Today’s amendments – you can find some information on resource gathering and trading HERE. You can find some information about spacehips, jumpships and their classes HERE.
There’s still a couple of rules amendments and changes to go in, but we don’t think they’re going to affect downtimes as such and they’ll appear next week sometime. Just in case you don’t believe us, the changes we’re still sitting on are:
- Recipes for crafting skills (you’ll need resources to make stuff and you don’t have resources yet – use this downtime for gathering them.)
- A couple of uptime amendments to space combat.
- Some “social” soft-rules designed with the intention of preventing a situation where players feel they have to remain rooted to the bridge/a fighter when there’s LARPing to be done.
And now you can submit a downtime! You have (just like last time) 30 days and we’re expecting to get a list from you of “spend X days doing Y.” Please send this to team [at] midwaylrp [dot] com. You can find the day costs of learning skills and whatnot HERE in case you need reminding. We’re going to close downtime submission at 23:59:59 on Friday 16th and we’re intending to be pretty strict with this (not looking at anyone in particular…) If you have questions you can comment here or on the forum, and if there’s anything you really need to know in private drop us a line and we’ll respond ASAP. Good luck!
So here’s the first of a couple of rules amendments/additions, this one related to the “Tactics: Naval” skill. You can find the full skill list HERE, and here’s the wording of the changed skill and its effects in slightly less-easy-to-read format:
Tactics: Naval (Military, Merchant)
Using an in-depth knowledge of the tactics used by spacefaring vessels the canny pilot can make predictions about how any enemy might move.
Explanatory Note: Tactics: Naval cards may be played during ship combat as either a ship action, or in support of a ship action. If a Tactics: Naval card is played as a ship action, it operates as per the normal rules for ship actions in combat. If a Tactics: Naval card is played in support of another ship action card, the effects of the Tactics: Naval card are still resolved. Movement granted due to the effects of a Tactics: Naval card is resolved after all other movement, but before the effects of weapons are resolved. Only one Tactics: Naval card may be played for a given ship in a single phase.
Ship Action: Predict Movement (“If the closest enemy ship to you played a non-Pilot skill ship movement action card in this phase, your ship may move 1 square in any direction.”)
Ship Action: Predict Maneuver (“If the closest enemy ship to you played a Pilot Skill action card in this phase, your ship may move 2 squares in any direction.””)
Ship Action: Predict Firing (““If any enemy ship within 6 squares of your ship fires a weapon system in this phase, your ship may move 2 square in any direction. Your ship can only benefit from the effects of this card once per phase, regardless of how many enemy ships have used their weapons systems in this phase.”)
To give ye all an idea of timeline, we expect to be opening the floodgates for downtimes on Friday (the 9th) and keeping them open until the following Friday (the 16th.) We’ve already received some downtimes from a few folk, and we’ve got those in cold storage ready to be processed with the rest. Doubtless we’ll do the same with anything we receive between now and then.
In the next couple of days, therefore, you’ll be seeing some rules changes and clarifications on the site. Ideally these will be posted as close to the 9th as possible in order to allow you the maximal time to make informed decisions. For the record, this is likely the way we’ll do things in between Warpcon and Leprecon as well (oops… did I just leak that we hope to be at Leprecon? Watch this space) with a one week “window” for submitting downtimes.
We’re later than originally planned by a couple of weeks on throwing open the doors for downtimes. I think it’s a holdover from Midway times… back then we tended to work on a two week cycle – run game, fall down and rest for two weeks, gear up and ready the game for two weeks, run game, rinse and repeat. It’s going to be a bit similar at the start of this year, especially if we do more than Leprecon and Warpcon (which *could* happen. Keeping watching this space. Srsly.) The major downside of that is falling into the “I’m not talking about the game” for two weeks and then “I’m talking about nothing but the game” for two weeks habit – which gives a bad experience to players, to say nothing of what it does to our wives/girlfriends/partners!
Man, I have so much stationary to buy at the weekend…
Merry Christmas, Gilgamesh Crew and assorted allies!
There’s a quick content update on the Flock HERE. More to come, assuming I don’t die of turkey and chocolate overdose over the next week or so.
And don’t forget to keep voting for us HERE. Pretty please? With holly and mistletoe on top?
Gearing up for the next Gilgamesh! So we’re booked into Warpcon. The blurb is as follows:
The Gilgamesh-A sits in unknown space, allied for now with the collection of refugees, outcasts and exiles known as the Flock. The mysterious enemies of the Flock are nearby, willing and able to destroy entire star systems. With that in mind – and in return for food, power and mineral resources – the Gilgamesh now acts as an envoy for the Flock to rescue the population of a remote colony in civil war, before it’s too late for them.
Our spies currently suggest that the game is scheduled for Saturday afternoon. Warpcon’s website can be found on Facebook HERE.
We’ll be making lots of changes to things over the coming couple of weeks that you’ll see on the site – we want to get crafting completely documented before we open downtime, we have a fix for the “Naval Tactics” skill in the works, and we’ve got some (short) background on the Flock to be thrown up to the site as well as some more “flavour” stuff. In addition we’ll be running new characters a little differently this time out… though we’ll continue to offer quick, randomised “Pick Up And Play” characters we’ll have “feature roles” available for new players relevant to the plot of the scenario itself. Lastly, we hope to have more space at Warpcon than we get at Gaelcon which will give us the chance to do some more creative stuff with it.
Meanwhile, if you’ve not voted for us in the Geek Ireland Awards over HERE, please do! You can vote once per day per IP address, so vote from the office in the morning, from your phone on 3G on your lunch break, and then from home before you go to bed at night! Completely aside from how great we feel that everyone’s given us the votes boost they’ve given us, it’s great exposure for LARPing in Ireland.
Not gonna say Happy Christmas yet – let’s shoot for some proper content tomorrow!
…that we’ve been nominated for “Best Geek Event” on GeekIreland.Com’s 2014 awards ceremony. That’s really rather… well… it makes me feel a little bit like crying. Thankyou all so much for the vote of confidence!
So – you should definitely go and vote. Right now. As many times as you possibly can (you can vote once a day, you know.) Voting closes on New Year’s Day, so there’s plenty of time for clickyclicky.
Go HERE and vote early, vote often, vote repeatedly… It would be an unprecedented level of coverage for an Irish LARP. While you’re there, you should totally vote for the Adventuring Party podcast as well.
Hey all – like JumpTech or Midway, we suspect that Gilgamesh is going to go through a process of rules revision before the dust settles over the whole thing. We’d like to blatantly steal an idea from our friends at the Academy of Eblana and have published a brief survey in order to gain feedback from y’all. We’ll keep it open for a week.
Anything you have to say will be greatly appreciated!
Last planned update before Gaelcon… it’s the last rules package.
Because Ronan’s awesome, our spacecombat rules are pretty extensive. We’ve split them up into a few pages on the site… HERE, HERE, HERE and HERE.
I’d feel bad if I didn’t comment that you don’t need to know all the rules and all the background and be ready to answer questions on them the moment you walk into the game. My LARPs for years have been about story first, and rules second. Call this… an experiment in fixing the problems I thought existed in JumpTech and telling a new story.
If you’re humming and hah-ing about a character and worried that it might not fit, the best thing you can do is mail us. Closing date is midnight Thursday 23rd. I make no promises after that point.
It’s Gaelcon on Friday, people! Yay!
Downtime rules HERE. *So* close to having ship combat up here too, and then the updates will stop so we can throw everything into envelopes and be ready for the con!
Being as how two of the team are in London for at least a couple of days next week (no – that wasn’t the original plan. Remind me why I need to have a day job again?) we need to step on the gas a little.
Here’s a couple of quick rules additions – combat, damage, dying and unconsciousness HERE and some safety rules and stuff that doesn’t fit anywhere else HERE.