Hey all, I'm Moth, they/them. I'm currently trying to figure out whats going on and what I want to do. I was looking at healer/crafter, but they don't seem to offer any ways to advance like fighting, the guild that doesn't exist, magic, and alchemy do. I was also floating the idea of being in the bazzar but I dont see a way that the arts that I do fitting into the bazzar (I do a lot of fiber arts, spinning, weaving, sewing, naalbinding, etc) and I'm at a loss as to what to do. I dont want to just go around and be a heal bot but I don't see any engaging options like the other options seem to have. Looking for advise from someone whos 10 years in boffer fighting!
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Excellent question @Abby Wilson, To add to what Dan's excellent post, learning skills in the bazaar is not about 'getting skill mechanics' - it's for engaging in the roleplay of learning and study, sharing a passion for the subject matter and community development. So what does 'progression' or 'learning skills' mean? Learning skills are designed to improve the roleplay experience and do not primarily focus on mechanics because ultimately DrachenFest is a scenic experience, and is narrative driven. The numbers and crunchy mechanics give us a frame of reference for our roleplay in a competitive space, for us to have expectations of how long and how much effort it takes to do something. Referees will ensure fair and safe roleplay practice in the competitive space, where the general rule of thumb is amazing roleplay will win the day. What's in it for me? At DrachenFest, veteran characters who have engaged in self development, skill training roleplay and have experienced progression, attain an IRL arsenal of scenic roleplay options and knowledge. A veteran is someone who has learned to organize other players and tie them collectively into a powerful and intense scenes with excellent prop use, turning what would be considered a 'heal bot' into the kind of roleplay where, given multiple healer options - players would choose to go that healer to experience that roleplay, because it's awesome. We have wonderfully experienced guild leads and enterprise leads, many of which come from DrachenFest Germany, or are themselves experienced narrative driven roleplayers who are excited at sharing their arsenal of roleplay options. True masters of these crafts at DrachenFest are ones who come to understand that game mechanics are merely kickstarters or frameworks of reference for ultimate scenic roleplay to provide the 'oh my god that was so awesome' experience for other players. They also realize that like in real life, there is always more to learn, to strive for, to experience and to share. Similarly for crafting, this isn't so much about making items with better game mechanics points, but communities finding each other with a shared passion for a real historic craft. 'Blacksmiths' for example, won't just go and be able to pay a couple of copper, read a quick book, and then 'be able to make better lockboxes', but will have the opportunity to practice real life blacksmithing at a forge, share and improve their collective knowledge about techniques in practice, and translate them into the game setting. Am I stuck with what I pick? Finally, 'what you pick is forever' is only true in that 'rulebook archetypes' are baseline concepts for characters to specialize in a form of roleplay that are in high demand. You absolutely can change your archetype from year to year if you don't enjoy that form of roleplay. What does this mean practically? Where can I learn healing or crafting? Say you want to progress in healing. Start by asking around town to find the healers enterprise, and talk to them about what they do. Most enterprises have business models (ie quests/mechanics) for camp players to be hired to experience their roleplay. Talk to them about learning through practice - and they will happily engage in that roleplay with you, and have options to share more game mechanics through excellent roleplay. By doing this, you not only have the opportunity to develop the skills yourself, but also add to the community and to the Enterprise's own progression! Bazaar enterprises all have potential 'pathways' to guildhood themselves, as the town isn't a static set of NPCs, but a player driven faction with their own heterogenous goals. TLDR: Skill progression is primarily community driven scenic roleplay acting progression and not mechanics, though you can learn secret game mechanics. Enterprises can develop into guilds, and these are not 'NPCs giving out skills' but themselves players experiencing the same sandbox DrachenFest that you are. Bazaar coordinator
Hi Moth! I want to share a few thoughts about skills & progression in general. (sorry in advance for a big wall of text)
In games like D&D and many larps, a lot of what your character "does" is in service to progression--gaining XP and items that make you more powerful. DrachenFest-US doesn't share that assumption & isn't set up for a long curve of mechancial power growth. We have seen many larps crushed under their own progression systems, where new players eventually feel intimidated or heavily outclassed by veterans.
The DrachenFest Roles are meant to be fun and useful all by themselves, and don't depend on unlocking other abilities to be worthwhile. Many people won't ever bother joining guilds, they'll be too busy with other things. (for example--I've been playing at DrachenFest in Germany for several years and my skills have never changed!)
As a healer/crafter, I think you'll be in high demand. If you join a camp, you'll be a critical part of their post-battle recovery process. If you stick with the bazaar (ie-- not aligned with a camp), you could sell your services as a freelance healer... or maybe even make some cash as a spy or information broker! Nobody is "just a heal bot"--outside of the game skills, there are plenty of things to do at a larp like this, plenty of ways to help your friends. Especially if you like role play, lore, and coming up with clever plans.
As an "Origins" event, a lot of the gameplay will also be about forming groups, institutions, traditions, and things that will be around for years to come. Once healers and crafters start gathering in the bazaar to share tips and techniques, the possibility of a guild/progression path begins to come into focus. To a degree, the larp itself has to "level up" by developing social structures and networks of people with similar interests. In the German game, many of the "secret abilities" weren't designed at the beginning, they emerged from player interest and in-game research. (for example: there is a school of necromancy -- it was created in-play by necromancer players who liked to meet and share secrets with each other.. the unlockable necromancy spell came later)
We also feel that part of the fun of a big festival game is exploring the space and learning what's going on. We don't want to reveal everything before the game, especially because a lot of "how things work" will emerge from player decisions and culture.
My advice is - do what you think is fun, and don't worry too much about progression. It's only one (small) part of the game. :)
Re crafting and mechanics
As a ref I'm thinking about crafting in three categories: Mechanical, Quasi mechanical, and Social
Mechanical crafting: the listing in the rules for the Crafter broad category is what you look for here. Mostly repair and support skills for your team in the wargame. This is applying crafting RP for a mechanical benefit. As this game matures there may be more things added under this banner (the lockbox is a current example) This is a well defined, but intentionally small category Quasi mechanical crafting: This is the loosely/undefined but broad category. The rules imply that things are useful (the blue sash needed for Mage Armor, war machines, lifewards, the various material for doing skills (bandages or completely different healing tools, alchemical everything, ect)) but intentionally don't define more than we need to. The rules for winning the contest with banners, force of arms, and thievery are well defined because they need to be, applying crafts and creativity to the same problem is intentionally left open so we have room to say "that's awesome! Go for it". Rituals, ritual circles, gardens, laboratories, healers refuges, wards and all the other things that can be done will only become stronger with the addition of craft and creation. Some of this is defined, but intentionally hidden behind "find out in game" some is leaving space for us as refs to respond, reward, and build on what you find engaging. As an example, if someone creates a woven momento mori recording the deaths of characters by incorporating a trinket or fibers from their kit in some way that's a powerful artifact for shadow, even if we don't have a specific mechanic defined for it yet. Social Crafting: This category is undefinable in mechanical terms. What we're really doing is building a community. Most of the time at a game like this is unstructured. Plot won't come to you, you make what you will of the world. The time spent working on a thing in this world, with other people will, honestly, matter more than any mechanical points I can assign as a ref. Hope this helps, -Andrew
As someone who's new to LARP and going into a system they aren't framiliar with, the lack of clarity about what's available is very unhelpful. Documentation lists out very explicitly other locations for other skillsets that will have ways to get better in the bazaar but doesn't list anything else, even cripticly like what's been done here. An indicator in publication that goes "talk around in the bazaar, and you will find people and places that allow you to advance for every class you're in" would go far into assuring people they have a way to advance their character beyond what they start with if they aren't choosing fighting classes.
As Renee and our mysterious Bazaar patron indicate there's some intentional fog around what you might find in the city, but healers and other crafters will absolutely be a presence in that neutral space as well as being critical for all the Dragon camps. Consider joining a camp that appeals to you and your character as the primary thing we're doing is building camaraderie and community through adversity (the competition). Those lasting connections at your camp are what will be the basis for future Drachenfests here. In my experience the small camp craft is a great gateway to building the society of a camp (personally I do very poor calligraphy, and acceptable whittling).
Oo! Came here to answer this, but it looks like people have! There are going to be a lot of other Enterprises in the Bazaar that are not listed, purely to pull us into exploration and discovery as our characters! This world is new and unknown to all of us! While not certain, I am pretty sure a good walk through the tents and booths and discussions with their keepers will reveal what they seek :)
Honorable Moth, With great pleasure am I able to announce, that the bazaar will have a barber surgeons collective. This young player led enterprise will certainly be interested in your endeavors and would love to see such efforts rewarded as part of the bazaar! By the grace of the Dragons, A servant of the bazaar ------------------- Please reach out to bazaar@drachenfest.info and we can get in touch if you're interested! Best, Bazaar coordinator
Hi! For information to help new players this forum is a great place to start to ask questions and connect with other players, perhaps even other healers. I personally don't have an official answer but I am happy to help and share information based on experience. Your character and your style of healing or crafting is all up to you, there is no wrong way to do it (as long as it's larp safe). Healing kits usually include bandages, larp knives or scalpels, herbs and even fake leeches. Or completely off the deep end, my favorite healer I have played would carry bones would stuff them in people's "wounds", chant and wave a wand in their face while they screamed. Really the world is your oyster! I hope this helps. Feel free to ask more questions here or even get a healer thread going if one does not already exist.
Good morning, Moth! There are lots of opportunities to engage at DrachenFest, even if you are not a combatant, especially for crafters! Crafters will be an essential part of any camp, as they will be the main folk who can repair and generate in-game items -- smiths, tanners, and outfitters are INVALUABLE before and after the big skirmishes. And while we do not have a healer's guild, we will have a healer's enterprise at the bazaar. Additionally, if you do not see a guild at the bazaar that strikes your fancy, there's always the opportunity to apply to create your own enterprise. If you've not done so already, please glance through our Rulebook and our Player's Guide for ideas! If you have any questions, please feel free to reach out :)