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operations:public:game_mechanics [2025/05/29 06:29] – created ericoperations:public:game_mechanics [2025/05/29 06:32] (current) – removed eric
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-====== Game Mechanics Overview ====== 
-The Volaire LARP system is designed to balance immersive storytelling, character development, and tactical gameplay. This page introduces the foundational mechanics that govern combat, magic, character progression, and interactions in play. 
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-===== 🎲 Core Gameplay Concepts ===== 
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-  * **Live-Action Roleplay (LARP)** – You physically portray your character using costuming, props, and safe foam weapons. Roleplay, immersion, and character choices drive the narrative. 
-  * **Call-and-Response System** – Most mechanical effects (e.g., damage, spells, conditions) are delivered with clear verbal calls (e.g., “2 Fire!” or “Sleep!”). 
-  * **Consent-Based Play** – Emotional, physical, or narrative boundaries are respected at all times. Players may call “No Effect” or “Out of Play” as needed. 
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-All mechanics are layered over immersive roleplay, with safety and clarity as the top priorities. 
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----- 
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-===== 🧍 Character Creation Summary ===== 
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-Characters are built using a point-buy system with the following elements: 
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-  * **Race** – Grants innate bonuses and unique roleplay flavor. 
-  * **Class** – Defines your role in combat (e.g., Fighter, Rogue, Mage). 
-  * **Skill Selection** – Purchased with XP, grouped into categories (Combat, Magic, Crafting, Utility). 
-  * **Starting Equipment** – Based on class and guild affiliations, if any. 
-  * **Backstory** – Strongly encouraged and may provide narrative benefits. 
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-For full details, visit:   
-→ [[operations:public:interactive_rulebook:core:how_to_create_a_character|How to Create a Character]]   
-→ [[operations:public:interactive_rulebook:core:xp_and_skill_costs|XP & Skill Cost Tables]] 
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----- 
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-===== ⚔️ Combat Rules Overview ===== 
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-Combat in Volaire uses **boffer-safe melee** and **ranged props**, alongside spell and status calls. Players are expected to: 
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-  * Deliver clear, moderate strikes (no excessive force). 
-  * Call all mechanical effects out loud (e.g., “3 Body!”). 
-  * Track their own health and status effects. 
-  * Respect safety holds and use “Game Hold!” if needed. 
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-Combat is fast-paced, tactical, and highly skill-based. For details, see:   
-→ [[operations:public:interactive_rulebook:core:combat|Combat Rules]] 
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----- 
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-===== ✨ Magic and Spellcasting ===== 
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-Magic is learned through skills and spells organized into **columns**. To cast, a player must: 
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-  * Hold or present an appropriate physrep (wand, tome, focus). 
-  * Verbally declare the spell call. 
-  * Follow all required gestures, effects, or cooldowns. 
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-Spell progression is pyramid-based. Learn more at:   
-→ [[operations:public:interactive_rulebook:core:magic_and_spellcasting|Magic & Spellcasting]]   
-→ [[operations:public:interactive_rulebook:core:spell_column_rules|Building a Spell Column]] 
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----- 
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-===== 🧪 Crafting, Alchemy & Production ===== 
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-Non-combat characters can thrive through production skills like: 
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-  * **Alchemy** – Creates elixirs, acids, and alchemical tools. 
-  * **Poisoncraft** – Crafts contact or ingested poisons. 
-  * **Potion-making** – Brews consumable magic effects. 
-  * **Item Crafting** – Creates weapons, armor, and tools. 
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-Production takes place during check-in, using skill ranks, lab types, and resource tags. 
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-Learn more at:   
-→ [[operations:public:interactive_rulebook:core:crafting_and_alchemy|Crafting & Alchemy]]   
-→ [[operations:public:interactive_rulebook:core:labs_components_recipes|Labs, Components & Recipes]] 
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----- 
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-===== 💀 Status Effects, Death, and Recovery ===== 
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-Characters may suffer a variety of **status conditions** (e.g., Stun, Sleep, Confuse) and will eventually fall **Unconscious**, begin **Bleeding Out**, or enter **Spirit State** upon death. 
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-Death is not always the end—but resurrection requires risk and consequence. 
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-For full details, visit:   
-→ [[operations:public:interactive_rulebook:core:status_effects|Status Effects]]   
-→ [[operations:public:interactive_rulebook:core:death_and_recovery|Death & Recovery]] 
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----- 
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-===== 📈 Leveling and Progression ===== 
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-Experience Points (XP) are awarded for: 
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-  * Attending events 
-  * Roleplaying milestones 
-  * Plot involvement or GM nominations 
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-XP is used to buy new skills, increase existing ones, and unlock more advanced character builds. Characters grow more powerful over time through deliberate choice—not random leveling. 
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-→ [[operations:public:interactive_rulebook:core:how_leveling_works|How Leveling Works]] 
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----- 
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-===== 🧠 Other Core Systems ===== 
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-  * [[operations:public:interactive_rulebook:core:ritual_magic|Ritual Magic]] – High-risk, high-reward longform spellcasting. 
-  * [[operations:public:interactive_rulebook:core:familiars|Familiars]] – Magical companions with light mechanical and narrative utility. 
-  * [[operations:public:interactive_rulebook:core:out_of_combat|Out-of-Combat Systems]] – Includes healing, research, teaching, and crafting. 
-  * [[operations:public:interactive_rulebook:core:timers_counters_durations|Timers, Counters & Durations]] – For actions requiring audible counts. 
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----- 
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-===== 🛡 Quick Notes on Safety and Immersion ===== 
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-  * “Hold!” = Immediate pause for safety or medical concern. 
-  * “Caution!” = Quick alert for physical/environmental hazards. 
-  * “Out of Play!” = Declares actions not in-character or off-limits. 
-  * “No Effect” = Used to nullify invalid calls respectfully. 
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-Roleplay and immersion are valued highly—but safety, clarity, and consent always come first. 
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----- 
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-**Volaire is a system where choice matters, skill is rewarded, and the world responds to your actions. Learn the rules, master your role, and bring your story to life.** 
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-<wrap em>**Navigation:**   
-[[operations:public|Return to Wiki Home]] | [[operations:public:interactive_rulebook:start|Interactive Rulebook Hub]]</wrap> 
  
operations/public/game_mechanics.1748500174.txt.gz · Last modified: 2025/05/29 06:29 by eric

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