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This wiki documents a system for converting Teriock FanWar LARP to a tabletop or online system. The basic philosophy is to ''not'' simulate {{LARP}} at all. Rather, it's to design a system for tabletop from the ground up, redefining every relevant keyword and ability in the process. Some things in {{Online}} work very similarly to {{LARP}}, others are completely different. For more information, see [[#Desiderata]]. |
This wiki documents a system for converting Teriock FanWar LARP to a tabletop or online system. The basic philosophy is to ''not'' simulate {{LARP}} at all. Rather, it's to design a system for tabletop from the ground up, redefining every relevant keyword and ability in the process. Some things in {{Online}} work very similarly to {{LARP}}, others are completely different. For more information, see the [[#Desiderata|Desiderata]] below. |
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== What to Read == |
== What to Read == |
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During play testing, I've assumed anyone looking at this site is familiar with {{LARP}} and has access to me to ask questions. With that in mind, I recommend reading the rules in roughly the following order. |
During play testing, I've assumed anyone looking at this site is familiar with {{LARP}} and has access to me to ask questions. With that in mind, I recommend reading the rules in roughly the following order. |
Revision as of 01:42, 26 January 2025
This wiki documents a system for converting Teriock FanWar LARP to a tabletop or online system. The basic philosophy is to not simulate live action FanWar at all. Rather, it's to design a system for tabletop from the ground up, redefining every relevant keyword and ability in the process. Some things in Teriock Online work very similarly to live action FanWar, others are completely different. For more information, see the Desiderata below.
What to Read
During play testing, I've assumed anyone looking at this site is familiar with live action FanWar and has access to me to ask questions. With that in mind, I recommend reading the rules in roughly the following order.
- Playing the Game
- Converting or Building a Character
- References
How to Use this Wiki
This website is built using MediaWiki (same engine as Wikipedia). This allows for detailed templates, "transclusion" (repeating text on different pages), previews, page tags/categories, etc. It means I can have a detailed system that constantly refers back to other parts but that is easy to maintain. It should mean it's easy to pull up abilities, mechanics, and interactions and also that changes should propagate through everything smoothly. For example, if I change how being frozen works, then it will update everywhere it's referenced. Basically what I'm saying is this site works like Archives of Nethys.
If you are ever lost on where to find something, every rule in Teriock Online can be found in this master index.
Namespaces
In case you ever get confused, know that this wiki is divided into several "namespaces". These are akin to chapters in a book and allows for several pages to have the same name without getting confused with each other. For instance, this lets us distinguish the ability Duel from the condition of being in a duel. Some locations might at first seem counter intuitive. An example would be that there's no page called "Fire Damage" but there is one called "Damage:Fire" which defines the "Fire" damage type in the "Damage" namespace. The front end namespaces and what they contain are as follows.
- Ability
- All abilities in the game. This includes every type of action a creature can do (from Snare, to Opportunity Attack, to Catch Item, to Drop Prone).
- Class
- The game's base 15 classes.
- Condition
- Static conditions that affect creatures.
- Core
- Any core rules that relate to Teriock Online itself and aren't just keyword from live action FanWar that's been redefined.
- Creature
- The statistics for all the creature types in the game. This namespace is currently empty.
- Damage
- Any damage type. Think of this as types of harm that reduce HP and related effects.
- Drain
- Any drain type. Think of this as types of harm that reduce MP and related effects. This means we can have mana drain and memory drain listed separately. It is also where things like wither are located.
- Equipment
- Any type of standard equipment in the game.
- Keyword
- Any miscellaneous keywords from live action FanWar that have been redefined for Teriock Online.
- Property
- Static properties than an item could have.
- Spec
- All the prestige specializations in the game. This namespace is currently empty.
- Tradecraft
- All the tradecrafts in the game. This namespace is currently empty.
Desiderata
These were the main principles that influenced the design of the system.
- Be built first and foremost for online and tabletop gameplay.
- Keep consistent keywords with live action FanWar so as to make system conversion smooth.
- It should, in principle, also be possible to convert from this system back to live action FanWar for when Teriock officially returns to Chris.
- Be built for small parties with long adventuring days (D&D or Pathfinder style, not live action MMO style).
- Mechanics (especially combat mechanics) should be "crisp" and well defined (much better defined than in live action FanWar).
- There should be a robust (if simple) system for non-combat mechanics as well.
- Resource management, including HP and MP should matter.
- Combat should be dynamic, interesting, and not entirely predictable.
- For now, I've retained the "junior league" rank system and added some items at intermediate levels. This is for conversion and playtest purposes. However, leveling up will not operate on a "set" or "three hour" basis. It will be more milestone style (up to GM discretion). I've added additional level up bonuses between ranks to accommodate for this.
- It'd be nice if the classes are balanced.
And these were things that were not goals of the design process.
- No regard was given to simulating live action FanWar.
- No regard was given to replicating the precise balance of live action FanWar. This means some of the live action design goals were not important here. For instance, FanWar LARP requires that baddies be quick to setup and play and must operate more-or-less consistently no matter who is playing them. This means they operate very similarly to player characters (some simple base stats, slap a standard class on there, give them a magic item, and go). That's not required for an online system. So, while I have some rules describing how to convert existing baddies, this system is asymmetrically designed around player characters.
- The game engine doesn't need to operate in real time. In live action combat, you can't have dice rolling or arithmetic beyond adding/subtracting ones and fives. This makes a lot of abilities essentially turn into "no effect" mechanics. But online systems can have more nuance. So I've changed how resistances work, removed "20 count" timers, etc.
One Last Note
While designing this system, I've typically leaned on the more experimental side. Not everything I've come up with will work out. I've flagged mechanics I'm particularly unsure about. Feedback (preferably after playtesting) would be very much appreciated.