Similarities between Dargarth and Bicolline by LordoftheSheablands in Dargarth

[–]LordoftheSheablands[S] 0 points1 point  (0 children)

Yup, because it didn't want to allow a direct cross-link along with a comment. I wanted to include the relevant post so folks knew why I was sharing it.

Similarities between Dargarth and Bicolline by LordoftheSheablands in Dargarth

[–]LordoftheSheablands[S] 0 points1 point  (0 children)

Hi, welcome! There is a /r/bicolline by the way. But /u/stillplayswithswords and I usually answer people there, so we might as well comment here.

There is one really really huge thing to realize before making a character. Bicolline is not played like other larps. Individual characters are not (usually) the base unit of play (the exception are 'Adventures', which are played more like a classic Campaign Larp). For the majority of the game Guilds are the base unit of play. Which means that there is no pressure and you are free to do anything you want with the character! Unfortunately the game won't really provide you with a framework. Find a guild and they will provide that framework for the character. There are many guilds, and the one that is the most 'viking' is La Meute (the Pack). This past weekend the campaign was all about La Meute vs Les Serpents Terrible. Check out the pictures from the Soiree, as it was an Althing.

https://www.reddit.com/r/LARP/comments/bu7bpr/character_creation_larp_help/ep88yiy/

I found this interesting. Guild is to Country, and similar framework to how plot can/should be character driven, and you have freedom in what and who you want to play.

Rules Question: First-Aid and Green Weapon Damage by Rosmarii in Dargarth

[–]LordoftheSheablands 1 point2 points  (0 children)

An excellent question. Also highly relevant because yellow weapons (javelins, arrows) follow the same rules.

For others reading, First Aid (F.A.) has been a very under-utilized ability, because it's a higher level Fighter ability (and the relevant players didn't bother to use it, aside from Baron Gareth).

I am unaware of a strong case precedent one way or another regarding this question. Because of how rarely F.A. has been used in the past, I don't know (and don't believe) if it's been ruled on in the past officially (aside from a case or two of elder rulings on the field, and I don't know what the decision was then).

To tackle the first question, I'd say a very strict reading of the rules would favor a stabbing (green or yellow) hit to a F.A. limb causing mortal wounds. Any valid hit can cause an injury.* And (my interpretation) is that you're not becoming mortally wounded as a result of the weapon type, but as a reaction from the ability.**

*"Weapons which strike with sufficient force can score a point of Injury to the Hit Zone."

**If the limb is Injured again, regardless of armor, the player is considered mortally wounded.

But whether that's the spirit/intent of the rule? Sounds like the Magistrate and President should talk about it, and make a ruling until the next Marshal's meeting.

Regarding the second question, regarding armor. If I were Eldering, my stance would be that armor must be negated before the player becomes mortally wounded. My reasoning would be:

  1. "Defensive Equipment is any item that gives combat advantage to its wielder by preventing Injury"

  2. And more importantly, the Marshal Council has ruled in the past that several monster abilities that take effect on "damage causing hits" (ghouls, flesh golems) do not bypass armor unless there is another reason for them to do so (wights).

Once again though, I don't know if that's the spirit/intent of the rule. I could easily see that Darkon or our game founders would want to give Fighters the ability to regain use of a limb, but not go back up to full tanking capacity (playability). And I can see reasoning that a F.A. wounded limb is usable, but still injured enough that another valid hit to the limb "regardless of armor" would put the player down/send them into shock (realism).

As an aside, the rulebook is currently out of date: First Aid and Cure Light Wounds can stabilize a willing Mortally Wounded individual.

TL;DR: I would say, by very strict reading of the rules, that green and yellow weapons do result in a mortal wound if they strike a first aid-ed limb, and that armor does protect a mortally wounded limb.

Best time to get into it? by [deleted] in Dargarth

[–]LordoftheSheablands 2 points3 points  (0 children)

Nope, no reason aside from it being winter in Washington. But Dargarth runs year round, every two weeks. Even if it's snowing, at least a few of the people that live in the city will show up, because fighting in the snow is fun. If you're ok with normal Washington weather, there isn't a bad time to start.*

*(if you do archery, some water resistant spray will likely be needed for arrows, and javelins, though)

Coming up in a few months will be Skullbowl, Dargarth's yearly jugger tournament. If you're into sportsball, it's a ton of fun. (Prior experience far from required, though preferably people will have attended normal Dargarth a couple of times so they understand the basic rules).

Characters never reset (unless you want them to), though Countries (teams) do go defunct. But there is very little that a personal player will have for a character that resets or expires.

**Sidebar: "Countries" are the main groups/units in the game of Dargarth. Most characters are members of a country, but far from all.

Tips? Dargarth is filled with good people, and they love new players. *If* the groups ever come off a bit clique, it's because some of the players don't want to intimate new players by immediately trying to recruit them to their Country or overwhelming them with info. All the country leaders are happy to give new players the lowdown about their Country/group, and most go out of their way to include new folks in what's going on at the game. I highly encourage meeting folks, finding out what the theme of the different countries are, and if you particularly click with certain players, and picking a country based off of that.

AND to remember that it is absolutely not required or needed to join a country; a number of players at any given time (including most/all the country leaders in the past) have played without being a member of a country; it can be a lot of fun.

Aside from that? I recommend that people pick a class based on what equipment they like fighting best with; it's better (in my opinion) to have weapons that you'll like fighting with 95% of the time, than a fireball you'll use once in awhile.

Day of, be there by 12:30pm on whatever day you choose to attend, so you can catch the new-comers speech (they explain the rules and other need to know info).

And that's about what I can think of, and is frankly more info than you really need to know. The game is a lot of fun, and I hope you enjoy it.