Attack Acquire -- Resources Use -- Resources Assist -- Contacts Spy -- Contacts Obscure Block Clear - Note the cost business on assist...in fact, do an assist section
InfluenceRules, Hints, Tips, and Tricks |
| Whys and Wherefores | Buttons | Open/Closed | Messages | |||
| Influence | Actions | Assists |
Whys and WhereforesI 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. |
Open Days and Closed DaysAbove, 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 ButtonsThe buttons on the left provide you with the primary capabilities of the system. Here they are with a brief description:
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MessagesThe 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:
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InfluenceNow 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:
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ActionsHere are the specific things you can do with your influence, in no particular order.
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