Post by Tiradora on Apr 7, 2009 17:17:17 GMT -5
Cry "Havoc!" and Let Slip the Dogs of War!
WHAT? "Retro Dagorhir" Characterization Event!
WHERE? Cooper's Rock State Park, West Virginia
WHEN? Memorial Day Weekend; the main Event will start at 10 AM on Sunday, May 24
(This allows people coming from far away to travel to the event on Saturday, set up camp, get into character, fight and role play all day Sunday, feast and tell tales Sunday night, and drive home on Memorial Day Monday.)
DETAILS, DETAILS:
The Dogs of War is brought to you by the letters BLACK TOWER and the number 151.
This *is* your grandfather's Dagorhir event: all participants will need to turn in a written character outline at the event, and all garb will be "veteran" level or better. If you don't own such garb already, MAKE IT NOW!
This will probably turn into an annual event, with a focus on characterization and FUN! Nobody will care which "team" wins anything, but awards and bragging rights will go to the players with the best characterization, garb, attitude, and stories to tell.
The Monks of the Abby of St. Hitstoohard wanted to remove themselves from the world and live a life of quiet contemplation, guarding their holy relics in solitude. However, recent events have disturbed the monks' quiet life.
A band of peasants moved in across the river and started building a city. As if that weren't bad enough, a group of these peasants decided that a life of thieving would be more enjoyable than farming, and started a thieves guild. To make matters worse, pilgrims have started showing up at the abbey gates, demanding to touch the holy relics.
But none of this prepared the monks for the barbarian raid. A mixed band of Vikings, orcs, and other low-life barbarians attacked the abbey and stole all the relics, scattering them through the woods around the monastery and leaving the monks - and everyone else - in chaos.
And... begin the fun.
REQUIREMENTS TO PARTICIPATE
- Garb of at least "Veteran" level.
- Character Outline (submitted in hardcopy at the event - but you can post your outline to THIS THREAD -->http://www.dagorhir.com/forums/index.php?topic=13562.0 in advance to stimulate attention and share character info)
Dagorhir Name
Physical Description
SHORT biography (no more than 6 lines!)
What are your chiefest likes, dislikes, or fears?
Why do you dress the way you dress?
What are your "tag lines" (the things you say the most)
5 TEAMS -- Each team has a flag at their base; everyone is allowed to fortify their base except the Monks and Pilgrims. Anytime a team steals a flag or artifact, they must take it back to their base -- that way, teams will be forced to divide into offense and defense groups. At least one event organizer will be on each team to help lead them to their base location and answer "game" questions if needed.
VILLAGERS
Build a city (log-fall fort) on a specified spot of land. Defend that point against all outsiders. Collect artifacts and flags to decorate their city.
MONKS (THE WARRIOR MONKS OF THE ABBEY OF SAINT HITSTOOHARD)
Recover all of the holy relics that were stolen from the Abbey, and keep them safe. They've had it with people disturbing their solitude, and they want to destroy all forts and buildings (but not bridges). So the Monks' base point in the woods would not be fortified. Their base will be somewhere near one of the bridges, so they would have the River for some measure of defense (since other groups can build forts).
PILGRIMS
Trying to find and hold the Holy Reliquary of the Toe of St. Kyrax. Trouble is, no one knows what it looks like (even the monks never saw it - it was locked away in the crypt). The Reliquary would start out held by an event organizer on another team...someone who would just keep it and not use it because their character doesn't know what it is. The Pilgrims go around killing members of other teams and using a Medium ("Speaker to the Dead") to question the dead people to try to find clues to what the HRotToSK looks like and who has it. They also collect ALL the artifacts because one of those could turn out to be the HRotToSK. Once they get the HRotToSK, they must take it to a specified Holy Spot...which happens to be where the Settlers have built their city.
THIEVES GUILD
Want to steal everyone's flag and all the artifacts and take them home to their base/fort.
BARBARIANS
These are the Vikings, the orcs, the Visigoths - the people who raided the monastery and just like to kill people. They like introducing chaos - stealing relics and sometimes even giving them to different teams, just to scramble things up. They hate civilization, and wish everyone would just be barbarians like them.
SELECTING TEAMS
Teams will be chosen arbitrarily by individual fighters – expect your realm and unit to be divided. You may have to fight against your best friend!
Randon teams forces people to talk to their team mates, too. If I'm teamed with just the Guard, well, Hell, I know all their names and histories. If I'm teamed with Hanzo and Orrin and Lykos...I don't know much about them, or why we might be fighting together against some of my best friends.
REZZING/GAMEPLAY
Valhalla will be a central location; part Rez Point, part Tavern. No fighting allowed within sight of it. Players and non-combatants can hang out in Valhalla: eating, drinking, resting before returning to the game, gambling, trading items they acquired in their past lives. In addition, players have the option to "rez in place," staying on the ground dead for 10 minutes and only Rezzing when there is no live player in sight.
The organizers will spread rumors to people on our teams (whispering in peoples' ears) about who is holding each sacred item or what certain items look like. That gives people more information to "trade" with other players as the game begins.
Every rule/decision is set up to encourage roleplaying, action, and fighting. Having lots of different "threads" going will allow every player to find their niche: stealing banners, solving riddles, bridge battling, holding a fort against attackers, etc. But it should also ensure that the battle moves around to a lot of different locations as opposed to all the fighting being over the same fort/spot of land.
We plan to have a trail designated as a river which can only be crossed via bridge(s) or by wading on your knees regardless of armor or equipment.
ARTIFACTS
The artifacts don't have special powers. We’re keeping it simple. Everyone wants to steal/recover the artifacts and flags because people love to have stuff! Artifacts will be large and without dangerous edges (no hard wooden boxes, but a cloak, sack of "treasure," or a painted plastic bucket ("keg") doesn't pose much danger if you fall against it). Also, "Royalty" (under NPCs, below) become things to fight over/control.
NPCs
We may pick some “non-player characters” who are on no team, but exist to add flavor to the game. We would also love to have NPCs who don't fight, but control paths or bridges. Let those NPCs pose riddles/challenges to let groups pass...such as, "Find me a fighter who (had their home village burned/met a god/met a demon, etc. -- come up with the sort of standard "facts" many Dagorhir players have in their histories) and I'll let you cross." This allows the quiet kid with a barbarian character to shove his way to the front of the party and say, "I am Rasmus of Clan Alder, and *I* had my home village burned by the Saxons in the Year of the Fox! Now let us pass you miserable wizard!" Thus, everyone learns a little something about their team mate.
Examples of individual fighter NPCs: Troll who guards a bridge, demanding food or drink as payment to pass; a giant (if you come within 20 feet of the Giant, you must drop to your knees); Black Knight guarding a path (he can lose all limbs and survive). If an NPC happens to end up with an artifact, they can't run and hide with it, but must use it to generate more fighting/roleplaying.
There is lots of room for non-fighters who are on no team (wandering healers, people with information which players can obtain through bribery, flattery, performing a service, answering a riddle, etc.).
Another good role for a non-fighters who don't mind doing a lot of running is to have several "princes/princesses" to be kidnapped. Everyone wants to control the pretenders to the throne!
ENDGAME
To ensure everyone gets in enough fighting, we will end the day in a battle that will get all the fight out of people who spent the day sneaking around the woods chatting up NPCs and slaying monsters for pieces of the puzzle to put together the legendary item.
A horn will sound at 4 PM to summon everyone to "The Gathering."
Once the teams have assembled at the Gathering, there will be a 5-way unlimited Rez fight for control of a Holy Point. Each team will have their own Rez Point. The team which holds the Holy Point at the 30 minute mark wins...the Lost Toe of Saint Kyrax!
AT THE END OF THE DAY awards will be given for
- best Deaths
- best characters
- coolest non-combat achievement
- best spoken line/insult
- Best-dressed
There will be public nominations right at the end of the Gathering (to catch input from people who might be leaving right away) followed by a secret ballot, with recognition going to the top 3 in each category.
SUNDAY NIGHT
Pot-Luck feast and bonfire party, including announcing winners of awards. Everyone is encouraged to stay in character with gambling, pit-fighting, story-telling, singing.
WHAT? "Retro Dagorhir" Characterization Event!
WHERE? Cooper's Rock State Park, West Virginia
WHEN? Memorial Day Weekend; the main Event will start at 10 AM on Sunday, May 24
(This allows people coming from far away to travel to the event on Saturday, set up camp, get into character, fight and role play all day Sunday, feast and tell tales Sunday night, and drive home on Memorial Day Monday.)
DETAILS, DETAILS:
The Dogs of War is brought to you by the letters BLACK TOWER and the number 151.
This *is* your grandfather's Dagorhir event: all participants will need to turn in a written character outline at the event, and all garb will be "veteran" level or better. If you don't own such garb already, MAKE IT NOW!
This will probably turn into an annual event, with a focus on characterization and FUN! Nobody will care which "team" wins anything, but awards and bragging rights will go to the players with the best characterization, garb, attitude, and stories to tell.
The Monks of the Abby of St. Hitstoohard wanted to remove themselves from the world and live a life of quiet contemplation, guarding their holy relics in solitude. However, recent events have disturbed the monks' quiet life.
A band of peasants moved in across the river and started building a city. As if that weren't bad enough, a group of these peasants decided that a life of thieving would be more enjoyable than farming, and started a thieves guild. To make matters worse, pilgrims have started showing up at the abbey gates, demanding to touch the holy relics.
But none of this prepared the monks for the barbarian raid. A mixed band of Vikings, orcs, and other low-life barbarians attacked the abbey and stole all the relics, scattering them through the woods around the monastery and leaving the monks - and everyone else - in chaos.
And... begin the fun.
REQUIREMENTS TO PARTICIPATE
- Garb of at least "Veteran" level.
- Character Outline (submitted in hardcopy at the event - but you can post your outline to THIS THREAD -->http://www.dagorhir.com/forums/index.php?topic=13562.0 in advance to stimulate attention and share character info)
Dagorhir Name
Physical Description
SHORT biography (no more than 6 lines!)
What are your chiefest likes, dislikes, or fears?
Why do you dress the way you dress?
What are your "tag lines" (the things you say the most)
5 TEAMS -- Each team has a flag at their base; everyone is allowed to fortify their base except the Monks and Pilgrims. Anytime a team steals a flag or artifact, they must take it back to their base -- that way, teams will be forced to divide into offense and defense groups. At least one event organizer will be on each team to help lead them to their base location and answer "game" questions if needed.
VILLAGERS
Build a city (log-fall fort) on a specified spot of land. Defend that point against all outsiders. Collect artifacts and flags to decorate their city.
MONKS (THE WARRIOR MONKS OF THE ABBEY OF SAINT HITSTOOHARD)
Recover all of the holy relics that were stolen from the Abbey, and keep them safe. They've had it with people disturbing their solitude, and they want to destroy all forts and buildings (but not bridges). So the Monks' base point in the woods would not be fortified. Their base will be somewhere near one of the bridges, so they would have the River for some measure of defense (since other groups can build forts).
PILGRIMS
Trying to find and hold the Holy Reliquary of the Toe of St. Kyrax. Trouble is, no one knows what it looks like (even the monks never saw it - it was locked away in the crypt). The Reliquary would start out held by an event organizer on another team...someone who would just keep it and not use it because their character doesn't know what it is. The Pilgrims go around killing members of other teams and using a Medium ("Speaker to the Dead") to question the dead people to try to find clues to what the HRotToSK looks like and who has it. They also collect ALL the artifacts because one of those could turn out to be the HRotToSK. Once they get the HRotToSK, they must take it to a specified Holy Spot...which happens to be where the Settlers have built their city.
THIEVES GUILD
Want to steal everyone's flag and all the artifacts and take them home to their base/fort.
BARBARIANS
These are the Vikings, the orcs, the Visigoths - the people who raided the monastery and just like to kill people. They like introducing chaos - stealing relics and sometimes even giving them to different teams, just to scramble things up. They hate civilization, and wish everyone would just be barbarians like them.
SELECTING TEAMS
Teams will be chosen arbitrarily by individual fighters – expect your realm and unit to be divided. You may have to fight against your best friend!
Randon teams forces people to talk to their team mates, too. If I'm teamed with just the Guard, well, Hell, I know all their names and histories. If I'm teamed with Hanzo and Orrin and Lykos...I don't know much about them, or why we might be fighting together against some of my best friends.
REZZING/GAMEPLAY
Valhalla will be a central location; part Rez Point, part Tavern. No fighting allowed within sight of it. Players and non-combatants can hang out in Valhalla: eating, drinking, resting before returning to the game, gambling, trading items they acquired in their past lives. In addition, players have the option to "rez in place," staying on the ground dead for 10 minutes and only Rezzing when there is no live player in sight.
The organizers will spread rumors to people on our teams (whispering in peoples' ears) about who is holding each sacred item or what certain items look like. That gives people more information to "trade" with other players as the game begins.
Every rule/decision is set up to encourage roleplaying, action, and fighting. Having lots of different "threads" going will allow every player to find their niche: stealing banners, solving riddles, bridge battling, holding a fort against attackers, etc. But it should also ensure that the battle moves around to a lot of different locations as opposed to all the fighting being over the same fort/spot of land.
We plan to have a trail designated as a river which can only be crossed via bridge(s) or by wading on your knees regardless of armor or equipment.
ARTIFACTS
The artifacts don't have special powers. We’re keeping it simple. Everyone wants to steal/recover the artifacts and flags because people love to have stuff! Artifacts will be large and without dangerous edges (no hard wooden boxes, but a cloak, sack of "treasure," or a painted plastic bucket ("keg") doesn't pose much danger if you fall against it). Also, "Royalty" (under NPCs, below) become things to fight over/control.
NPCs
We may pick some “non-player characters” who are on no team, but exist to add flavor to the game. We would also love to have NPCs who don't fight, but control paths or bridges. Let those NPCs pose riddles/challenges to let groups pass...such as, "Find me a fighter who (had their home village burned/met a god/met a demon, etc. -- come up with the sort of standard "facts" many Dagorhir players have in their histories) and I'll let you cross." This allows the quiet kid with a barbarian character to shove his way to the front of the party and say, "I am Rasmus of Clan Alder, and *I* had my home village burned by the Saxons in the Year of the Fox! Now let us pass you miserable wizard!" Thus, everyone learns a little something about their team mate.
Examples of individual fighter NPCs: Troll who guards a bridge, demanding food or drink as payment to pass; a giant (if you come within 20 feet of the Giant, you must drop to your knees); Black Knight guarding a path (he can lose all limbs and survive). If an NPC happens to end up with an artifact, they can't run and hide with it, but must use it to generate more fighting/roleplaying.
There is lots of room for non-fighters who are on no team (wandering healers, people with information which players can obtain through bribery, flattery, performing a service, answering a riddle, etc.).
Another good role for a non-fighters who don't mind doing a lot of running is to have several "princes/princesses" to be kidnapped. Everyone wants to control the pretenders to the throne!
ENDGAME
To ensure everyone gets in enough fighting, we will end the day in a battle that will get all the fight out of people who spent the day sneaking around the woods chatting up NPCs and slaying monsters for pieces of the puzzle to put together the legendary item.
A horn will sound at 4 PM to summon everyone to "The Gathering."
Once the teams have assembled at the Gathering, there will be a 5-way unlimited Rez fight for control of a Holy Point. Each team will have their own Rez Point. The team which holds the Holy Point at the 30 minute mark wins...the Lost Toe of Saint Kyrax!
AT THE END OF THE DAY awards will be given for
- best Deaths
- best characters
- coolest non-combat achievement
- best spoken line/insult
- Best-dressed
There will be public nominations right at the end of the Gathering (to catch input from people who might be leaving right away) followed by a secret ballot, with recognition going to the top 3 in each category.
SUNDAY NIGHT
Pot-Luck feast and bonfire party, including announcing winners of awards. Everyone is encouraged to stay in character with gambling, pit-fighting, story-telling, singing.