Difference between revisions of "V9: Game Modes"

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<onlyinclude>==GAME MODES==
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<onlyinclude>==Game Modes==
[[V9: Full Rulebook|Amtgard rules]] are designed to build on each other in layers. Each layer of rules increases the complexity of the game while also increasing the breadth and depth of play. A [[V9: Game Organizer| Game Organizer]] can choose to use some or all of the rules layers but they must always start from the base layer and work upwards. The different configurations of rules layers are commonly categorized into Game Modes. The different game modes are:
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The Amtgard combat rules are designed to build upon each other in layers. Each layer of rules increases the complexity of the game while also increasing the breadth and depth of play. A [[V9: Game Organizer| Game Organizer]] can choose to use some or all of the rules layers but they must always start from the base layer (Duels / Ditch) and work upwards. The different configurations of rules layers are commonly categorized into '''Game Modes'''. The different game modes can be found below.
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{{:V9: Duels & Tournaments}}
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{{:V9: Ditch}}
 
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{{:V9: Militia}}
 
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{{:V9: Full-Class Battlegame}}
 
{{:V9: Full-Class Battlegame}}
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{{:V9: Scenario Battlegame}}
 
{{:V9: Scenario Battlegame}}
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{{:V9: Team Quest}}
 
{{:V9: Team Quest}}
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{{:V9: Adventure Quest}}
 
{{:V9: Adventure Quest}}
{{:V9: Sandbox Roleplay}}</onlyinclude>
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{{:V9: Sandbox Roleplay}}
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Revision as of 09:33, 23 January 2023

221202---V9-Rules-Seal-for-Wiki.png
This page is part of the Official Amtgard V9 Alpha-Playtest Rulebook.
  • The Amtwiki is the official home and primary source for Amtgard V9 Rules as of February 25, 2023.
  • These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
  • To learn more about Amtgard V9 Development, please visit Amtgard.com.
  • To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.




Game Modes

The Amtgard combat rules are designed to build upon each other in layers. Each layer of rules increases the complexity of the game while also increasing the breadth and depth of play. A Game Organizer can choose to use some or all of the rules layers but they must always start from the base layer (Duels / Ditch) and work upwards. The different configurations of rules layers are commonly categorized into Game Modes. The different game modes can be found below.


Duels & Tournaments

Duels

Duels are the most basic form of Amtgard combat. In this game mode, two players with battle each other in 1-on-1 combat. This mode typically uses only the Ditch rule layer. That means only the core combat rules. No armor, no projectiles, no siege weapons, no classes, and no roleplay abilities. Duels are often used to practice fundamental fighting skills such as strike placement, body positioning, and footwork; among others.


Tournaments

Kingdoms will often organize Fighting Tournaments where players can test their dueling prowess in a competitive setting for a chance to earn special accolades and achievements. Tournament fighting is one of two combat-focused paths to Knighthood.

A common modification to Duels and Tournaments is to prohibit Shield Crushing, a keyword effect that can be gained through the construction of Great weapons. Removing Shield Crushing ensures only the most basic combat rules are available to combatants.


Is Roleplay expected? Roleplay is rarely, if ever, expected in Duels and Tournaments.



Ditch

The Ditch game mode, as the name implies, only uses Ditch layer rules. That means only the core combat rules. No armor, no projectiles, no siege weapons, no classes, and no roleplay abilities. Unlike Duels and Tournaments, Ditch games are fought with teams of players. Ditch games are a great way to ease new players into the game, as well as an excellent warm up or cool down activity.

A common modification to Ditch is to prohibit Shield Crushing, a keyword effect that can be gained through the construction of Great weapons. Removing Shield Crushing ensures only the most basic combat rules are available to combatants.


Is Roleplay expected? Roleplay is rarely, if ever, expected in Ditch games.



Militia

The Militia game mode is one layer of complexity up from Ditch. It allows Armor, Armor Breaking, Shield Crushing and basic projectiles, but not classes or roleplay rules.

Militia games are a great way to enjoy the physical combat rules, including armor and bows, without going too far into the intangible mechanics such as verbals, enchantments, and other special abilities.


Is Roleplay expected? Roleplay is rarely expected in Militia games.



Full-Class Battlegame

This game mode is the classic Amtgard experience. All combat-focused mechanics are used, including classes. Only the roleplay rules, which are non-combat oriented, are left out.

Full-Class games are the flagship activity for the Amtgard LARP and the most popular game mode by far. It offers the greatest combat depth and variety of participation styles, however this comes with the price of having a lot more rules for each player to track and process in real time. Since this game mode also includes intangible effects such as magic and enchantments, the honor of each player becomes crucial to ensuring everyone gets the fantasy combat experience they are expecting.

The Game Organizer Guide offers tips and guidance for easing new players into these more complex rules.


Is Roleplay expected? Roleplay is rarely expected in activities described as Full Class Battlegames. Scenario Battlegame is the term used when a Full-Class Battlegame intends to include roleplay.



Scenario Battlegame

This game mode sits on the cusp of using the full Amtgard ruleset. It represents activities that are still team-based and PVP in nature but want to include some roleplay elements without incorporating a complex storyline or social options. They use all the combat and class mechanics and may even dip into the non-combat roleplay abilities as well depending on how it might impact the activity.

Scenario battles often include NPCs, players who are not assigned to a team but representing some sort of monster or character that both teams can interact with.

An example of a scenario battle is a normal 6-on-6 full-class battlegame that also has an NPC Troll that can be bribed or convinced to attack the other team, and a NPC Unicorn that can be socialized with to earn enchantments and other boons.


Is Roleplay expected? Roleplay in scenario battles is encouraged but since this mode often combat-centric with little or no way to achieve victory without fighting, roleplay among PCs tends to be minimal. Typically, the NPCs will be the ones doing the majority of the roleplaying and other players will only roleplay when dealing with those specific NPCs, or by throwing in the occasional in-character quip when it won't affect their odds of victory.



Team Quest

This game mode is the first true use of all the gameplay rules. From core combat all the way to roleplay mechanics.

This mode involves teams of players, often called PCs, competing against each other to complete objectives that may include combat, social roleplay, puzzles, and other enjoyable activities alongside an overarching storyline. This game mode will often included more fleshed out NPCs for all groups to interact with.

Contrary to Adventure Quests, in Team Quests, each team is encouraged to thwart each other’s efforts and PVP combat should still be expected.


Is Roleplay expected? Roleplay is expected in Team Quests. These activities will often require the completion of social encounters and other non-combat objectives; there is usually some form of storyline; and it may even be possible to participate without engaging in combat whatsoever.



Adventure Quest

This game mode uses all the gameplay mechanics and is similar to a Team Quest except that it expects all players (PCs) to be on the same team and generally work together to thwart the NPCs and complete a storyline objective.

This mode is closest to a classic tabletop RPG experience where the Game Organizer (also known as the Questmaster) has the most freedom to script NPCs and control the flow of the encounters so PCs get a high-quality, streamlined story experience.


Is Roleplay expected? Roleplay is expected in Adventure Quests. These activities will often require the completion of social encounters and other non-combat objectives; there is usually some form of storyline; and it may even be possible to participate without engaging in combat whatsoever.



Sandbox Roleplay

The Sandbox Roleplay game mode, also known as "Open Roleplay", puts a spin on the traditional gameplay mechanics by foregoing teams, storylines, and specific objectives to instead encourage players to roleplay freely among themselves, engaging in combat only if and when the need arises.

This mode allows all game rules including combat and classes but is typically used for feasts, courts, and other low-combat environments where the focus is primarily on social roleplay. This means Sandbox Roleplay is great for non-fighting participants as well as traditional combat-ready players.

Most importantly, it is uncommon for Sandbox Roleplay to have a dedicated Game Organizer, so players who wish to roleplay this way will simply congregate together and drop in/drop out at their leisure.

Sandbox Roleplay is a great way to help players develop their character's non-combat personality and establish key details like occupations, hobbies, alignment, alliances, etc.


Is Roleplay expected? As the name implies, roleplay is expected in Sandbox Roleplay activities. With that in mind, the disorganized nature of sandbox roleplay means that not everyone in your immediate area will always be participating so you may find yourself occasionally interrupted by out-of-character matters or otherwise be forced to move your roleplay to an area that is less likely to be interupted.


Game Modes
Duels & Tournaments · Ditch · Militia · Full-Class Battlegame · Scenario Battlegame · Team Quest · Adventure Quest · Sandbox Roleplay
Combat Activities
Core Game Mechanics · Game Modes · Custom Rules and Accommodations · Game Organizer Guide
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary