Attack Acquire -- Resources Use -- Resources Assist -- Contacts Spy -- Contacts Obscure Block Clear - Note the cost business on assist...in fact, do an assist section

Influence

Rules, Hints, Tips, and Tricks


Whys and Wherefores Buttons Open/Closed Messages
Influence Actions Assists

Whys and Wherefores

I don't actually know what "wherefore" means, but it sounds really cool and I think I heard someone say "Whys and Wherefores" before. Anyway, if you happen to be an English major, please do not hurt me.
While I am in an aside, I should probably mention asides. These are notes written by the system developper and should not be taken as either formal or completely honest...they are side thoughts that you might appreciate, so I felt the need to include them.
We now return you to your regularly schedualed...uh...stuff.
The influence system at Hamline's LARP has been automated. This means a lot of things, but the upshot is that players will be able to run influence more often, Storytellers will get to do less math, rules will be much more consistant, and (with a little luck) peace and goodwill will reign on Earth. Or something.

The idea behind the system is pretty simple: players enter their character's orders, storytellers authorize them on plot grounds, and the computer validates them on mechanical grounds. This division of labor makes a lot of sense and is kind to all parties: players should only worry about their characters, storytellers should worry about the plot, and leave all the nasty-ugly math and processing to the computer.

For those of you who are familiar with the board game Diplomacy, much of this system's theory and motivation are based on that game. The theory is that LARP really is essentially Diplomacy with a very extended negotiation section, and so the Influence system is based on that. Just as Diplomacy has two seasons and the rectification, the game has two weeks and then a LARP. Of course, the influence has more complicated mechanics and the rectification may be more social than anything else, but that's the theory.

The system is designed in such a way that it should be clear why an action was accepted or deleted at any point in time, particularly if it was accepted or denied by the computer. It is up to the storytellers to be clear about their decisions, and if you ever have a question about a ruling, please contact a storyteller.

There is one thing I ask you not to do in order to keep this system in fully functional order: whatever you do, PLEASE -- for the love of all things holy and the occassional lust for things unholy -- PLEASE do not reload the pages after you visisted them. It's just a hastle for everyone. If you do hit reload, print out whatever error page you get in response and show it to the site maintainer.

Open Days and Closed Days

Above, the computer should say whether or not you can process influence and when that state changes. Built into the system is a bit of down time so that the storytellers can make their decisions without more actions being added.

While the influence system is closed, you will not be allowed to add influence. Aside from that, everything is the same. You will be able to view influence, spy reports, messages, and all the other neatness, but you cannot add new influence for the current week. If you forgot to put in orders for your influence it is simply too late: this rule exists in many LARPs for similar reasons.

The Buttons

The buttons on the left provide you with the primary capabilities of the system. Here they are with a brief description:
Return to Intro
Returns you to this page. Should you ever want to review the rules or check on some particularly bizarre aspect, click here.
Read Messages
Allows you to read messages sent to either you or to the entire city. The format is very similar to e-mail (except without slightly less spam).
Write Messages
Allows you to write messages to another player, a storyteller, or the city as a whole, either in character or out of character.
Add Action
This button, available only when the week is open, is where you click to submit a new action.
Posted Actions
Clicking here brings you to a page which prints out the actions you have posted for the current week. This will let you see the authorization status and reason, as well as let you see how your influence stands.
Last Week's Acts
Prev Week's Acts
Last xx Actions
Last Week's acts gives you a list of all actions submitted for last week and their results. Prev week is the same thing for the week before last. Last xx Actions lets you view a maximal number of actions and, hopefully, provides you with a sense of closure.
Last Week's Spies
Prev Week's Spies
Last xx Spies
Last Week's acts gives you a list of all actions you managed to spy last week. Prev week is the same thing for the week before last. Last xx Spies lets you view a maximal number of spy results and, hopefully, provides you with a sense of voyeurism.
Log Out
This button gets you out of the system completely. Sure, you could just close the browser, but you wouldn't want to make a security violation for yourself, would you?

Messages

The messaging system is provided as a convenience to storytellers and players; instead of exchanging a huge number of e-mail addresses and telephone numbers, people may contact eachother through the system. Further, this distinction will hopefully save a lot of confusion about what is and is not in character and it provides a single place where the communication about the game can take place.

Note that, due to space constraints, messages are deleted after a month or so. How long they live can change at the drop of a hat, but it will always be more than three weeks. One of the future versions of this system will allow you to supply an e-mail address and have the system automatically e-mail you when a new message is posted. As of yet, however, that is but a fond dream and will come behind making the system faster and cleaner. Should you like this feature (or have others you can think of), please let me know.

The format of messages is a lot like e-mail with a few exceptions. You may only send message to one player or one storyteller, although the message is visible to everyone if you send it to the city. The subject line is limited to roughly 250 characters and the body also has a limit (albeit a very high one). Should you exceed either limit, the message is simply truncated to fit.

The last major difference between this message system and e-mail is the ability to specify Out of Character and In Character messages. Here is the difference:

Out of Character
Out of Character messages are sent by you as a person, not by your character. The messages may be things like "Meet me in front of Old Main Monday at 2 PM.", "The action for you to help is number xx.", or "I like cheese.".
In Character
An In Character message is one that your character sends. Any message sent in character should specify a mode of delivery, and any person can choose to have their character not receive any message. In short, it is not a reliable message to get your point across in character, and you should get some kind of verification from the person you wrote.

Influence

Now that you know about the system and how to talk about it, it is time for the actual meat of this system: influence. Influence is where, by all rights, you should be spending most of your time -- after all, it is the reason this system was developped!

Influence is one of the major tools of successful denizens of the World of Darkness. Successful and intelligent actions provide you more of a foothold for favors, makes your existance more comfortable (and generally helps to ensure said existance), and one's influence is one of the major distinguishing factor in status, particularly in those circles with blue blood.

When we talk about "influence actions" (usually just abbreviated to "actions"), we are referring to the myriad ways in which people utilize their influence. You can do a lot with your influence, and while things may seem initially very complicated, the hope is that you will get the hang of things quickly and get into the game. As a quick reference, some of the trickier rules about influence are listed below:

Influence Maximums
Specific Influences are limited by a character's generational maximum (5 for players). Total Influences cannot exceed the sum of your permenant Social, Mental, and Physical Traits.
Resources, Contacts, Fame, and Retainers
Resources, Contacts, Fame, and Retainers are all operated in-plot and very, very versatile. As such, all use of them need to go through a Storyteller. Please report your respective uses through Messages or personally on or before the Thursday before the game. A rule currently under consideration is allowing Resources to accomplish a Build ("Here's a big check, NEA, but you have to spend it in my hometown...") or Use ("Buy me this. Now.") and using Contacts to accomplish a Spy ("Oh? You know the guy I'm talking about?") or Assist ("No, no...you don't talk to him..."). This would require reworking the system a bit, but it seems interesting.
Constant Actions
If you want an action to be constant (say, you would just like to take your $1000 from Finance 1 and run), you still need to reissue the command each week -- similarly, that means your character is doing whatever your character does to perform the Action each week. Also, keep in mind that this means a nasty Block effect could cut that source of funds off.
Descriptions
Each action needs to have a description of some sort explaining how your character is going about accomplishing said influence action. If the description is not sufficient, Storytellers may deny the action. You may always, of course, resubmit the action with a new and more complete description. Because of the way this back-and-forth works, though, it probably means it is best to submit your actions early and check back on them before week close so that you have a chance to resubmit.

Actions

Here are the specific things you can do with your influence, in no particular order.
Use
This is the most direct use of Influence. When you use Finance to finance a heist, Media to get a story killed, or likewise direct connections. They effect the plot most directly and, as such, as given the most attention by the Storytellers (and the least by the computer).
Assist
Sometimes you do not want your Influence to work for itself, but you instead want to assist another action. Or maybe you spent a point on an action, but you would like to add some more. The way you do this is through an Assist, sometimes referred to as a Help. Points given to an Assist are translated one-to-one into points supporting another action with two potential (and cumulative) penalties: it costs a point to Help someone other than yourself and another point to cross Influence spheres. More on Assists can be found in Assists.
Attack
Acquire
Attacking and Acquiring are the way in which you change how much influence a person has. The target sphere of an Attack loses a certain number of Build points. The target sphere of an Acquire loses a certain
Spy
Obscure
Block
Clear