Search

OrnLARP.com Has Gained a Level

StephenWard's picture
StephenWard

Well, version number, at any rate. That counts as a level for software, right?

Here's the short and sweet version (the long version is below for those of you who want to hear the technical details). Since I launched the site, we've been running on Drupal version 5. Now, we're on version 6. This may cause some glitches around the site as I update things to accommodate the change. Please be on the look out for anything that seems off and let me know as soon as you notice a problem.

StephenWard | Mon, 02/08/2010 - 11:21pm

Observing Saul

Widnidsir's picture
Widnidsir

As the others exit the warriors Hall returning to the tavern, Kirell takes a seat next to the squire Saul.

Watching him intently, Kirell begins to speak quietly to himself. “Tell me what happened boy. What secrets are you hiding, what terror haunts you still?”

Patiently and quietly the large Angori awaits the squires awakening.

"Friends come and go, but enemies gather at my feet in a heap."

Widnidsir | Thu, 01/28/2010 - 9:05pm

A Bloodied Traveler Approaches

StephenWard's picture
StephenWard

A muscular man can be seen dragging a cart down the road leading to Jastrey. His appearance is one of recent battle. Several grave wounds are apparent upon his chest and arms, and his clothes are in tatters. Only the emblem about his neck, a circle of eight swords made of silver, seems to have escaped harm. The look on his face is one of grim determination as he trudges wearily toward Jastrey, one step at a time, dragging the cart behind him.

StephenWard | Tue, 01/12/2010 - 7:02pm

Where and When

Where

During the regular season (April through October), events are held at one of the group campsites in Umstead State Park, 8801 Glenwood Ave, Raleigh, NC 27617. Off-season games (November through March) tend to vary in location. Always be sure to check the information for the specific event you plan to attend.

When

Events are held monthly, with a break of several months during winter. Regular season events last all weekend, starting late Friday afternoon and ending Sunday morning. Off-season events generally last one day, starting at 10:00am and ending at 6:00pm. Check the Event Calendar for exact dates and times for each event.

Goblin

This little green creature is very tricky and annoying but dont underestimate it or you will get a big bucket full of pain!

Prince of Zanardine | Sun, 01/31/2010 - 1:31am

Dwarf

These little humanoids are very similar to humans but have high pitched voices and are kinda short but very strong.

Prince of Zanardine | Sun, 01/31/2010 - 1:38am

Giant

This is basicly a human but it is extremely huge and muscular and usually is more qualified with heavy weapons.

Prince of Zanardine | Sun, 01/31/2010 - 1:29am

New Here

Silithsel's picture
Silithsel

Hello all,

I hope this is the right place for introductions. :) My name is Julie and I am new to North Carolina. My husband and I just moved from Pennsylvania earlier this month. I first heard about Shards of Orn from the LARP Network, so decided to check it out. Seems cool so far!

In PA, we ran an airsoft LARP, but it's been awhile since I've played a fantasy game, so am very much looking forward to it.

Hope to meet everyone soon.

Julie

Silithsel | Sun, 01/24/2010 - 9:09pm

Changes to Item Use

StephenWard's picture
StephenWard

During the downtime, Nick and I have been revisiting some rules for possible revision. During that process, it became apparent to us that the item system needed reining in. In that light, we're now instituting the following changes to item use.

Performance Requirements for Consumables

Single-use and charged items now have performance requirements. We discussed this one at length awhile ago and delayed the final decision at the time. We've finally opted for the added realism and marshallability that this option offers.

The specifics vary between item types, but it generally works like this: Each consumable requires its user to either speak a verbal or perform a three-count prior to using it. Potions will be, "Drinking 1, drinking 2, drinking 3," for example (or "Pouring 1, pouring 2, pouring 3" when used on another character). If you're interrupted, the action fails but the item is not expended.

Charge Cap

Charged items are now limited to 10 charges per enchantment slot. Since the beginning, there's been an idea floating around that there ought to be a reasonable limit on the number of charges a charged item can store. I argued against it until now on the basis that the expense was a significant enough limiting factor, but I've since been convinced that expense alone isn't enough.

Here's how it works. Each charged action occupies an enchantment slot, as normal, but you can only have up to 10 charges of that action. Any more than that and the charged action occupies additional enchantment slots on a 1-for-10 basis. Thus, you could have a superior quality emblem with 30 charges of one action, but it would not be able to be enchanted further until at least 10 were burned off.

Worn Item Locations

Characters are now limited in the number of magic items they can wear at one time. If you've read about body slots in D&D, this one should be familiar to you. Basically, you can only benefit from one item in a particular location on your body at one time. For example, you can't benefit from three magic belts at once. If you do so, all of the items in that location cease to function until you've removed the extras.

The locations we've decided to go with are Head, Neck, Shoulders/Back, Torso, Left Arm, Right Arm, Waist, and Feet (note that I left out Legs; magic pants are just silly). These locations should be obvious in most cases, but I'll be adding them to worn item tags along with the planned revamp of the online item system, so you should see them listed starting next season.


I'll be working on adding these as official entries to the rulebook in the near future after we've worked out the details. In the mean time, I'm curious to hear what people think.

StephenWard | Sat, 01/23/2010 - 10:25pm

Changes to Rogue Actions

StephenWard's picture
StephenWard

Previously, an action could only be a ritual if it used a ritual component (e.g., item creation components, long duration components, etc.). I recently added an enhancement that allows us to override that behavior on an action-by-action basis, offering us another way to better distinguish class abilities.

StephenWard | Tue, 01/19/2010 - 1:51pm