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Levi
05-05-2006, 03:29 PM
From the rules thread...

There's also the system from Shifting Forest's <a href="http://www.shiftingforest.com/parlorlarps.html"><b>Parlor Larp</b></a> series. This is a comparison of stats, modified by how many "function levels" you want to sacrifice. The loss of function levels pushes the tension and resolution of the game, which usually winds up in 2 to 4 hours.

Okay, I've seen you link to this one a few times.

Could you (and anyone else that knows this stuff), tell me more about the actual game system, here?

jhkim
05-05-2006, 03:50 PM
From the rules thread...

Okay, I've seen you link to this one a few times.

Could you (and anyone else that knows this stuff), tell me more about the actual game system, here?

I'm working on a review. The key with the Parlor Larps is that they're extremely easy to just pick up and play. Minimal prep, and scenarios work as written. The mechanics have a few intricacies, but at their core are pretty simple.

Every character has five function levels -- which is an abstract measure of how well the character is. There's only a handful of these, so you can't engage in many conflicts during a game. Conflicts are one of Physical (P), Social (S), or Emotional (E). You use an ability, like Intimidate or Swordplay. You compare your active ability with the opponent's Resist score. Whoever has the lower score loses and takes the difference in function levels of damage (unless the ability specifies some other effect). If you go to zero function levels, you are out of the game: dead if by physical, outcast if social, or insane/collapsed if emotional.

The only choice here is that you can sacrifice function levels to increase your total in a conflict. This almost never helps you survive, but may help you oppose other characters or achieve your goals.

Levi
05-05-2006, 04:52 PM
So, it's simple and effort-based...

How does it compare to, say, the live version of Active Exploits? Or do you know that system?

jhkim
05-06-2006, 10:38 PM
So, it's simple and effort-based...

How does it compare to, say, the live version of Active Exploits? Or do you know that system?
I'm not familiar with the live version of Active Exploits. However, I've briefly read the core rules of Active Exploits in general. That has separate levels of fatigue, injury, and dementia -- and spending fatigue is pretty common.

In the Parlor Larps, there is only one currency: function levels. A key point is that there isn't much bidding at all. You only have five function levels total during the game, so sacrificing any function levels at all is a huge deal. Conflicts are not very common, and they are almost certainly going to be critical.

It's a simpler and more abstract system.

David Mandrake
05-07-2006, 05:06 PM
Wait a second...you live in Edmonton and you're asking about LARP stuff? What happened to Sunfall? Edmonton has over 20 years of LARP history...