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PostPosted: Wed Mar 21, 2012 1:08 pm    Post subject: Reply with quote

Before Your First Event

Say Hello
Make a forum account, and introduce yourself on the OOG (Out-of-Game) Forum. Feel free to ask any questions you have about event or the rules, or if you can borrow equipment for your first game or if you want help creating your first character. We're a very friendly and helpful bunch, and we love introducing new people to our hobby. If you've larped previously, share your experiences; we love hearing about other larps, and we'll be able to point out any differences you can expect.

Learning the Rules
Under the Game menu, you'll find the links 'Game Books', 'Game Policies', and 'New Player's Orientation'. Under the Logistics menu, you will find the link 'Character Procedures'. Officially, you're asked to read everything under all of those before your first event. In reality, that's a lot of material to read through (and the New Player's Orientation isn't posted yet, which makes that part kinda hard). Don't worry, you're not expected to remember all of it, and we won't think you're a dummy for asking questions. It does help if you're familiar with a few things though.

Before your first event, I recommend:
In the Rulebook, read Chapter 1 and 3, and memorize as much as you can. Read Chapter 2, and use it as reference as you create your character. You only need to know those things in Chapters 4 through 8 that pertain to what your character can actually do, though skimming the whole thing will give you a better idea of what's going on around you. You can read Chapter 9 for an idea of what NPCs can throw at you, but asking 'what does that do' for your first few events is pretty much expected - even old players sometimes have to ask.

In the Player's Guide, read those parts that apply to your character.

Read the Character Procedures/Logistics Manual.

Read the Game Policies.

Character Skills
Legacies uses a classless system, so you can buy skills in any combination you want, so long as you have the prerequisites for each skill listed in the rulebook. However, you will probably find that a character that is at least somewhat specialized is more effective. Think about where your character comes from, how old they are, what their personality is like. Does it make sense for them to know how to do X thing? Where would they have learned that skill?

Take note of the skills listed as costing 0 skill points. They are very useful, basic skills. The reason they are actually listed as skills rather than just saying 'everyone can do this' is because that way you can play an illiterate barbarian if you really want to... but for your first character, we suggest having them all. It really does make life easier.

Lores represent your character's knowledge. They can be very useful, but until you have a good grasp of the game and the material in the Player's Guide, you may not be able to use them to best effect. However, if you think of something that your character really ought to know about, go ahead and buy some. Remember that all lores need to be discussed with both Logistics and Plot.

Languages cannot be bought as skills. Your character can speak (and write, if you bought the read/write skill) the same languages as you can. English is called 'Common' or (by the semi-pretentious) 'Imajikan', and is basically the lingua franca of our fantasy world - no matter what country you come from, it makes sense to know English.

Character Equipment
To answer a common question: You do not need to buy your character's clothing with in-game coin. Nor do you need to buy tools in order to use your production, if you have bought crafting skills for your character. You also do not need to spend in-game coin on your cabin decorations, or period light sources for inside your cabin.

With in-game coin (or starting production) what you are actually buying are tags - small slips of paper that prove that your character has aquired the item in-game. In addition to the tag, you also need to have a prop (called a phys-rep) for the item that you have aquired out of game. You generally attach the tag to the phys-rep whenever that is practical. Generally you cannot use an item unless it has both a tag and a phys-rep, but you are granted three months as a new player in which you can use tags with no phys-rep (with the exception of weapons, shields, and thrown alchemy).

If you need to borrow a boffer or garb for your first event, please ask on the forums! We all like being helpful, and trying to ask at event will usually result in 'I have a spare one you could have used but I left it at home.'

Because tags are required to use an item, you generally only need to buy tags for items you are going to use at event. The following items always need to be bought in game and tagged: Weapons, shields, armour, alchemy, scrolls, spell books/focuses, light sources which will be used outside your cabin, locks, traps, manacles, maps, ritual components.

The following items can be useful to have tagged: rope (if you plan on tying people up), chests or boxes (if you want to lock them), anything you want to hit someone with (frying pan?) as long as the phys-rep is boffer safe.

The following items can be tagged to represent that they are of better than average quality, or to allow them to be enchanted (mastercrafted only): Clothing, boots, jewelry, holy symbols, altars, tools, etc.

What to pack
Garb and phys-reps - Whatever you have, bring. Don't worry if you don't have everything you want for your first game. You have three months to get your stuff sorted out.

Bedding and toiletries - We have cabins with bunks and matresses at almost all the sites we use, and showerhouses/washrooms with indoor plumbing. There is no bedding, pillows, towels, etc. provided. At Delezenne, we have a grand total of sixteen matresses - bring a camp matress to sleep upstairs in the tavern, or a tent if you prefer.

Food - No food is provided, bring your own, or arrange for someone else to feed you in advance. You will have access to a full kitchen, microwave, and fridge. Usually no freezer. Plates, pots, pans, etc are all provided. If you want to take food back to your cabin instead of eating in the tavern, please bring your own dishes/cutlery.

Weather-appropriate clothing - if you have period garb for the full range of Washington weather, you probably are an experienced LARPer or SCAdian, and already know to bring it. If not, bring warm clothing to wear under your garb, and if you don't have a cloak or a coat that doesn't look too modern, then make sure you have a few changes of clothing. Cold and wet is not a good way to spend your weekend.

Socks - "Welcome to Legacies - bring extra socks" has become something of the joke that won't die around here, but there is some wisdom to it. It became the traditional greeting to new players after someone forgot to bring any socks to a very rainy event. Waterproof socks and wool socks are great if you have them, but even if you only have cotton, being able to change into a dry pair whenever you go back to chill in your cabin for a while is nice. And extra socks are not only for wet events - a regular change will keep you from offending your cabin mates with that lovely 'cheese factory' odor when you take your shoes off to go to bed.

Medication - if you have it, please remember to bring it. If you have an epi-pen, any sort of medic-alert, severe allergies, or any other health concern, please let Chris Melton know, as he is our Head of Safety.

Water and Gatorade - Bring it and drink it. Even if it's not hot out, and especially if it is - you will be running around and working up a sweat. Fainting is neither manly nor ladylike, no matter what anyone tells you.

Pre-Registration and Logistics deadlines
Pre-registration closes the wednesday before event. Please let us know that you will be coming so we can plan appropriately. You can find the Pre-registration page under the Logistics menu. This does not involved paying in advance.

If possible, please email your character (which skills and equipment you want) to Logistics at by the Friday before event (7 days before event). After that date, any emails sent will not be read before event unless it is the continuation of a prior conversation. Print out your email and bring it with you to Check-in, just in case something got lost in the pre-event shuffle. New players are allowed to create their character during check-in, but sending it in advance makes it easier for everyone. You can find Excel spreadsheets to help with this under Logistics > Character Utilities.

If you have your character history ready, you can email it to, again before the Friday before event. You have until your third event before you are expected to provide a character history, however, and our Game World ref is very good at helping you flesh out a full, acceptable history from whatever vague or specific ideas you may have about what kind of character you want to play. You may not play out any element from your character's history before it has been approved (not just submitted). Within reason, of course; saying "I'm Bob, a farmer from Alba" is fine before you hear back from Anna, but if you want to go around saying "I'm Bob, originally a farmer from Alba, but recently adopted into the family of the Emperor of Nippon," you need to wait to be told that you can. Unless your character is just full of bs and likes saying silly things, of course.
Speak softly and carry a big stick.

I am not afraid of the dark, for I am a light. The dark is afraid of me.

Last edited by jay on Wed Jun 11, 2014 7:20 pm; edited 5 times in total
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PostPosted: Wed Mar 21, 2012 1:12 pm    Post subject: Reply with quote

At Your First Event

When to arrive
Try to show up early to your first event - especially if you did not submit your character to Logistics in advance. 4pm is usually a good time. Check the Forums - sometimes the owners will post 'do not show up before X time this event' or 'Check-in will not open until X time this event'. In that case, try to show up as soon as possible after the time mentioned.

When you arrive at event, ask any player to direct you to the 'Check-in table' or 'Logistics table'. You will probably have to line up. If you do not have your character ready, you will be given a copy of the rules and told to come back when you do. Generally someone present will be willing to help you if you want.

Once you have your character (skills and equipment) ready, or if you submitted your character in advance, you will recieve your character card and tags for the equipment you purchaced. Your character card will list your character's race, skills, and other info, and have space on the back to mark off when you use your spells or limited-use abilities. Only a ref is allowed to write on the front of your character card. Do not loose your character card, and keep it with you all game. You will need to be able to show it to any ref who asks, and you will also need to show it to Logistics at the end of event.

Keep your tags safe, if you loose them, too bad, your character lost the items in-game. Double-check that you recieved the right tags before leaving check-in. If you attach a tag to the phys-rep (which is reccomended), it must be possible to remove the tag without ripping it - if someone steals your stuff in-game, they will take only the tag, not the phys-rep. Tape is good. Gluesticks not so much. Laminating a tag on both sides with packing tape will protect it from rain and mud. A ripped or destroyed tag represents a destroyed item, so it's a good idea to protect your tags from accidental damage. However, if your tags get wet or worn you can bring them back to logistics for a fresh tag, as long as they are still readable.

The other two things that happen at check-in are weapon checks and armor checks. Before beginning play at every event you must have all your weapons checked for safety. The first time you bring a new armor phys-rep to game, you must have it checked to ensure that it meets the requirements for the tag you wish to use it with. New weapons should also be checked to ensure they are an appropriate length/size for their tag. Don't worry, we're not going to get out a tape measure.

If you don't have your own OOG, spirit, or (if necessary) non-com headbands, Logistics has orange, white, and yellow surveyors tape you can use; just ask before you leave check-in.

If you need to borrow makeup, garb, or physreps from the Immersion Committee, or have any questions that Logistics didn't answer, look for the refs in the orange "Immersion and Information" t-shirts.

Where you will sleep
Unfortunately, Fortnight does not have an inn with rooms for rent. While there is a building affectionately known as 'The Tavern' it is not actually a place of business, being simply a communal kitchen and gathering place, and also acts as the ad-hoc town hall and courthouse when needed. There are no bunks in the Tavern.

Cabins and bunks are officially first-come, first-serve, but most people stay in the same cabins every month, and it's polite to respect that. Asking around before you plunk your stuff down in a cabin will also prevent such problems as your tasty-looking rabbit mongrel ending up in a cabin full of hungry orcs. If you are joining the militia (see 'How to get involved' below), you will be given a bunk in the cabin which is designated as the militia barracks. Military and Nightswatch characters (backgrounds require plot approval, remember) can also expect to be housed in their respective barracks. If you have friends who already play, or have already discussed with other players having your character know theirs, you can probably ask to share their cabins. Finally, you can choose to sleep in an unclaimed cabin, ask around the check-in line for who might be willing to house you, or beg a night's hospitality in the Temple.

How to get involved
Legacies is primarily a social game, and the best way to get involved and know what is going on is to put yourself forward and make an effort to interact with people. Antisocial or 'lone wolf' characters may sound cool, but are generally not very fun to play. Sitting out in the rain brooding while everyone is hanging out having fun in the tavern makes for good novels and movies, but at game you'll just end up cold, wet, hungry, and bored.

Some of the other characters are assholes. Do not take it personally. The player doesn't hate you or think you're an idiot newb. If you're upset by something, or wondering if you did something wrong, ask the player about it out of game. They will usually appologize for their character being a dick, and explain why they reacted the way they did. However, most characters are nice enough (sarcasm, quirks, insanity, and/or poor volume control aside), and will be happy enough to talk to you as long as your character is also not an antisocial ass.

Joining an in-game group is a good way to have an instant connection to other people, access to training, and someone to watch your back when the monsters attack. While the Army and Nightswatch are options, joining involves responsibility and commitment that new players often aren't sure they should give. The Militia exists primarily to help new players and give them a support group - unfortunately the official Militia is currently disbanded due to IG circumstances. A replacement organization should be introduced soon; feel free to talk to me (Jay) about getting your character integrated into the town in the meantime. Membership in the militia gives you a place to sleep, pay, access to training and equipment, people to watch your back, and an 'in' to various plotlines and things that are going on. Unlike the military and Nightswatch, you can quit at any time if you discover it's really not for you. There are also several unofficial groups which you may be able to join - clans, businesses, etc - but unlike the Militia, you may have to convince them as to why they want to associate with you.

The 'Newbie Mod'
At some point during the event, usually saturday morning, plot will run something called the 'Newbie Mod'. This is a small mini-adventure for new players, during which the majority of the rules are explained. It's a bit like the tutorial quest in a video game - you get to face fairly low-level opponents, learn what all your weapons do, practice your skills, and ask the refs lots of questions. It's also an opportunity to meet your fellow new players, and sometimes get a 'lead-in' into one of the main plotlines. If there isn't a newbie mod your first game, or you miss it for some reason, you can always participate the next game.

An NPC is a Non-player Character - that is, a character that does not belong to a player, but is sent out by Plot to interact with and challenge the other characters. NPCs are often monsters or villains, but can also be a messenger coming to town with news, a travelling merchant, or any other person, animal, or thing that Plot has decided needs to wander into town. NPCing is playing an NPC (sometimes called monstering or crewing at other larps), and we reccomend that new players spend some time doing it during their first event.

Why? It's a good way to learn more of the rules, and get the opportunity to use abilities that your character doesn't have. It provides a chance to take a break from your character if you feel things are getting too intense, or something to do if you're feeling bored. And since you're taking time to help the game, you'll be rewarded with Bribe, which helps you buy skill points or get money for your character faster than you otherwise would be able to.

If you want to NPC, simply go to Plot Camp (if you don't know where that is, ask an older player) and let them know you want to help out. If they don't have something for you to do at the moment, they'll let you know when to come back.

Relax, have fun, ask questions!
Always, always feel free to ask questions. On the forums, at check-in, during game, after game. If you feel overwhelmed, take a deep breath, relax, and remember it's just a game. If you need to go out-of-game for more than a quick rules question, put on an orange headband and try to stay out of areas where people are in game. If you can stay in character to ask a question, do so. There is no reason your character can't ask where the washrooms are or what time it is.
Speak softly and carry a big stick.

I am not afraid of the dark, for I am a light. The dark is afraid of me.

Last edited by jay on Sun Jun 30, 2013 12:32 pm; edited 3 times in total
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PostPosted: Wed Mar 21, 2012 1:13 pm    Post subject: Reply with quote

After the Event

Clean-up and Check-out
After game is called (usually 8am, but it depends on the site - ask at check-in), you will need to pack all your stuff back to your car, and help clean up your cabin and site. You will not be able to check out until your cabin is clean and your clean-up assignment (assigned at check-in) is complete.

You will need to check out after every game - you show your character card to logistics, along with any teaching cards you were given that game, and any changes to your character will be recorded and you will be given your skill points from attending the game (called Blanket). After you check out, you can write on your character card, throw it out, turn it itnto a pirate hat, or whatever else you like. You will get a new one at the start of your next event.

Once everyone is checked out, there will be a brief Closing Ceremonies, where the refs (and players) will bring up any issues that came up during the game. Directions to Afters will be given out at this point.

After almost every event, we all go to a local restaurant for lunch/dinner/snacks, to relax and exchange 'no shit, there I was' stories. This is a great opportunity to get to know your fellow players better, ask about anything you didn't understand at game, get feedback on your character, and just relax.

Preparing for subsequent events
Make note of anything you noticed you needed or had to borrow during event, and add it to your packing list for next time. Finish reading the game materials referenced in the Before Your First Event section. Wash your garb before your LARP bag starts permanently smelling like a hockey bag.

Check the Blanket table in the rulebook to see how many skill points you gained from attending event, and decide whether you want to spend them or save them. If you have production skills, you will need to email Logistics to use them, so you need to decide how you want to spend your production points in advance of the next game. Your production points are listed on your character sheet, and can be spent each event to create in-game items. There are lists of the costs of items that can be created with each skill in the rulebook. If you have bribe, you can spend it instead of coin to pay the copper cost of creating items. See the Character Proceedures for details on spending bribe.

After your first event, the Logistics deadline becomes ironclad. You must email any skill purchases and how you want to spend any production skills you have to by the Friday before event (7 days before event starts). If you don't get your email in on time, it won't be read, and you will not have what you requested for that game. If you have a truly valid excuse for why you can't get your logistics email in on time, make sure SOMEONE emails Logistics on your behalf before the deadline. There are very few truly valid excuses. Having your internet go down in the hours before the deadline is not an excuse; you had weeks to get it done. If you are planning a 3-week trip touring South America between events with no internet access, tell him at the event before the trip, not the event after the trip.

If you lost resurrections off your card during the prior event, buy them back as soon as possible. You can only buy one back per event. The best way is to email logistics before event. If you forget, or if you won't have the bribe until you get to event (say, you're making a donation) then you can do it at check-in.

Your 'Three Month Rewrite'
If you create a character, play it, and find out that you hate the character, hate the skill set, hate the race, or just think you'd rather try something different, you can. You get the chance to completely rewrite your character once at any time before the fourth event you attend. This means you can change the race, racial abilities, skills, name, history, and/or equipment in whole or in part. If you miss this rewrite, all future opportunities to rewrite your character will be much more limited - you will only be able to either rearrange a few skills, or else scrap the character and create a new character completely.

If you decide to use your rewrite, let logistics know as soon as you decide, and email the changes to logistics early in the month. If you send the Head of Logistics a rewrite the last day before the deadline, with no warning, he will be very cranky. I don't want that, and you don't want that. Don't do it.
Speak softly and carry a big stick.

I am not afraid of the dark, for I am a light. The dark is afraid of me.

Last edited by jay on Thu Sep 26, 2013 6:06 pm; edited 1 time in total
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PostPosted: Sat Jun 29, 2013 9:33 am    Post subject: Reply with quote


How do I make money?
You might not like this answer, but here goes: Get a job. Unlike in D&D and WoW, "adventurer" is not a job in Legacies. Coins don't fall out of every skeleton and wolf, and nobody's going to offer you a bounty on rat tails. Here are some suggestions of IG jobs:

~ Craftsman/Merchant - this requires that you have some SP invested in production skills (Smith, Apothecary, Spellwright, Illuminator), but there's good money in it. As a bonus, you can make a bunch of your own equipment effectively for free. "Alchemist" is even a valid combat build - a stockpile of the right alchemies can go pretty far towards winning a fight. If you are interested in this, but can't afford the SP investment to start with, try to become another character's apprentice.

~ Guard/Bodyguard - This is a fairly common one for characters heavily invested in combat skills. There does tend to be more people looking for work than people hiring at any one time (alternating with shorter periods of the opposite), but if you prove reliable you can probably find reasonably steady employment. If you get bored and wander off though, your employer will probably fire you.

~ Baronial Guard/Army/Nights Watch/Royal Courier - An excellent source of steady wages (usually). You have to swing by Plot every event to pick up your pay and orders, and you have some "default" responsibilities that mean you have to get involved in various things (the exact details vary by service) whether or not the NPCs are totally kicking your butt. The other characters may or may not appreciate your selfless service, but you can trust that anyone in the same tabard is a friend and/or ally.

~ Food Merchant - you know what the other people at a larp are even more interested in than magic swords and loot? Eating! The tavern is usually hiring, or you can bring your own food and/or drink to game to sell.

~ Other jobs - If you have some skill OOG that you can turn into a job, or just a willingness to put out some effort at something, go for it. We've had people selling massages, professional gamblers, and at least one bard with an NPC noble patron. As far as unskilled labour goes, people are often happy to pay you to wash their dishes (offering to wash the pots and/or clean the grill will often make people happy to feed you, too, if they have extra food to share), stand in a ritual circle, help carry things, etc. Your choices for getting paid are: find a PC to pay you for your services, talk to Plot about having an NPC pay you for your services, or spend time during game NPCing while your character is "away at work", and convert the Bribe you earn from that into coin.

What town am I in, anyway?
In order to maintain some semblance of internal consistancy to the game, each campsite we use is designated as a specific location in game. If you click on the location for each event on the Events page, in addition to driving directions and amenities information, it will tell you which IG town that site represents. Our two most commonly used sites are:

~ Millersylvania - Fortnight. 'Home' of the more-or-less permanant variety to most of the characters. Originally an actual small fort, Fort Night was a Nightswatch outpost until relatively recently, when the Alban settlers flooded the area. The location is now a proper town, though so far lacking a proper inn or tavern. The Nightswatch still maintains a small presence in the area, though they have moved most of their people to Fort Hayes, closer to the new border.

~ Fort Flagler - Fort Hayes. A joint Nightswatch and Alban Army outpost, nearer to the border of the Wastes than Fortnight.

~ Brooks Memorial - The Crossroads. Less than a day's walk from Fortnight, local farmers come here for market day, and trade faires and seasonal festivals are held here during the summer, but there are few to no permanent residents.

Other sites:

~ Camp Ramblewood - The Valley of First and Last Chances, in northern Drakenvelt
~ Camp Thunderbird - Lydna
~ Cornet Bay - TBD
~ Sun Lakes - An abandoned town in the Wastes, a week's travel north of Fort Hayes
~ Fort Hayes is also occasionally Farwatch Point, a fishing village on the coast near Fort Hayes. (Plot will inform everyone if this is the case)
~ Brooks Memorial is also occasionally Aetherstone, a mining town near Fortnight. (Plot will inform everyone if this is the case)

Note: When coming to a site that is not "home" (i.e. Fortnight), it is acceptable to only bring a portion of your character's possessions, such as they would take on a journey.

How exactly do I use Production Skills?
In order to use your production skills, you will need to email Logistics in advance of each game that you attend. (Reminder: Logistics deadline is the Friday before event.) Your email should include your name, which character(s) you are spending production for, which item(s) you are making (including the quality of the item), and a summary of the math. If you are making a lot of items, there is a spreadsheet available (under Logistics -> Character Utilities) which will do the math for you.

For example:
Production for Jake Skindragon
15 production points in Smith:
Standard 1 handed edge - 10 PP
5 standard arrows - 5 PP

Using 30 Vala with SpellWright:
1 Fading Magic scroll - 10 PP
2 Thunderstorm scrolls (Specialized) - 20 PP

At check-in, you will will receive the item tag(s) you requested along with your character card.

In order to spend production points, you must attend game, and you must play the character in question. If you do not email logistics by the deadline, your production points are forfeit, even if you attend the game.

Can I make something that costs more Production Points than I have?
Sure! It will just take you more than one game to do, or else you can work together with someone else who has the same type of production skill as you (Smith or Apothecary). You still must email Logistics before each game in order to make progress on a large project. If you are collaborating with someone, both people must email logistics.

In order to work on a project over several games, each time you email logistics be sure to mention how many production points you are spending, and whether you are starting a new item, continuing work on the item, or finishing the item. You will be charged the entire materials cost for the item up front when you begin work on it.

In order to work with someone else on a project, you will need to decide which one of you is giving your production to the other. The character receiving the production points needs to have their production skill at a high enough level to create the item, but any other people donating their production to the project do not - so an apprentice scribe can help a master scribe work on a ritual scroll, for example. The character receiving the shared production will be charged the entire materials cost for the project, and their player will receive the tag for it at check-in.

Two or more characters can also work together over multiple games, for very large projects.

Can I make something that costs more Vala than I have?
Only by collaborating with someone else, in which case both people must have the required skills to make the item in question. You cannot make something over multiple months with Vala.
Speak softly and carry a big stick.

I am not afraid of the dark, for I am a light. The dark is afraid of me.
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Head of Rules - Head of Rules

PostPosted: Sat Nov 29, 2014 8:44 pm    Post subject: Reply with quote

How to Survive at Legacies

A lot of this will be simple stuff, but it is often easily forgotten once the door gets kicked open and the undead/defilers/barbarians or whatever else come howling in.

First off, keep your character's skill level in mind. Most characters are meant to be better at certain aspects of combat than we are at them, so this isn't an issue. For some characters though, especially NPCs, they have a lower skill level, which should be reflected. Just because you are good at sneaking, doesn't mean your Ogre character is, and it can add a lot to Roleplay to underplay your own skills in some of these areas. Keep everything mentioned below in the context of what your character would do, as it's better to die in character than break character just to survive.

Situational awareness is by far the most valuable skill in combat situations, especially at Legacies. If you are surprised by something, it's much harder to have the correct response ready, whether that's a character ability or simply moving in the correct way to avoid danger. Whenever you're in a combat scenario, try to pick out where the threats are, where they're coming from, and where the safe places are. Knowing ahead of time where you can retreat to when you get your defences beaten down is essential. Keep in mind that the battlefield will be constantly changing, so stay aware, and continually update your mental map.

Go over your countermeasures/defences in your head when you expect combat. When you see or know what you're up against, try to predict what you may be hit by, and what defences you'll want to use against it. This comes a lot more with experience, so when you're starting out just make sure you keep fresh in your mind how many parries and dodges you have, as well as what defensive spells you have active.
Morgoths are attacking, what will be thrown, what are my countermeasures, and what order do I want to use them in.
Mind control: Argentum, mental clarity
Spells: Nullify, dodge, reflect
Melee: Barrier, parry, riposte
Ranged: Barrier, dodge

It isn't just for countermeasures though, having your escape plan ready just in case things go south is crucial. Remembering that proxy protection you were given the night before can mean not dying when hit by overwhelming odds, which means not going to spirit, which means not sundering. You don't want to be fumbling around trying to remember what you have available to you when your character is running for their life.

This brings me to another major point, not every fight is winnable, and even if it is, it may not be worth the amount of resources you'd need to expend to do so. Being able to judge when a fight isn't going to go your way is extremely important. Stay aware of the condition of those around you, and be ready to use your escape plan if needed. It is better to escape and get help/alert others than to die fighting unwinnable odds (though a lot of characters wouldn't, so keep that in mind).

Don't be afraid of hiding in the dark. If you get caught outside cut off from the rest of the town, your best option may be to hunker down in a dark corner and wait to see a friendly face, or for the screaming to stop. Working out a rendezvous hiding spot with your friends in advance means that if things get really bad, you can all meet up and regroup there.

Find and protect a healer, they'll thank you for it and keep you alive. This comes back to the identifying the safe locations to retreat to. Generally when there's a larger melee going on, you'll find a number of the less direct combat-able characters grouped together trying to fend off whatever threats approach. If you're playing a lower level fighter character, standing between them and the rest of the melee going on will ensure both that you get buffs and heals, as well as create a stable safe spot for others in the melee to retreat to for rest, repairs, and healing.

Remember that for the most part Legacies is a 'team game' and help others when you can. If you put in that extra effort for somebody else, they'll generally remember and do the same for you in the future. With that in mind though, not every character is a nice or good person, and you don't have to be faster than what's chasing you, just faster than your 'buddy' who you happened to pin behind you.

Running away isn't usually a marathon, just a short run to get out of line of sight long enough to dive into a hiding spot. Most of the time you won't even need to hide though, just get far enough away to make another target become more appealing for whatever was chasing you. On that note, if you see somebody running away from a monster, try getting that monster's attention. Usually that person just needs a moment to catch their breath, refresh their defences, and they can come right back in and do the same for you as you're now running away from that same monster.

Small spells and abilities have big results. The spells and abilities that really shine in a big fight are the little disabling ones like Silence, Pin, Bind, Sickness, Cripple, Disarm and Break. You don't have to be the big hero throwing the fatal blows or deaths to turn the tide of a fight. If you see an enemy running around causing havok, or an enemy the fighters are trying to back into a corner, throw a pin or cripple at them. If you see a big guy with claws, a break or 2 is all that's needed to render them pretty much helpless.

Playing dead works, most of the time. As long as there's still other people alive and fighting, whatever is attacking you will generally move immediately onto a second target if it thinks it dropped you. Remember that your opponent has no idea how hurt you are, feign injury and go down after 1-2 hits, then once they turn away you're up and running again with barely a scratched buffer. This is dependent on what is attacking though, some enemies will continue clawing and chewing on you or worse after you've gone down.


- Always try to be aware of everything going on around you to the best of your abilities
- Keep your available defences fresh in your mind, so you don't forget or fumble over them in the heat of combat.
- Take note of the safe places in the area, and have an escape plan.
- Keep an eye on the tide of the battle, and be ready to run if it turns against you too badly.
- Inexpensive disabling abilities are great ways for lower level characters to contribute to big fights.
- Playing dead works, most of the time

Last edited by Shiladie on Thu Apr 06, 2017 7:49 am; edited 3 times in total
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PostPosted: Sun Dec 04, 2016 5:44 am    Post subject: Re: New players Reply with quote

if this is posted in the wrong place please move this to the appropriate place and just let me know how to have done it properly

Chris wrote:

Pre-register for the event no later than midnight of the Wednesday before event-

I am wanting to do this asap, but Ive been having trouble with the link:
Not Found

The requested URL /logisticsmenu/prereg.php was not found on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.

What should I do?
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Cosmos Riot
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Owner - Owner
Web Master - Web Master
Head of Logistics - Head of Logistics

PostPosted: Sun Dec 04, 2016 8:51 am    Post subject: Reply with quote

You got the right place for your question.

The links on this New Player thread are in need of an update however you can find the event preregistration by going to the menu at the top of the website and clicking the "Game" tab (or hovering your mouse over it), then click Event Preregistration. That is the easiest way to find the preregistration page. You will need to be logged into your account to be able to sign up for event or even see the list at all.
#readtherulebook #readthelogisticspolicymanual
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PostPosted: Sun Dec 04, 2016 9:25 am    Post subject: Reply with quote

Oh yes. And this was told to me but I forgot and tried to find it in the forum. Thanks a bunch
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PostPosted: Sat Jun 17, 2017 7:55 pm    Post subject: Reply with quote

Can we get this updated? Some of the information is no longer factual. The Militia is once again both in existence and a great opportunity for new players,, for example.
"To achieve great things, two things are needed; a plan, and not quite enough time." - Leonard Bernstein
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