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Author Topic: Mead - Solar Offshoot - Trap Ideas  (Read 684 times)
caldsteven
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« on: October 16, 2009, 01:28:21 am »

I thought this is fairly interesting and thought it might could be of use.
http://meadsa.co.za/node/36

I know that PC's cannot currently make traps as there aren't enough marshals. But what about if the traps can only be placed inside your cabin. This would eliminate the problem of not having a marshal b/c if someone is going into your cabin without you they better have a marshal or the trap would be the least of their worries.
I know we have some very very creative people and I'de love to see what they could come up with.
« Last Edit: October 16, 2009, 01:41:31 am by caldsteven » Logged

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Johnie
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« Reply #1 on: October 16, 2009, 03:04:00 am »

 Cool
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DRSIII
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Antioch


« Reply #2 on: October 16, 2009, 03:18:23 am »

Interesting seeing a LARP using the SOLAR rules in South Africa.   Anyone know anything about how this one started?  I mean was there someone who played SOLAR in the past who then went to South Africa, or did they just find the SOLAR rules on the web and decide they were the best rules to use? 

Its good to see a group basing its rules off of SOLAR giving SOLAR proper credit for the rules set.  I wonder if they are using it with permission from Scott or just with citation to.

If a dialogue were opened and this South African group were made an official SOLAR chapter, then SOLAR would no longer be a regional LARP, but rather a multi-continental International LARP, which would be kind of cool.



 
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Macavoy
caldsteven
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« Reply #3 on: October 16, 2009, 03:20:31 am »

Not sure, I was searching something and found the spell list excel sheet they have.
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Darrell
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Kind of a big deal.


« Reply #4 on: October 16, 2009, 03:34:07 am »

Interesting seeing a LARP using the SOLAR rules in South Africa.   Anyone know anything about how this one started?  I mean was there someone who played SOLAR in the past who then went to South Africa, or did they just find the SOLAR rules on the web and decide they were the best rules to use? 

Its good to see a group basing its rules off of SOLAR giving SOLAR proper credit for the rules set.  I wonder if they are using it with permission from Scott or just with citation to.

If a dialogue were opened and this South African group were made an official SOLAR chapter, then SOLAR would no longer be a regional LARP, but rather a multi-continental International LARP, which would be kind of cool.

No clue how they found the rules-set that they wanted to use...but they DID get permission from Scott to use the SOLAR rules set.
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DRSIII
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Antioch


« Reply #5 on: October 16, 2009, 04:46:25 am »

No clue how they found the rules-set that they wanted to use...but they DID get permission from Scott to use the SOLAR rules set.

It's nice to see that level of respect in the LARP community.  Usually it's there, but you more often hear about those times that it's not.  Always refreshing to hear news of things done right.
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Macavoy
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« Reply #6 on: October 16, 2009, 05:20:42 am »

The South Africa chapter of Solar was actually mentioned at Clanthia early this year during opening ceremonies. They got ahold of Scott and asked permission, so yeah, we're multi-continent now. If anybody ever wants to make a trip lemme know Tongue

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Darrell
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Kind of a big deal.


« Reply #7 on: October 16, 2009, 05:30:21 am »

The South Africa chapter of Solar was actually mentioned at Clanthia early this year during opening ceremonies. They got ahold of Scott and asked permission, so yeah, we're multi-continent now. If anybody ever wants to make a trip lemme know Tongue

Level 8 capped Aleos?

I think not.
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caldsteven
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« Reply #8 on: October 16, 2009, 05:57:55 am »

Any word from the Higher Ups on the Trap implementation?
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keith
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« Reply #9 on: October 16, 2009, 06:34:27 am »

Traps may be used by players, you just can't make them. Kinda like formal scrolls, in that respect. They may ONLY be used in marshalled areas (your cabin, or on modules where the marshal for the module says it's okay - ALWAYS at the marshal's discretion) and only 'set' by a character with the disarm traps skill. Anyone else trying to will screw up the arming mechanism and take the full effect of the trap on themselves.

As far as how to gain access to your own traps... go looking for them in-play.
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David McNeal
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« Reply #10 on: October 16, 2009, 08:12:18 am »

Are traps in this manner treated like other production items and expire after being brought in-play for one year or are they permanent so long as they are not destroyed/used like formal scrolls?

Additionally, the traps of yore once used mousetraps as the auditory device to signal when the trap went off.  Are those still allowed?
« Last Edit: October 16, 2009, 08:15:39 am by David McNeal » Logged

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keith
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« Reply #11 on: October 19, 2009, 05:14:38 am »

At the moment, traps do not expire. Each trap has a minimum volume it must occupy, as per the really old SOLAR rules from before the traps were removed from them. Mousetraps are a perfectly fine actuator mechanism.

Traps are on the slate for rules review between seasons for the 2010 supplement, so stay tuned. It'll likely be mid-February 2010 before the revised supplement is out.
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Johnie
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« Reply #12 on: October 19, 2009, 10:24:36 am »

ooooh   Grin
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caldsteven
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« Reply #13 on: October 19, 2009, 02:41:26 pm »

If we need a trap marshal to test the trap safety-ness I volunteer so long as medics are reasonably close by  just in case  Tongue
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Vegas
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« Reply #14 on: October 20, 2009, 04:38:16 am »

flashing, loud noises, and sudden snaps... hmm. sounds great, let me know if you need more than one marshal, i would be more than willing to trigger something and find out how it works.
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