News & Development
Patch 1.4 Various: cleaned up event dates and location of game site, fixed typos. Added https://ageofasheslarp.com/alchemy/ under Social, Mental and Trade Skills Removed text on alchemy from Social, Mental and Trade Skills page and linked to new text Added...
Patch 1.3 New: Added https://ageofasheslarp.com/durandihim/ Added https://ageofasheslarp.com/lamentian/ Added https://ageofasheslarp.com/cult-of-night/ Added https://ageofasheslarp.com/kemat-tharos-aegos/ Added https://ageofasheslarp.com/karas/ Added...
Patch 1.2 New Pages: Added Paladins page under cultists and rites https://ageofasheslarp.com/paladins/ Added Rangers page https://ageofasheslarp.com/rangers/ Added Dhampirs page https://ageofasheslarp.com/dhampirs/ Added Seer page https://ageofasheslarp.com/seers/ Added...
Patch 1.1 Respawn times set explicitly to Sunrise & Sunset, changed on Death and Dying page Plague Doctor 4 (Pathology) now takes 15 minutes of appropriate roleplay to resolve, though the minutes need not be sequential. Added to the skill Cursed changed from:...
I think one of the surest signs of my advancement in years is that I keep wanting to utter phrases such as, “Oh wow! End of May already? Time sure flies!” and “Where did the time go?!” and “Chrono Trigger was the pinnacle of video game achievement.”
The reality is that it just feels like time is passing quickly because the days are just packed.
And as any Water Magician would tell you, time is a relative thing.
We are getting ready within a week or so to test out phase one of our combat rules: Basic Combat. Should that work out, we will then proceed on to more Advanced Combat using more skills proposals and weapon types.
For those of you who attended our first culture release fundraising party, you know that we cna go on and on during our Q&A – I believe I talked somewhere in the 1.5-2 hrs range all about the basics of the world, our philosophies, and we broached topics on how we believe we will be handling combat skills, magic, and character advancement. We had both very broad questions and very specific ones, and the entire thing was recorded, with links sent to those who registered.
We plan to have Q&As at all of our events, though I suspect they will be shorter as time goes on (or maybe not – it is all based on audience participation after all, and as we release more published rules, there may be more questions).
Our next fundraiser party will be focused around the Salgothic culture – a favorite of a few on our Dev Team, and I would love to see you there so we can show you why. We’ll be posting more details on the facebook group very shortly.
We also plan to be placing up more rules systems on our website over the next few weeks, and we.re still hard at work on our remaining culture packets and core rules proposals. Also in progress currently are new “special character types” – Seers and Dhampirs, so look for more details on those in the future as well!
Thank you again for all of your support and interest, and please don’t hesitate to reach out and ask questions or give feedback through our website or send us an email. While my team is doing a lot of hard work, I consider any larp to be a community effort – because it’s the community that breathes life and story into the product.
Lots of love,
Well, we’re in the thick of spring, and the days are getting longer. The sunshine both helps with productivity and makes me want to roll around in the grass with friends.
It has me thinking about what makes “fun”. What is “fun”? What is it that makes people want to dress up in costumes and go outside and run around in the woods with their friends? The answer, of course, is different for everyone, but it has me also thinking of time and how it is used.
I know that for me, personally, most of my fun at LARP comes from some form of interaction – whether that is a heartfelt scene, a combat, a leisurely meal and card game with other characters, a group puzzle, or a harrowing adventure. It is those interactions that give me the most sense of a meaningful use of my time.
One of the things we are striving to do in our world-building this year is to make the world rich with inspiration and ways to fill your time in a way you find valuable. We are trying to flesh out crafts and games that various setting cultures find enjoyable, as well as work on other ways to ensure that players have plenty to do on the event site.
One of the activities we will be showing and unveiling at our first culture reveal fundraiser event next month in May is a card game precious to the Gothic people. It is called Kartoffel, and it is the brainchild of our own font of creativity, Jason Yacalis, with card design by the indomitable Megan Durham. The game instructions, as well as sample decks, will be available to learn from at the event, and Jason will be demoing it. If you enjoy it, or want to practice more, we will also be selling decks. Here are samples of what to expect!