[Society of Medieval Foam Combat.] Not an RPG but close

<< < (2/4) > >>

Callan S.:
Quote

It is starting to sound like an Impossible Thing Before Breakfast: High verisimilitude through varied damage but with no mental math.
Aye, a collision of possibly impossible to reconcile priorities was coming to my mind as well.

I was thinking instead of electronic, if you had small bags tapped to various sides of the body (and coloured roughly the same as the clothing they are taped to), they could be hit to burst open! And you could put water with red dye in it (if staining isn't an issue) or some sort of red confetti that disolves in the rain (so you don't leave a mess behind). And it'd look awesome! No more tracking of numbers.

Quote

Observers and social feedback quickly adjust the attitudes of folks who would "cheat" by staying up a bit longer
Personally I'll say I dislike this because observers themselves are likely to cheat because they work from their own bias (generally confirmation biases at that). What's the point of swinging foam swords if it comes down to whether someone thinks your cool or or not as to determine the battles conclusion?

What I like is where deeds come before opinion. All walk, no talk. But that's me.

Necromantis:
I really appreciate the thought you guys have put into this.

I'll try to touch on some points of misconception. These don't really have any bearing on the problem, but i'd just like to explain how what we do is a little different. I know I am not breaking new ground or anything. I just want you to know I am not (at all) picking at your objections. Just clarifying.

Quote

It is starting to sound like an Impossible Thing Before Breakfast: High verisimilitude through varied damage but with no mental math.
Yeah there will have to be a compromise.
I am currently seeking that.

Quote

The thing is... that's not really how (modern) boffers or latex weapons work. Choosing a short weapon over a long doesn't actually offer any more speed (or vice versa)....

I have build all the weapons that we use personally. all but the first few That I made are weighted to represent more realistic control.
Most are weighted on the point end of the weapon rather than the hilt end like other folks do it.
On PVC cores I do this by Gorilla Gluing an all thread rod or sawed off bolt down the tube. on Fiberglass cores. I superglue BBs and layers of duct tape to the "tip" end and no pommel weight. (lot of trial an error - especially everyone likes these skinnier more realistic looking models. best. despite there increase in price.
I have weighted flails and maces. (all thread)
My greatsword is my real Gem. Eventhough I truely HATE greatswords in life. I am proud of this monster.
even though its only weighs about 6 pounds (molded Lead heavily padded cross-guard)
shes a little wobbly towards the tip but definitely as unwieldy as i image a real great sword would be.
all the weight so far away from the fulcrum (the hand--not the center of balance where one would rotate the blade when making cuts)
and the ever-mentioned greatmaul. all that weight out on the end of a 48" haft. yeah definitely the most unweildy one of the bunch. also stings a bit to get hit with . haha.

anyway. they dont feel at all like those fun noodle models or the 5"x2" Thick Dagorhir looking things either. Now I cant say anything one way or the other for latex or Calimacil type blades for balance But my brother says he thinks we would break them with the way we hit.
anyway. I am not trained in martial combat so I don't know how well I have done on balance but I have put steps in to insure that people dont just make the absurdly light models my brothers group tends to favor.
so yeah....
Quote

long (or over-built) weapons are actually slower to use than your average foam broad sword
thats about right. overbuilt. hahaha. and not average either. ;)

Quote

Have scenarios, like your just not going to be carrying your great maul down an alley after drinking at the pub
I think scenarios would be a nice Idea.
So far its been choose your weapons based on what you want to fight with. Don't change your weapon based on what the other guys are using. You wouldn't be able to change so readily if you met them on the battlefield.
I think there could be some cool standard scenarios though up though I am not sure any would include leaving a pub. unless some of the guys had just left a pub and were tipsy. haha.

we have 6 games now.
Duel - this one is pretty easy to get. 1 on 1
Berserker - 1 guy against everyone. We usually make him vulnerable to only heavy blows to the kills zones and everyone else start with 5 health (depending on the number of people the berserker takes on)
Gauntlet. - new members have to "run the gauntlet" they get 20 Health and must take on 5 players 1 at a time using the same Heath pool.
Even teams - divide into teams. everyone has the same stats. 10 health - (both teams assume the same type of armor)
uneven teams - one team has more players than the other. and assumed armor (see above posts) is adjusted to make it more fair.
ex: heavy team(more players) assume no armor -- while -- light team (less players) assume they have on light armor (reduces weapon damaged by 1 natural damage -- Longsword does 2 instead of 3 -- dagger still does 1)
and Free for all - every man for them selves. Personally I hate these. Probably cause I suck at them. too much chaos.

Would be cool have to other ideas. Got any?

Quote

Insert Quote
What might shorten things is if weapons are more of an anti armour thing....
I like this idea. I like the realism of it. for instance making horizontal cuts against banded plate and a vertical cut against splint.
I think it would get just as complex and hard to decide in a split second.
So far none of us have any armor. The guys that larp either play barbarians or wizards or steampunk.
("sorry guys your steampowered arm canon cant be counted as a bracer - the metal parts could hurt someone or damage a weapon.")

The "no armor" rules do include (will include) wearing real armor. Real armor blocks all damage. (quilted gambeson does nothing)
but we are a fairly poor lot so I don't see a lot of that in the near future. its t-shirts and jeans (and hoodies right now)
there are a couple of things weve implemented during play - on the fly.. things like
a heavy blow to an opponents shield- makes them drop it - considering it to be broken.
or a heavy blow to the half of a "wooden" portion of a weapon (spear) with an edged weapon
(greatsword in our case) would be then treated like a quarterstaff or rendered useless (drop it)

so we kinda do that sort of thing. just not on the scale you suggest. I like the idea though. Good one Callan.

Quote

I am guessing your brother has joined SOLAR
No. he plays exadun (steampunk) and some other fantasy larp I dont remember the name of.. its small offshoot of his exadun people.
One of my guys played SOLAR but dropped it for playing SMFC because he "kept hitting people too hard in solar after fighting with us."
thats what he said anyway. I think he didnlt like the cost of solar - cause he hits like a feather.. really fast though. like "tap tap tap tap" your dead - damn hand axe.

Jesus I am longwinded.

Gonna stop here.

I guess I'll bring up the issue at our next game. (this coming monday)
in the meantime
Heres a link to the facebook page (hasn't caught on yet.. we just made it)
its has some pictures from out last game.
though it doesn't really count cause we were missing 7 guys.
ended up being more like sword and board practice.
anyone whos curious I'm the big guy with the red fox on his shield.

anyway.

thanks for the ideas. I'll be mulling them over.








stefoid:
OK, hows this off the top of my head:

nominal HPs for each human player is 2.

damage is always 1 HP per well struck blow - glancing blows dont count.

If your immediate opponent has a BIG category weapon, halve your current HPs, rounded down.

If your immediate opponent has a  SMALL category weapon, double your current HPs.

Colour code your weapons for immediate category recognition.

Put some kind of accelerometer thingy in the end of each weapon such that it makes an audible noise if 'struck well' occurs.  Maybe something like a stiff short spring with ball bearing on the end, inside a metal tube, such that if enough force is exerted, the ball hits the side of the tube and goes TING!  Wouldnt work for thrust hits, but Ill leave that for the mechanical engineers.

stefoid:
Make that 'rounded up', otherwise when a wounded human faces somebody with a BIG weapon, they immediately die of fright!  :)

stefoid:
Armor:  anyone well struck in the head or torso is immediately dead regardless of the weapon, unless the location is armored, in which case they take normal damage.

not perfect, but maybe playable.

Navigation

[0] Message Index

[#] Next page

[*] Previous page