i like monster battles, im sick and tired of regular battle games they are the absolute most boring things ever especially now. After you play them for four years like every weekend, ditching and regular battlegames get so dull and retarded and make ppl not want to come out. But at least (Reg. BG's) are better then sparing and ditching, or nothing. I'm also a big fan of other side games like, Fox across The River, Capture The Flag, Bombing run (kinda like CTF), Achery Fights, Bear Of Pit, Kill Your Killer, Ring The Bell, Spellball Fights, Team battles(where there are like five teams of two and when a person dies they go back to base waiting for another person to die and join them at the base and become a new team of two), Warlord, Quests, And other things. I wish we'd play more of these instead of doing the same boring things almost every week. And I think we should make more games other then plain BG's and monster BG's, with full classes and such. Cause classes are fun to play, and i mean actually plaing the class like real clan quest type of useing your classes, get to know who you are and what you want to play, and get a great feel for the class you are playing. I dislike Jugging, you can ask anyone.
He tried. They suck. I really wish I were lying. The problem is that he orients them too much on the story, and tries to build things that are like Final Fantasy games.
Yeah, thats my problem. I'm not the best at making amtgard games. I'm one of those people that should be making the next big hit videogame or movie, or book for that matter, but the problem with that is I'm only good at making a 12 page story or less. If someone can give me a battle script or something like that, I can put it into a great idea for a quest or something I'm just not good enough to put amtgard battles and my stories together on the same page. I made a few and these are them which I added to the list in april and nobody looked at them... I took the story out of them,
(1: ok, on a ship in the middle of the ocean and you come up on some
renegade pirates... when about 10 minutes into a conflict, out of
nowhere the kraken comes out and we have to fight it and the pirates
can decide who to fight on their own.
2: or a darklord scenario with gouls,zombies,and other undead things.
3: or one day at pv an angry god vents his anger down on us and sends a
fire giant down to pv creating lava spots all over the park where we
fight.
4:one day pv is doing their thing when plague carriers walk into pv
carring swarms of carnivorus creatues ( there will be places we can put
these) we have to kill the plaguers or save them, If we cure them the join our side and rid pv of the
carnvorus creature swarms, but in order to do this you must (stay
alive) jk but im serious.
if anyone has any objections say so I am just trying to come up with
better and more fun battlegames if you want to add on or twist these
scenarios do so.)
Again, you have Final Fantasy Syndrome. Those ideas are too High Fantasy to work in Amtgard. Make something that is more Low Fantasy, and it will be more playable.
However, since you are neither a gamer nor game designer, you obviously don't know what those terms mean, so I will explain them. In a High Fantasy situation, the plot is so large that it is world-breaking or vastly important in some way. Examples of High Fantasy plots include doomsday threats, gargantuan monsters destroying entire countries, or horrifying plagues killing everybody off. These plots are typically designed to be as cheesy as possible while sacrificing realism and practicality. The disadvantage inherit in High Fantasy is that it breaks game immersion because play gets focused on "oh wow zomg that is teh cool" rather than gameplay(which is the reason why people play in the first place). Additionally, High Fantasy stories are hard to control because things will get ridiculously overpowered very fast, and everything gets blown out of proportion. High Fantasy plots will work for little children, but there shouldn't be children young enough for them on the Amtgard field.
By contrast, in Low Fantasy, the environment is much more controlled. Since these kinds of stories don't horribly affect the rest of the world, the outcome is less important and the elements can be smaller and more manageable. Examples of Low Fantasy plots include an evil wizard taking over the local market place, a band of thieves sacking a small village, a conflict between small local goblin tribes, and other similar ideas. Such ideas aren't pivotal around things like an ancient demon-prince destroying a black hole with the sword of the seven suns, and whatnot, so players become more involved in the little parts of the story, and immersion can deepen. Immersion is what happens when players "get into" the game and do serious roleplay, which is what makes non-standard games fun. As such, a deeper immersion is better, especially for a LARP like Amtgard, which makes Low Fantasy a better choice in general.
Just in case you aren't getting this, I'll give an example of something that might actually work:
A farmer who is paid by the king to farm the king's land has diverted flow of water from a local river so that he can irrigate his crops better and start turning a profit. However, down stream there is a colony of goblins who rely heavily on the water they can use from the river. So, when the goblins stop getting enough water flow and their settlement starts to fail, they send out adventuring parties to find out why the river has stopped flowing and to try and fix the problem.
When the goblin party travels upstream and finds the diversion, they destroy it and start burning the crop fields and attack the nearby village. As such, the local lord sends out his adventuring party to stop the goblin attack, and an encounter occurs, which leads to a battlegame that involves a river, some burning fields, a goblin party, and a party of adventurers. The adventurers have to decide between killing the goblins, saving the crops/village, negotiating, or whatever else it is that they might do.
I like the full class games
I like the full class games with little or no death count.
oh that's cheating to vote
oh that's cheating to vote twice, you tard.
Twice?
Twice?
I just lost the game.
You should know better than to cheat so badly.
quests ftw!!!
quests ftw!!!
we should really do half
we should really do half death counts in class battle games when we have under 20 people.
Usually just end up with an
Usually just end up with an advance count anyway.
full class is the best
full class is the best
oh, good, nobody voted for
oh, good, nobody voted for jugging. I guess, after all, THIS IS NEW MEXICO!!!!!!!!!!!!!!!!!!
i like monster battles, im
i like monster battles, im sick and tired of regular battle games they are the absolute most boring things ever especially now. After you play them for four years like every weekend, ditching and regular battlegames get so dull and retarded and make ppl not want to come out. But at least (Reg. BG's) are better then sparing and ditching, or nothing. I'm also a big fan of other side games like, Fox across The River, Capture The Flag, Bombing run (kinda like CTF), Achery Fights, Bear Of Pit, Kill Your Killer, Ring The Bell, Spellball Fights, Team battles(where there are like five teams of two and when a person dies they go back to base waiting for another person to die and join them at the base and become a new team of two), Warlord, Quests, And other things. I wish we'd play more of these instead of doing the same boring things almost every week. And I think we should make more games other then plain BG's and monster BG's, with full classes and such. Cause classes are fun to play, and i mean actually plaing the class like real clan quest type of useing your classes, get to know who you are and what you want to play, and get a great feel for the class you are playing. I dislike Jugging, you can ask anyone.
Then write up a couple games
Then write up a couple games and submit them to the champion.
He tried. They suck. I really
He tried. They suck. I really wish I were lying. The problem is that he orients them too much on the story, and tries to build things that are like Final Fantasy games.
Yeah, thats my problem. I'm
Yeah, thats my problem. I'm not the best at making amtgard games. I'm one of those people that should be making the next big hit videogame or movie, or book for that matter, but the problem with that is I'm only good at making a 12 page story or less. If someone can give me a battle script or something like that, I can put it into a great idea for a quest or something I'm just not good enough to put amtgard battles and my stories together on the same page. I made a few and these are them which I added to the list in april and nobody looked at them... I took the story out of them,
(1: ok, on a ship in the middle of the ocean and you come up on some
renegade pirates... when about 10 minutes into a conflict, out of
nowhere the kraken comes out and we have to fight it and the pirates
can decide who to fight on their own.
2: or a darklord scenario with gouls,zombies,and other undead things.
3: or one day at pv an angry god vents his anger down on us and sends a
fire giant down to pv creating lava spots all over the park where we
fight.
4:one day pv is doing their thing when plague carriers walk into pv
carring swarms of carnivorus creatues ( there will be places we can put
these) we have to kill the plaguers or save them, If we cure them the join our side and rid pv of the
carnvorus creature swarms, but in order to do this you must (stay
alive) jk but im serious.
if anyone has any objections say so I am just trying to come up with
better and more fun battlegames if you want to add on or twist these
scenarios do so.)
Again, you have Final Fantasy
Again, you have Final Fantasy Syndrome. Those ideas are too High Fantasy to work in Amtgard. Make something that is more Low Fantasy, and it will be more playable.
However, since you are neither a gamer nor game designer, you obviously don't know what those terms mean, so I will explain them. In a High Fantasy situation, the plot is so large that it is world-breaking or vastly important in some way. Examples of High Fantasy plots include doomsday threats, gargantuan monsters destroying entire countries, or horrifying plagues killing everybody off. These plots are typically designed to be as cheesy as possible while sacrificing realism and practicality. The disadvantage inherit in High Fantasy is that it breaks game immersion because play gets focused on "oh wow zomg that is teh cool" rather than gameplay(which is the reason why people play in the first place). Additionally, High Fantasy stories are hard to control because things will get ridiculously overpowered very fast, and everything gets blown out of proportion. High Fantasy plots will work for little children, but there shouldn't be children young enough for them on the Amtgard field.
By contrast, in Low Fantasy, the environment is much more controlled. Since these kinds of stories don't horribly affect the rest of the world, the outcome is less important and the elements can be smaller and more manageable. Examples of Low Fantasy plots include an evil wizard taking over the local market place, a band of thieves sacking a small village, a conflict between small local goblin tribes, and other similar ideas. Such ideas aren't pivotal around things like an ancient demon-prince destroying a black hole with the sword of the seven suns, and whatnot, so players become more involved in the little parts of the story, and immersion can deepen. Immersion is what happens when players "get into" the game and do serious roleplay, which is what makes non-standard games fun. As such, a deeper immersion is better, especially for a LARP like Amtgard, which makes Low Fantasy a better choice in general.
Just in case you aren't getting this, I'll give an example of something that might actually work:
A farmer who is paid by the king to farm the king's land has diverted flow of water from a local river so that he can irrigate his crops better and start turning a profit. However, down stream there is a colony of goblins who rely heavily on the water they can use from the river. So, when the goblins stop getting enough water flow and their settlement starts to fail, they send out adventuring parties to find out why the river has stopped flowing and to try and fix the problem.
When the goblin party travels upstream and finds the diversion, they destroy it and start burning the crop fields and attack the nearby village. As such, the local lord sends out his adventuring party to stop the goblin attack, and an encounter occurs, which leads to a battlegame that involves a river, some burning fields, a goblin party, and a party of adventurers. The adventurers have to decide between killing the goblins, saving the crops/village, negotiating, or whatever else it is that they might do.
That sounds like a great
That sounds like a great idea, we should play it tommorow or something.
it does sound like a good
it does sound like a good idea