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The Edge Digested      Thursday, August 20 1998      Volume 01 : Number 099



Today's subjects from The Edge:
	[The Edge] OnTE degeneracy
	Re: [The Edge] Live Action OTE
	Re: [The Edge] OnTE degeneracy
	Re: [The Edge] Live Action OTE
	Re: [The Edge] OnTE degeneracy
	Re: [The Edge] OnTE degeneracy
	Re: [The Edge] Live Action OTE
	Re: [The Edge] Live Action OTE
	Re: [The Edge] Live Action OTE
	Re: [The Edge] Live Action OTE

----------------------------------------------------------------------

Date: Wed, 19 Aug 1998 11:40:31 -0700 (PDT)
From: "R. Lightner" <blight@u.washington.edu>
Subject: [The Edge] OnTE degeneracy

Something has always puzzled me about the seeming arbitrariness of the
degeneracy rule.  I understand that Deadly Inspiration is excluded from
tournament play as it is possible to rack up an extraordinary number of
Influence points in one turn with no chance of losing them.  However, New
Blood has the same effect and I find in my (non-tournament) games that I
win far more often thanks to the unassailable Influence of New Blood than
any use of Deadly Inspiration.  Why isn't New Blood also considered
degenerate for such purposes?

- - Rob Lightner


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Date: Wed, 19 Aug 1998 15:06:15 -0400 (EDT)
From: David Freier <freier@mail.med.upenn.edu>
Subject: Re: [The Edge] Live Action OTE

<large snip of Eric J's LARP for OtE>

That seems to be the way they once ran an OTE LARP at Con of the North 
one year.  I didn't participate, but the rules seem very similar to what 
was explained to me.  Maybe some of the good Minnesotans on this list can 
better inform us as to how that LARP was done.

David "Throckmorton" Freier

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Date: Wed, 19 Aug 1998 15:08:15 -0400 (EDT)
From: David Freier <freier@mail.med.upenn.edu>
Subject: Re: [The Edge] OnTE degeneracy

> Something has always puzzled me about the seeming arbitrariness of the
> degeneracy rule.  I understand that Deadly Inspiration is excluded from
> tournament play as it is possible to rack up an extraordinary number of
> Influence points in one turn with no chance of losing them.  However, New
> Blood has the same effect and I find in my (non-tournament) games that I
> win far more often thanks to the unassailable Influence of New Blood than
> any use of Deadly Inspiration.  Why isn't New Blood also considered
> degenerate for such purposes?
> 
> - Rob Lightner

My guess is that New Blood is an Environmental, and thus vulnerable to 
more game card effects that axe Environmentals.  Deadly Inspiration is 
only susceptible to Gang-A-Gley.

MY Take on it;

David "Throckmorton" Freier

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Date: Thu, 20 Aug 1998 01:08:39 -0600
From: Keith Baker <keithb@VR1.COM>
Subject: Re: [The Edge] Live Action OTE

At 01:09 PM 8/19/98 -0500, Eric wrote:
>people are given a small packet at the outset.  inside the packet are
>some OnTE cards and some other things... a character might also receive a 
>number of other cards, such as Gear or such... a character receives 1
>"activation token".  this token represents using
>some ability the character may use.  the basic ability is an attack.
>when you wish to attack someone, you find a judge, give them your token,
>and resolve the attack in the OnTE fashion; compare AP to DP and dont
>forget to add gear or whammies (Total Taxi) or whatever.  the judge keeps
>the token.  if a person is popped, that person loses their token, if any,
>and must not interact with others for a short amount of time (15 minutes).

It sounds to me like what you're talking about is specifically an On The
Edge  LARP as opposed to an Over The Edge LARP... is this the case? And as
such you're not really worry about major/minor traits, flaws, fringe powers,
etc?

I've written a few live games myself, but generally games intended for a
small number of people (like 10-20); as such, rather than trying to
represent all of a characters traits, I'd simply give the character specific
abilities that fit with how they might try to use the trait in the context
of the game. The tougher character would get a better combat ability. The
telepath could ask two yes/no questions that must be answered. The detective
could ask a GM any one question over the course of the game; his
"investigative abilities" are what allows him to get the answer. And if the
character I'm representing has 4d6 of "Cajun cooking", I don't worry about
it, because I know the game isn't going to involve cooking... and if it
does, I'll just let him do it.

This works well when you have a specific story to tell and a small,
dedicated group of players. Obviously, it doesn't work so well for a large
sprawling game spread out across a con. The system you describe would sounds
like it would work in that environment (obviously, since you've done it); it
just seems to me like it would play out more as a strategy game than as a
roleplaying game. This is also my problem with things like dice; they are
portable and do the job just fine, but rules involving dice tend to pull me
out of my character.

Of course, I don't have a better idea, I'm just rambling. So don't mind me. ;)


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Date: Wed, 19 Aug 1998 14:11:48 -0500 (CDT)
From: Eric Jome <ejome@execpc.com>
Subject: Re: [The Edge] OnTE degeneracy

On Wed, 19 Aug 1998, R. Lightner wrote:

> Something has always puzzled me about the seeming arbitrariness of the
> degeneracy rule.  I understand that Deadly Inspiration is excluded from
> tournament play as it is possible to rack up an extraordinary number of
> Influence points in one turn with no chance of losing them.  However, New
> Blood has the same effect and I find in my (non-tournament) games that I
> win far more often thanks to the unassailable Influence of New Blood than
> any use of Deadly Inspiration.  Why isn't New Blood also considered
> degenerate for such purposes?

because no one has managed to show in a tournament game that they
can win every time with New Blood.  indeed, it can be quite a challenge
to even come close if someone plays Newtonian Slam.

Deadly Inspiration would be a horribly broken card if you played only
1 of them in your tournament deck... now imagine pack 5 or 10.  with
nothing but low cost artist, say Aurora Bolt and Malak Suzier, and
artist resources and the whammy, you could easily score 16 influence
every game by turn 2 or 3.

it is true that Deadly Inspiration and New Blood both share a common
flaw (risk free influence), but it is far easier to win games in general
with Deadly Inspiration than it is with New Blood.


eric



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Date: Wed, 19 Aug 1998 14:11:48 -0500 (CDT)
From: Clay Colwell <eris@BGA.COM>
Subject: Re: [The Edge] OnTE degeneracy

On Wed, 19 Aug 1998, R. Lightner wrote:

> Something has always puzzled me about the seeming arbitrariness of the
> degeneracy rule.  I understand that Deadly Inspiration is excluded from
> tournament play as it is possible to rack up an extraordinary number of
> Influence points in one turn with no chance of losing them.  However, New
> Blood has the same effect and I find in my (non-tournament) games that I
> win far more often thanks to the unassailable Influence of New Blood than
> any use of Deadly Inspiration.  Why isn't New Blood also considered
> degenerate for such purposes?

My guesses:
1) New Blood potentially helps *everyone*, not just one person (that
   is, anyone with Burgers in their Conspiracy can benefit [dontcha
   want Isil Zaya now?]).
2) More than one type of card can affect/destroy it.  Status Quo
   knocks it out, as well as the Unified Theory-type Environmentals.
   Ellen Wu (I believe) can get rid of it too, as well as the 
   Character (from Arcana) that can Replace Environmentals.

******  Clay Colwell (aka StealthSmurf)  **********  eris@bga.com  ******
* "In the future, we will recognize software crashes as technologically *
* mandated ergonomic rest breaks - and we will pay extra for them."     *
*    -- Crazy Uncle Joe Hannibal                                        *


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Date: Wed, 19 Aug 1998 15:04:17 -0500 (CDT)
From: Eric Jome <ejome@execpc.com>
Subject: Re: [The Edge] Live Action OTE

On Thu, 20 Aug 1998, Keith Baker wrote:

> It sounds to me like what you're talking about is specifically an On The
> Edge  LARP as opposed to an Over The Edge LARP... is this the case?

the game was, in my opinion, an OTE game.  all of the storyline and
player interaction were based on OTE play style.  the cards were used
only as the mechanic by which contests and such were resolved.

> And as
> such you're not really worry about major/minor traits, flaws, fringe powers,
> etc?

you wouldnt have to use OnTE cards to use the same system.  simply
give players a 3x5 index card with OnTE mechanics on it and an original
character.

but, i dont quite understand your "concern" over the difference between
OnTE and OTE.  what aspects of OTE do you feel were not represented by
the system i described?  using the OnTE basic rules let you have a simple
and robust set of mechanics to fall back on... why would you care in
a LARP if a character had a major or minor trait?  its just an ability.
its the characters responsibility to act out any "flaw" they might have,
but remember that a lot of people dont like to play damaged goods.

> I've written a few live games myself, but generally games intended for a
> small number of people (like 10-20); as such, rather than trying to
> represent all of a characters traits, I'd simply give the character specific
> abilities that fit with how they might try to use the trait in the context
> of the game. The tougher character would get a better combat ability. The
> telepath could ask two yes/no questions that must be answered.

all of this is reflected in the OnTE method, i think.  someone with better
combat ability gets a high AP... and you could still include mechanics
like the telepath you describe (trade in your token to get the questions).

the rules as i described forced players to budget their actions and
allowed for very fast, very simple resolution of most in game effects
while staying fairly true to the background.  it would not take much
to convert more toward open ended specifics (like totally original
characters or abilities) while retaining some of the mechanics mentioned.


eric



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------------------------------

Date: Wed, 19 Aug 1998 20:22:41 EDT
From: DocCross@AOL.COM
Subject: Re: [The Edge] Live Action OTE

In a message dated 98-08-19 14:38:57 EDT, you write:

<< what were you planning on using for rules, Doc?
  >>

  The game I have in mind is far more like improve theater than it is like a
conventional RPG. Basically, I'm thinking about creating a bunch of characters
(say 4-5 times as many as there will be players, to give a good selection) and
then, once they have been chosen (the night before the game) creating
relationships between each character and at least 4-5 other characters.

  EXAMPLE: Doc Cross' relationships

  C.A Radford  = friend, fellow Cut Up
  Bob the Dog = casual acquaintance, fellow film noir fan
  Dwight Renfield = Doc has never really met him, but suspects he is a vampire
  Arielle Ames = Mysterious woman from Doc's past
  Dr. Wu = hated enemy

Now, of course I'd go into somewhat more detail, but you get the idea. The
object is to not have a room full of complete strangers. Of course, some of
the relationships might be one sided. In the above example, Dwight Renfield
(who IS a vampire AND a serial killer) has no idea who Doc is and certainly
has no clue that Doc suspects him of being one of the undead.

Once relationships are made, I'd write down a few "ignorable goals" for each
character. 

    Example: Doc's "ignorable goals"

     1: Find out why Arielle has come back to town.
     2: Kill Dr. Wu, IF it can be done discreetly.
     3: Find a date for Friday night.
     4: Try to find out which of the people at this gathering is the evil
Control Freak known as "Mr. Happy"
      5: Pass a note to the spy he is supposed to meet here. Listen for code
word "Jabberwocky"
 
You get the idea. Finally, I'd also give everyone a few vague rumors, most of
which would be completely false. At least, until the players decide "Hey, that
MUST be the plot device of this game":)

    Example Rumors

    1: Someone here is one of the undead.
    2: There is a master jewel thief at this party.
    3: Her Exaltedness has a very special spy here.
    4: Two of these men are secret gay lovers.
    5: An item of great psychic power is hidden here.

Ok, so THEN, after all that is done, I give everyone their character sheets
(including one for ME, cos this game is almost GMless) and give them a few
hours to digest what they read. Oh, and I would NOT write ALL of the above
stuff. I want to be a bit in the dark too:)

The game is simple enough. Everyone gets together and we have a cocktail
party. No specific plot, no hard goals, no structure other than the party.
What happens then? True OTE unpredictability and chaos, but DAMN it will be
FUN. Party lasts 3-4 hours, then we all go out to dinner and DISCUSS the game,
which will also be Big Fun.

Oh, as for task resolution....I think Scissors/Paper/Stone with the added
effect of giving everyone some points to spend if they REALLY want to be
successful OR stop a success. And, all of the "staff" at the party (waiters,
bartender, security, piano player, whatever) would also function as arbiters,
probably via a very quick dice off.

So, what do y'all think?

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------------------------------

Date: Thu, 20 Aug 1998 10:20:04 -0700 (PDT)
From: Yanni Cooper <aslum@rocketmail.com>
Subject: Re: [The Edge] Live Action OTE

[Original message appended after sig]
Yes. I want to play.
Suggestions:
Use index cards for gear, items, etc...
But then, you where probably already going to do that, eh?
===============Yanni Cooper=\         Chaos reigns within.
                            | Reflect, repent, and reboot.
The code was willing,       |          Order shall return.
It considered your request, |
But the chips were weak.    \=aslum@rocketmail.com========





- ---DocCross@AOL.COM wrote:
>
> In a message dated 98-08-19 14:38:57 EDT, you write:
> 
> << what were you planning on using for rules, Doc?
>   >>
> 
>   The game I have in mind is far more like improve theater than it
is like a
> conventional RPG. Basically, I'm thinking about creating a bunch of
characters
> (say 4-5 times as many as there will be players, to give a good
selection) and
> then, once they have been chosen (the night before the game) creating
> relationships between each character and at least 4-5 other
characters.
> 
>   EXAMPLE: Doc Cross' relationships
> 
>   C.A Radford  = friend, fellow Cut Up
>   Bob the Dog = casual acquaintance, fellow film noir fan
>   Dwight Renfield = Doc has never really met him, but suspects he is
a vampire
>   Arielle Ames = Mysterious woman from Doc's past
>   Dr. Wu = hated enemy
> 
> Now, of course I'd go into somewhat more detail, but you get the
idea. The
> object is to not have a room full of complete strangers. Of course,
some of
> the relationships might be one sided. In the above example, Dwight
Renfield
> (who IS a vampire AND a serial killer) has no idea who Doc is and
certainly
> has no clue that Doc suspects him of being one of the undead.
> 
> Once relationships are made, I'd write down a few "ignorable goals"
for each
> character. 
> 
>     Example: Doc's "ignorable goals"
> 
>      1: Find out why Arielle has come back to town.
>      2: Kill Dr. Wu, IF it can be done discreetly.
>      3: Find a date for Friday night.
>      4: Try to find out which of the people at this gathering is the
evil
> Control Freak known as "Mr. Happy"
>       5: Pass a note to the spy he is supposed to meet here. Listen
for code
> word "Jabberwocky"
>  
> You get the idea. Finally, I'd also give everyone a few vague
rumors, most of
> which would be completely false. At least, until the players decide
"Hey, that
> MUST be the plot device of this game":)
> 
>     Example Rumors
> 
>     1: Someone here is one of the undead.
>     2: There is a master jewel thief at this party.
>     3: Her Exaltedness has a very special spy here.
>     4: Two of these men are secret gay lovers.
>     5: An item of great psychic power is hidden here.
> 
> Ok, so THEN, after all that is done, I give everyone their character
sheets
> (including one for ME, cos this game is almost GMless) and give them
a few
> hours to digest what they read. Oh, and I would NOT write ALL of the
above
> stuff. I want to be a bit in the dark too:)
> 
> The game is simple enough. Everyone gets together and we have a
cocktail
> party. No specific plot, no hard goals, no structure other than the
party.
> What happens then? True OTE unpredictability and chaos, but DAMN it
will be
> FUN. Party lasts 3-4 hours, then we all go out to dinner and DISCUSS
the game,
> which will also be Big Fun.
> 
> Oh, as for task resolution....I think Scissors/Paper/Stone with the
added
> effect of giving everyone some points to spend if they REALLY want
to be
> successful OR stop a success. And, all of the "staff" at the party
(waiters,
> bartender, security, piano player, whatever) would also function as
arbiters,
> probably via a very quick dice off.
> 
> So, what do y'all think?
> 
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------------------------------

Date: Thu, 20 Aug 1998 15:27:37 -0400
From: "John M. Baker" <jmb14@psu.edu>
Subject: Re: [The Edge] Live Action OTE

Doc's rules remind me of Interactive Literature Foundation standard character-
izations. I like it.

If anyone is interested in more, they can learn more at http://www.ilfinfo.org
and ask for a "game bank" game for ideas. These games are available for
the cost of the paper used plus S&H, or just download some of them in 
PDF format for free. They should give you a pretty quick idea of what a 
LARP can be like without many rules.

John Baker



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End of The Edge Digested V1 #99
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