Difference between revisions of "Summary"

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* There is no 'plot' or creative direction except that made by the players. There are no NPCs with power over them.
 
* There is no 'plot' or creative direction except that made by the players. There are no NPCs with power over them.
* Players are given a lot of freedom in how they choose to represent their character's battlegear
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* Players are given a lot of freedom in how they choose to represent their character's battlegear.
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* It is extremely difficult to steal items.
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* Combat and unwanted physical contact does not happen outside of ritual duels.
 
* Combat uses a five-second rule between each damage call, and only a single tracked number (Morale).
 
* Combat uses a five-second rule between each damage call, and only a single tracked number (Morale).
 
* Most player-versus-player conflict ends with nonlethal curses. It is possible to kill another player, but this can have severe mechanical consequences ([[Mortality#Aftermath|Aftermath]]).
 
* Most player-versus-player conflict ends with nonlethal curses. It is possible to kill another player, but this can have severe mechanical consequences ([[Mortality#Aftermath|Aftermath]]).

Revision as of 13:35, 18 March 2015

In ReGenesis, you play a hero of great power (a ‘shaper’) that has moved from their broken homeworld to a new reality that is being made. The people who designed this new reality are gone, so it falls to the players to take over their geomantic engines and determine what shape this new world takes. The game will run in six events, which are when the shapers can access these engines. At the end of this time, the engines power down and the fluid world becomes fixed evermore.

During events, you can expect to:

  • Create new aspects of the world with Geomancy, which works much like a turn-based strategy game
  • Use the rewards of geomancy (mana) to create items that provide you with new abilities
  • Form bonds with other characters (Tethers), which will also provide you with new abilities
  • Resolve conflicts through four-a-side ritual combat (Affronts), which allow the victors to curse the losers

ReGenesis has a few features that may be unfamiliar to veteran LARP players:

  • There is no 'plot' or creative direction except that made by the players. There are no NPCs with power over them.
  • Players are given a lot of freedom in how they choose to represent their character's battlegear.
  • It is extremely difficult to steal items.
  • Combat and unwanted physical contact does not happen outside of ritual duels.
  • Combat uses a five-second rule between each damage call, and only a single tracked number (Morale).
  • Most player-versus-player conflict ends with nonlethal curses. It is possible to kill another player, but this can have severe mechanical consequences (Aftermath).
  • There are no secret mechanisms or things that are dependent on referee approval, and resolving things by chance is kept to an absolute minimum.

You are likely to enjoy ReGenesis if you:

  • like roleplaying that focuses on interactions between characters ('ballgowning')
  • like playing morally complex characters
  • like to devote time to your costume
  • have a well-developed sense of fun