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Rules to Live by: A Live Action Roleplaying Conflict Resolution System

Rules to Live by: A Live Action Roleplaying Conflict Resolution System

List Price: $19.99
Your Price: $19.99
Product Info Reviews

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Rating: 4 stars
Summary: An Excellent Reference Tool
Review: As someone relatively new to LARPing, one of the things I found I disliked instantly was having to learn a lot of rules. Consequently, in theory, RTLB should be a nightmare for someone like me, right? Well, sort of. My first experiences with it were limited, and I avoided having to read them.

RTLB has been described as GURPS for LARP. I wouldn't disagree.

From a philosophical standpoint, I find that they offer a common-denominator system for developing a character myself, or developing them for others. In this sense, RTLB is pretty flexible. Beyond that, though, there ain't nothing that says it has to be used verbatim, and as a sole source for character development-- by players OR by GMs. Use it as a guideline. A reference book. It's -not- a "how to write a game" manual. The skills or abilities could be relevant across LARP genres and settings.

RTLB is a toobox, from which you can pick and choose, within the guidelines set by campaign GMs or Storytellers for a given universe.

RTLB may not be suitable for the UK standard of 'freeform' games, or other European LARPs. If you don't like stopping to roll dice (which, I'll agree, I don't-- the main thing I -don't- like about RTLB), no, this system isn't for you. If you don't like GURPS, RTLB is not for you. But it can work very well for character creation. Use of live combat makes parts of RTLB moot. But it -does- do a good job of evening the odds for players with a range of real-life skills and abilities. The major hangup with RTLB is combat; having played in a number of LARPs that use RTLB, combat can slow a game to a -standstill- if the GMs involved let it, so be forewarned. It does, however, provide a fair basis for adjudicating.

RTLB isn't for everyone. And, in some cases, it isn't even for me. But often as not, it is, and I've found it a -very- helpful tool for character development both as a player and as a writer. But it's not necessary to be taken as gospel; take what you need, leave what you don't. I keep it on the shelf for reference. Adapt it to meet your needs. For use with horror, mystical, and fantastical settings, try also "RTLB: Supernatural," by the same authors.

Rating: 4 stars
Summary: An Excellent Reference Tool
Review: As someone relatively new to LARPing, one of the things I found I disliked instantly was having to learn a lot of rules. Consequently, in theory, RTLB should be a nightmare for someone like me, right? Well, sort of. My first experiences with it were limited, and I avoided having to read them.

RTLB has been described as GURPS for LARP. I wouldn't disagree.

From a philosophical standpoint, I find that they offer a common-denominator system for developing a character myself, or developing them for others. In this sense, RTLB is pretty flexible. Beyond that, though, there ain't nothing that says it has to be used verbatim, and as a sole source for character development-- by players OR by GMs. Use it as a guideline. A reference book. It's -not- a "how to write a game" manual. The skills or abilities could be relevant across LARP genres and settings.

RTLB is a toobox, from which you can pick and choose, within the guidelines set by campaign GMs or Storytellers for a given universe.

RTLB may not be suitable for the UK standard of 'freeform' games, or other European LARPs. If you don't like stopping to roll dice (which, I'll agree, I don't-- the main thing I -don't- like about RTLB), no, this system isn't for you. If you don't like GURPS, RTLB is not for you. But it can work very well for character creation. Use of live combat makes parts of RTLB moot. But it -does- do a good job of evening the odds for players with a range of real-life skills and abilities. The major hangup with RTLB is combat; having played in a number of LARPs that use RTLB, combat can slow a game to a -standstill- if the GMs involved let it, so be forewarned. It does, however, provide a fair basis for adjudicating.

RTLB isn't for everyone. And, in some cases, it isn't even for me. But often as not, it is, and I've found it a -very- helpful tool for character development both as a player and as a writer. But it's not necessary to be taken as gospel; take what you need, leave what you don't. I keep it on the shelf for reference. Adapt it to meet your needs. For use with horror, mystical, and fantastical settings, try also "RTLB: Supernatural," by the same authors.


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