Wyrmwrath wrote:hhm...the L and the A in LARP mean LIVE ACTION..AKA foam combat. Its part of the concept. If it wasnt we would be sitting at a table talking about what our PCs do.
Live Action = foam combat. Isn't it funny how many other LARPs don't have foam combat, and yet, they are still called LARPs? Even more so that the idea of a foam combat larp isn't what most people think of as LARP since Minds Eye Theater and Living X are more common?
Wyrmwrath wrote:That's the only excuse why a Sage has to wander outside and go up to NPC camp--because there isn't a GM closer to them. Period.
wrong. eilonway leaves the building because thats how her sage gets her hints, doing the funky mojo in the woods
I said "Has", not "Chooses". Eilonway may choose to wander out into the woods where it's dangerous because that is how she thinks about things, but does she do that if a GM is sitting there beside her after her 15 minutes of "recalling"? Yes, she she could wait until a GM arrives, but then that's an artificial time added on because of an OOC problem (and we're trying to put a stop to these OOC things that don't make sense, right?)
Yes, it's a violent frontier... especially when you walk outside. The 15 minutes of Recall is the time when the Sage is vulnerable and doing their thing to get the answers. Nothing in the description of the ability says they have to do ANYTHING to represent their finding out (or attempting to find out) the answers. Yes, they can RP it anyway they want... asking stones, talking to villiagers, or sitting in a corner trying to remember things they were told as a child (thus, the term Recall, I'd assume) If a GM running the plot is in the building/nearby you don't have to go outside. That makes it arbitrary. You can wait for a GM, but that could be 6 or 8 hours later. The reason for waiting an extra 7 hours for a sage hint? An OOC reason. Doesn't that break the whole "scene" thing?
Well then... let's make it that other things have to go to NPC camp for tags. Why do Craftsmen and Alchemists get to create their own tags? It's just as likely they could abuse the making of tags as someone looking in envelopes kept in a public space for Sage Hints.
I suggest all Sage Augment, Alchemy and Crafting require going to NPC camp to trade in tags for new Item and Potion tags. This ensures that the correct time and requirements are used and replaced with the correct tags.
This way it's not just the Sage ability that has this problem. You want that Sage buff? You want a Sword, or a Shield? You want Cure potions or special metals? Well, after 6 hours of brewing that potion you'd better go up to NPC camp for the tags.
And as for Sages... take out the "find a game master running the plot is not busy" part. Make it mandatory that they must
ALWAYS go to NPC camp for a Sage Hint. That way it's not arbitrary on what is happening OOC. Keep the rule and the mechanic consistant.