I was going to throw up a simple Monster for this week’s entry: a simple fall fairy character called the “Pumpkin Patch,” inspired by Patch, one Robin Goodfellow’s* entourage. It was going to be okay, but not great.. one of those things that you reflect upon and go, “I could write a better one in my sleep.”
*Robin Goodfellow: For those who don’t know, Robin Goodfellow is an alias for the English fairy known as Puck, and NOT the name of a ’70s folk singer.
And the weird thing is, I DID. Last night I had a dream about running a LARP game. Which is strange, in that I’ve:
- Run very few games.
- Never run a LARP game
- Never PLAYED a LARP Game.
I’ve been told by a friend that I’d take to a LARP like a duck to a cracker buffet. It’s mostly due to a lack of opportunity, but maybe on some subconscious level, I’m holding out for “Dresden Lives” to be released. This I know the basics, and this is an attempt to whip up a quick one-shot game using the Fate Accelerated Rules. The original dream involved Transformers of the non-Michael Bay variety, but I think the idea still stands without them.
However, I’m past my deadline for a game project I’m actually getting PAID to do, so rather than post the entire game, I only have time to post a proposal for adapting FAE to LARPing. More on the setting later.
LARP RULES – Each player is given a character sheet, a name tag, a writing utensil & notecards and three Fate Points. They are also given ribbons to represent damage.
Green – tied around permanent Flaws/Errors. (i.e. a robot with a missing leg might have a green ribbon around their leg; a robot that is processing slow has a ribbon around his head.)
Red – Tied around consequences. Once a consequence is repaired, remove the ribbon.
Rolling off: Instead of using Fate dice or cards, one alternative is to use Rock, Paper Scissors (RPS). If so, this is how it works:
OVERCOME / PASSIVE RESISTANCE
To make a roll against passive resistance, ask for a GM, Assistant GM, or any nearby player. Your result:
Tie – Both people throw the same sign. Treat this as you rolled 0, and add your Approach.
You Win – Treat it as if you rolled a +2. Also, throw RPS again: if you lose or tie, stop, but if win, you gain an additional +1 (total +3,) and may throw RPS a third time –if you win again, you get a total of +4. You cannot roll higher than +4. Add your approach.
You Lose – Treat it as if you rolled a -2. You may also throw RPS again: if you win or tie, stop, but if lose, you suffer an additional -1 (total -3,) and must throw RPS a third time –if you lose again, you get a total of -4. Add your approach.
VERSUS A PLAYER / ACTIVE RESISTANCE
Tie – Both people throw the same sign. Treat this as if both people rolled 0- add your Approach, and see who was higher.
One Person Wins – Treat it as if the winner rolled a +2, while the loser rolled a 0. Also, throw RPS again: if the winner loses or ties on the second roll, stop, but if they win a second time, they gain an additional +1 (total +3,) and may throw RPS a third time –if they win a third time, they get a total of +4. You cannot get more than +4. Both players take that result, add their approaches, and see who comes out higher.