Captain Anorak's
Guide to Gaming
Live Roleplaying
I've never done live roleplaying. I've known a lot of people who did,
and I was always put off by what they told me about the games. It always
seemed to me that people were trying to replicate table RPGs like D&D or
Vampire in a live form. To me this seems a big mistake.
Every form of game should be played to its strength. The strength of
a table RPG is that everything's imaginary, so you can make something
happen with no problem as long as it can be imagined and described.
Having characters throw fireballs or move at three times normal speed
by magic is easy to do in a table game, but very difficult to
represent in a live game.
I reckon the strength of live roleplaying is in the adrenaline
rush of real action. When those orcs jump out of the bushes you must
get a taste of the panic, chaos and excitement of actual combat, as you
do in paintballing.
So here's my idea for a live roleplaying system:
A character starts with six Character Points. Each point can be used to
buy either one Hit Point (HP) or one Magic Point (MP). Thus a starting
character might have HP6 and MP0, or HP3 and MP3.
COMBAT
Blows to the head and neck are illegal. Players who hit others on
the head or neck should be cautioned by the GM, and thrown out of the
game if they keep on doing it.
A player has a number of Hit Points (HP) which he must keep track
of in his head. When a character takes a blow to any part of the body
(except for the head and neck, which are illegal target areas and so
don't count if hit), this causes the loss of one HP.
When a character reaches zero HP he is knocked out. This can be
represented in one of two ways:
(1) The player falls down and plays dead. Other players should make
an effort not to step on him, though that might be difficult in the heat
of battle.
(2) The player puts up his hands, says 'I'm out!' and moves out of
the field of combat, trying not to get in anyone's way as he does so.
Hit Points never drop below zero.
After the battle, any knocked out characters who are left the the
mercy of the enemy are considered to be killed. This can happen if
every single player character is knocked out, or if the survivors run
away.
Knocked out characters not left to the mercy of the enemy recover
after the fight and are restored to full Hit Points.
TIME OUT
At any point during the game, the GM may call a Time Out by
shoutuing 'Time Out!' Game-time is then suspended and characters
should stay where they are. This should be used to settle any rules
disputes or accusations of cheating. The GM ends the Time Out by
making sure that characters are ready to restart, then shouting
'Restart!'
MAGIC
At the start of a game, any character with any Magic Points (MP)
may choose one spell per MP. A spell is cast once and then lost.
It can not be regained during the game. Spells should be represented
by cards or tokens which will be handed back to the GM once the spell
has been cast (though not in the heat of battle). To cast a spell,
a character will normally either point to the target character and
shout the name of the spell, or shout the name of the spell followed
by the name of the target character.
SPELLS
RESTORE: The caster must be touching the target. The target
is restored to full Hit Points, and is not knocked out. This may
be cast on the caster himself, but not while knocked out.
BLAST: Blast causes 4 Hit Points damage to one character who
is not protected by a Ward.
WARD: Ward is considered to be cast at the beginning of the
game, and its effect last for the whole game. It can only be
cast on the caster. It gives protection from certain spells.
It is impossible to have multiple Wards.