a trick that can only be used once or twice before it gets old. Let me paint the scene
Atop a twisted and blacked pike sits a man's head, his mouth sagged open with blood still freshly dripping forth. Inscribed in his forehead is a symbol of the nearest goblin tribe and a number of other crude symbols. Stuck to the pike with the man's teeth is a crudely written letter on a scrap of paper.
"Pas dis head be greentoof landz. U come in u be lik di guy." (If you wish to proceed passed this point and venture into Greentooth Lands, please go out of game and alert Plot at the monster shack.)
Now you have something believeable and very much so in game, easily phys repped with a decent latex mask and some face blood and makeup. It also allows people to turn back without much problem and it also allows the lone wanderer to find something without actually engaging in the module. Mod cards can be done, but they shouldn't be white index cards taped to a tree. If phys repped and handled right they can be used. I just haven't seen it done. I'd like to see something done with it, but you guys put on such a real feeling around us I wouldn't want that spoiled by big white cards in trees.
|
|
Dieben
Junior Member
NPC Living in a Surrealistic Society
Posts: 54
|
Post by Dieben on Aug 22, 2011 15:46:14 GMT -5
I really do not like module cards, they either can be seen from Timbuktu (1000 yards away) or are so small they are never seen again, they typically are an eyesore, and more often than not than not the wind blows them away, get ruined in the rain, or stolen by curious onlookers/boy scouts.
Unless something totally awesome such as what Armond mentioned in the above post were to be used, I really do not like the idea of using mod cards. ~Dieben~
|
|
|
Post by Culloden on Aug 22, 2011 17:02:37 GMT -5
While I do agree with many points here, I happen to love mod cards.
My first chapter used mod cards alot and I feel they added to the game, they gave players reason not to sit around and wait for things to come into town. They were great means for scavengers who didnt care much for the town seting to explore and find things.
Joe's point of they take away pc's choice I believe that is easly fixed by one line " If you wish to explore further go see plot" how ever one of the best cards I ever found was by my friend and me we were walking to plot the long way and found " an arrow as thick as your thumb wizzes past your head. (see plot imediatly)" one of the best encounters ever. If you walk alone in the woods you should be able to avoid most things but not all.
We found they were also a great way to get npc's example I find a card and go to plot I npc what they are about to run then plot runs my card.
At Dark reign we used an alterative to MOD CARDS, we printed a newsletter for each event with a bunch of misc. stuff on the back, i.e, farmer bob needs help clearing his feild of creatures, sally lost her family necelace etc. etc. etc. Although this probably would not work in Scantaury it would be easily doable for the Academy, I believe the people who used this method enjoied it very much.
David Greene
|
|
|
Post by Admin on Aug 22, 2011 17:08:16 GMT -5
Some good thoughts on this. It's funny that the ideas we have for the alternative to mod cards closely mirror both Dave and Bud's suggestions.
|
|
|
Post by Bud Lewis on Aug 22, 2011 17:26:17 GMT -5
Glad to hear it!
|
|
|
Post by Sebastian on Aug 22, 2011 18:51:13 GMT -5
The News paper was a great Idea. We had a choice on whether we wanted to go to the farm house or try some tasty new concoction (I loved Neville as a 10 yr old with a 100 point slay, Eileen even slapped me and sent me to my room as I was getting ready to divest her from my circle, lol).
I personally do not like the hidden or placed mod cards as it does take away from the game. Finding a card that say you hear something coming from the whole a few feet away, go see plot if you want to investigate... Plot was busy and ran out of time so nothing happened. I know plot at Detroit would not have this happen but all the same, it does take away from the in game real feeling.
Just my two bits
|
|
tux
New Member
Posts: 26
|
Post by tux on Aug 22, 2011 20:50:01 GMT -5
I've never met a modcard didn't like, but then they have always been interesting. I also like the idea of the newsletter/bulletin board idea for freestanding mods that can be gone on at any point. And even those you can limit. If people don't go to certain ones in time, maybe it's too late to help, which can lead to other things.
While I don't have a big problem with white cards tacked to trees, I love the idea of a well physrepped mod card such as the head-on-a-stick idea. That's great, though can be a little limiting. The key is of course to make some of them instant encounters, such as dave's "arrow as thick as your thumb" mod, for ambushes and limited situations, while the majority be a choice. "You see a burning gypsy caravan in the distance, across a field. If you choose to investigate, bring this card to NPC camp. If you choose to ignore it, please leave the card as is."
Most of this has been covered already, but still. I love modcards. It allows me to be proactive without having to horn in on other peoples quests and stories, and vice versa. (I believe i ate one of those slays as a Brood, Neville... That was scary.)
|
|
|
Post by Eileen Gallagher on Aug 23, 2011 0:11:10 GMT -5
I stand firmly on the side of "I love Mod Cards". I have seen them used at several chapters and can say that those chapters had the most pro-active Pc's I've played with. I love that I can wander in the woods with companions if I choose to and not have it be a case where we are "amazingly safe" from everything as long as we stay out of the town. I think that having a variety of things in the woods adds to the feel of the town since clearly we would not be out of all possible danger by venturing into woods. The places I have been that used them effectively had very little "see plot immediately" and a large amount of cards that were choices on the pc's part. They also would put random items, mostly mundane (or occasionally coin purses) in the woods to be found should people choose to go around. It was done with the realization that others people or things permanently die in the woods too and their stuff gets left behind. My favorite mod card was two trolls guarding a bridge (anyone who went to Chron should remember the bridge of death). That was also the easiest confrontation I have ever had. Apparently hungry NPC's make hungry trolls and granola bars in a pouch buy safe pasage.
I also do not find an issue with them being index cards. Those who go looking in the woods have to accept a certain amount of extra imagination being used and the cards allow plot to write up little encounters ahead of time that can be run by experienced NPC's without much supervision simply by having a file with write ups and stats.
I know there has been a lot of talk about this chapter not needing them, but the truth is, there is a lot of down time for a lot of people here because they do not know what is going on or there is not a way for them to be involved. Most of what we do tends to involve everyone and there are often not ways for little groups of adventurers to do things by themselves. I feel mod cards would alleviate a lot of this by at least giving them the option to be more proactive with their time. I have found in the past that I am much more capable of being active when there are mod cards out.
I can understand the points people make against mod cards but having played at many Nero chapters that have used them as well as many that didn't I know I would prefer they get used. I liked the newsletter that dark reign used but in truth not as much as I liked the mod cards. I would love to see them implemented here and would happily spend plenty of time in the woods. I also am not opposed to some "see plot immediately". If I make a choice to wander out of the town then I have to be willing to accept the consequences. In my opinion, getting rezed by mod cards is no different than a regular mod that I can't escape from.
Just my very long two cents,
Jennele
|
|
tux
New Member
Posts: 26
|
Post by tux on Aug 23, 2011 2:49:11 GMT -5
Jennele took the words out of my mouth. To elaborate on the white cards thing, I have no problem with them for a number of reasons. One, they are easy to see, and I don't consider that an eyesore. If you want to hide them, sure, go ahead, but i think that should depend on what kind they are. If they are of the "you find the remains of a permanently dead body" variety, then maybe a little bit of hiding is in order. If they are more of the "A section of the woods is dead, the trees gnarled and the ground tainted" variety then there's no reason that shouldn't be visable provided you are within eyeshot, so those white cards are good thing. The main thing is that Nero is a game of imagination. I've fought dragons and goblins and brood and gargoyls, and even once i fought a gigantic lobster repped by like 6 npcs. There's only so much that can be done to physrep before imagination has to take over, and you have to visualize. An index card nailed to a tree may be anachronistic, but overall i believe they help both the pc's and npc's to build a more realistic game.
|
|
|
Post by Annalee Greenleaf on Aug 23, 2011 7:39:30 GMT -5
I hav to lay my vote as for mod cards, or at least one of the alternatives already presented. I like the idea of being able to go out and find some trouble, and one of the best times I've had at Nero was the Chron even that me and my cousin went Mod card hunting. Not everything that'll be happening in the area will logically come into town, or be connected to the main plot going, and at times this is a good way of introducing plot or information to people who might not be the usual suspects, as it were.
|
|
|
Post by Bud Lewis on Aug 23, 2011 8:09:45 GMT -5
While I get why people enjoy them as they do, because going into the woods can and should be a bit dangerous, I'm against them most likely because of past experiences with them. I don't think I need to say much about how things were in this neck of the woods for awhile, but in my experiences (which in truth are much less than many, I'm at about 3 years now) mod cards have felt like filler into an intriguing plot. Like a side quest that doesn't progress the extent of what's actually going, but needs to be done almost for the sake of "doing it."
And while I'm sure Bill, Jay and Jordan would make it alot more interesting than I've seen, the idea just has a bad rep with me. If it is done well, all the better. I'd love to see PC drive rewarded by interesting encounters, unique side plots and well deserved rewards. But I don't want to see, "A group of bandits guard a bridge. You kill bandits, get the stolen money they have and nothing else comes of it."
The thing I love most about what this chapter has been doing is that almost everything has a realistic and lasting effect on the world. The ability to change the entire world, should you be creative or strong enough to do so. That's what I really love. And I've never seen mod cards support that. So I guess my vote is down the line somewhere. I dislike them, but if they fit into the world and have and actual bearing on the world, then I'm for them.
|
|