I’ve been running a UA LArp for a few weeks now. I have been using a card cutting system and two GM’s but all of our players are wondering when we will introduce magic but the problem is we have yet to come up with a way to work in the non-blast spells. Not to mention the random magic domains. So I was wondering if anyone had any ideas of how to work it in with out making the rules to complicated. Thanks.
Well, the GMs could hand out poker chips to represent charges once a PC has roleplayed the necessary actions to get one… but I think you’re asking how to ajudicate the effects of rituals?
I’ve only got the core rulebok handy, but it seems pretty straitforward; the spells either provide information (which a GM would tell the player), or affect another person’s actions. It’d be kind of like charades:
Player A works a spell, the GM is satisfied that it is successful and writes a short note explaining what the spell does. If the spell affects Player A (bargain of pyrrhus, armor of desire, etc) he hangs onto the GM’s note and shows it to his next attacker.
If the spell affects someone else (plague of hiccups) the GM slips the note to the affected player. Whether or not the PC is aware of the spell the player must roleplay the conditions and either make mind checks to realize something is up, or hope that her friends will realize there’s something odd happening.
As far as who knows what, perhaps each adept begins play knowing as many minor rituals (either in her school or the ‘universal’ ones) as she has charges. After that she’d need to either trade information or do research to figure out “new” rituals.
I’m not sure if this is at all what you’re asking for, but I hope it helps.
Greykev
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