| Making Dagorhir Realistic | |
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+4tyr Kurai Ansgeirr Aodhfin Dragonwalker 8 posters |
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Aodhfin Dragonwalker Admin
Posts : 930 Join date : 2009-08-04 Age : 36 Location : Tecumseh, OK
| Subject: Re: Making Dagorhir Realistic Wed Aug 12, 2009 10:25 pm | |
| Once the papers come back and we announce it on the main boards, we'll figure out our first day event. We'll show Dagorhir what Midgar is made of! | |
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Hogarth
Posts : 50 Join date : 2009-08-07 Age : 39
| Subject: Re: Making Dagorhir Realistic Wed Aug 12, 2009 10:53 pm | |
| Yeah thats awesome I can't wait to show what we are made of....And to host a ba day event and to die as epic as BH in the video. | |
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Ogg
Posts : 47 Join date : 2009-08-04 Age : 37 Location : Tahlequah
| Subject: Re: Making Dagorhir Realistic Wed Aug 12, 2009 11:17 pm | |
| its about time to see people die to my standards! muahahahahahaha! | |
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Hogarth
Posts : 50 Join date : 2009-08-07 Age : 39
| Subject: Re: Making Dagorhir Realistic Wed Aug 12, 2009 11:19 pm | |
| it's good to know death has pride and when you act out your death it means you go to valhalla where everything is a stabby and of course punch and pie. | |
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Aodhfin Dragonwalker Admin
Posts : 930 Join date : 2009-08-04 Age : 36 Location : Tecumseh, OK
| Subject: Re: Making Dagorhir Realistic Wed Aug 12, 2009 11:20 pm | |
| And cookies! Provided that Starfire makes em for the dead too. | |
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Hogarth
Posts : 50 Join date : 2009-08-07 Age : 39
| Subject: Re: Making Dagorhir Realistic Wed Aug 12, 2009 11:24 pm | |
| I not sure maybe they would count as offerings and not in evry valhalla but sounds good to me now then back on subject...... Dieing well is awesome but rember hogarth always says live free die well. | |
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Ansgeirr
Posts : 333 Join date : 2009-08-07 Age : 34 Location : Norman, OK
| Subject: Re: Making Dagorhir Realistic Thu Aug 13, 2009 1:58 pm | |
| can we has Norse themed events? | |
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Aodhfin Dragonwalker Admin
Posts : 930 Join date : 2009-08-04 Age : 36 Location : Tecumseh, OK
| Subject: Re: Making Dagorhir Realistic Thu Aug 13, 2009 2:43 pm | |
| There will be different themed events, as well as different themed scenarios. Trust me, there is alot of fun and fighting in store for Midgar. | |
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Ansgeirr
Posts : 333 Join date : 2009-08-07 Age : 34 Location : Norman, OK
| Subject: Re: Making Dagorhir Realistic Thu Aug 13, 2009 2:47 pm | |
| also...holy crap that video was old!!! i like how they stated it was only 4 years old... | |
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Aodhfin Dragonwalker Admin
Posts : 930 Join date : 2009-08-04 Age : 36 Location : Tecumseh, OK
| Subject: Re: Making Dagorhir Realistic Thu Aug 13, 2009 2:54 pm | |
| Lol....yeah, well it was made in 82, and Dag started in 78. | |
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StarFire Admin
Posts : 21 Join date : 2009-08-11 Age : 35
| Subject: Re: Making Dagorhir Realistic Fri Aug 14, 2009 11:25 pm | |
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Hogarth
Posts : 50 Join date : 2009-08-07 Age : 39
| Subject: Re: Making Dagorhir Realistic Fri Aug 14, 2009 11:58 pm | |
| Aww the dead should have cookies even if not with cursed gold | |
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Aodhfin Dragonwalker Admin
Posts : 930 Join date : 2009-08-04 Age : 36 Location : Tecumseh, OK
| Subject: Re: Making Dagorhir Realistic Sat Aug 15, 2009 12:14 am | |
| Starfire, just cuz pirates are welcome in Midgar doesn't mean we're going to go looking for Aztec gold. And share your cookies! | |
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Aodhfin Dragonwalker Admin
Posts : 930 Join date : 2009-08-04 Age : 36 Location : Tecumseh, OK
| Subject: Re: Making Dagorhir Realistic Sat Aug 15, 2009 8:54 am | |
| Alright, now that we've gotten TOTALLY OFF TOPIC HERE. Does anyone have any ideas for making Dagohir more realistic in Midgar? Let's review so far.
Making Dagorhir More Realistic-
1. Tactics 2. Actual period techniques/swordplay 3. Weapons weighing as they should, no ultralight reds (for example). 4. Playing your persona (even in Mundanes. OFF the field is when you act Mundane).
So, anyone else have ideas? And if the previous needs, explained, just ask. try to keep on topic though. | |
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Hogarth
Posts : 50 Join date : 2009-08-07 Age : 39
| Subject: Re: Making Dagorhir Realistic Sun Aug 16, 2009 1:10 am | |
| Good dieing I mean that is what makes it blackhawk fell out of a tree for a death so I mean that helps making it better games that have no set winner when we go to practice we have to teach you guys the zombie game fun and helps. | |
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Aodhfin Dragonwalker Admin
Posts : 930 Join date : 2009-08-04 Age : 36 Location : Tecumseh, OK
| Subject: Re: Making Dagorhir Realistic Sun Aug 16, 2009 12:26 pm | |
| I think most of us have encountered the Zombie scenario, however, there are different variations. If you could show us how, we'll use it at practice for sure. The only thing that I DON'T want to do at practice is play Jugger. That's all well and good for screwing around and such, but not so much for actual practice, tactics, battle strategies, so on and so forth. And yes, I think that believable deaths like in that video would be MUCH better than just walking away with a weapon on your head.
C'mon guys, keep on posting ideas! | |
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Ansgeirr
Posts : 333 Join date : 2009-08-07 Age : 34 Location : Norman, OK
| Subject: Re: Making Dagorhir Realistic Sun Aug 16, 2009 3:19 pm | |
| a cute healer would be nice too like from the video | |
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Aodhfin Dragonwalker Admin
Posts : 930 Join date : 2009-08-04 Age : 36 Location : Tecumseh, OK
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Ansgeirr
Posts : 333 Join date : 2009-08-07 Age : 34 Location : Norman, OK
| Subject: Re: Making Dagorhir Realistic Wed Aug 19, 2009 2:59 pm | |
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tyr
Posts : 90 Join date : 2009-08-07
| Subject: Re: Making Dagorhir Realistic Wed Aug 19, 2009 6:39 pm | |
| *facepalm* | |
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Aodhfin Dragonwalker Admin
Posts : 930 Join date : 2009-08-04 Age : 36 Location : Tecumseh, OK
| Subject: Re: Making Dagorhir Realistic Wed Aug 19, 2009 7:02 pm | |
| *headdesk with overwhelming force breaking the desk into a million splinters* Ahnz, I'm pretty sure that the opinion of every single straight man. But that's not what Dagorhir is about, nor would it make it more realistic (although all the cute girls do like Dagorhirrim and Dagorhir, but that's besides the point as well). Come on now, behave for this topic, if nothing else. | |
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Judgement
Posts : 60 Join date : 2009-09-02 Age : 49 Location : Shawnee, OK
| Subject: Suggestions Sat Sep 05, 2009 2:22 pm | |
| If you are wanting tactics, then you must discuss your tactics before using them, and then making sure that everyone does their job. If you are looking for advice on large scale tactics, try reading Tsun Tsoo's Art of War, or The Book of the Five Rings, by Miyamoto Mushashi. Mind you these are both asian tactics, and not European, but most of the basics have the same idea.
More realistic weaponry is a little harder to solve. We are, after all, beating each other with foam. However, weapons that are more shaped to the design of what they are supposed to be could be a way to get more realism, as well as making sure that they are the proper weight. While there is no denying that a square shaped blade is effective and safe, if you want realism, swords were a little flatter than that. There is a video on youtube from Warriors of the Promised Land that talks about how to make a type 3 or 4 sword, that gives this type of appearence and remains safe.
Also there are plenty of places online that have the LARP weapons that are foam and look nice, but they are fairly expensive.
As for training, I think everyone should at least be shown a basic knowledge of blocks and attacks, and shown where the striking points on a person should be. From there if people want a more advanced knowledge they can read books on kendo, or fencing, as well as ask others that have a more hands on knowledge of the topic. I myself took some kendo and fencing and would be happy to give any tips that I have.
All in all, one of the biggest things that I am noticing is that there really aren't that many green weapons. From what I can tell this is because of the problems with stabbing tips on weapons, but if made right weapons should be able to stab. The usefulness of, say, a red weapon with a good reach, goes down a bit when you can't poke with it. The same goes for blues. One of the fundamentals for both kendo and fencing is being able to stab your opponent to at least slow them down for a killing blow. I realize that armor stops a green from being more effective, but the fact of the matter is that if you are wanting more than just hack and slash, you must incorporate it into your attack base.
Just my 2 cents. | |
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Aodhfin Dragonwalker Admin
Posts : 930 Join date : 2009-08-04 Age : 36 Location : Tecumseh, OK
| Subject: Re: Making Dagorhir Realistic Sat Sep 05, 2009 3:09 pm | |
| There aren't many green weapons in Midgar due to the fact that I haven't had the money to actually make new weapons. However, thanks to a contribution from Rok (mainly to fix his hammer so he can crush everyone with it ), there will hopefully be a couple of red/greens on the field tomorrow, and maybe even a dagger or two. On the subject of armor and greens though, all you need to do is put a second hand on the weapon (not as in just put a finger on it or brace the pommel, but actually have two hands on the grip). Daggers are a little more complicated for that, but it's still possible. Also, there are knives that can be made for just that purpose: stabbing through armor. It looks like a minimum length blue (single or double edged) that is only used for stabbing. Thanks to it's longer handle, it can easily be used to penetrate armor for stealth kills or extreme close combat. As for more realistic weaponry, once I get paid I plan on hosting a construction class for basic weapons. In that class, I'll be explaining different methods to construct an inexpensive weapon that meets/exceeds Dagorhir rules. All of my weapons (even my maces) exceed the rules in safety, weight, and length, and perform closer to their historic counterparts than 75% of the weapons on the field today (my first swords were 3.5 lbs each ). And if I can, I'd like to find both "Art of War" and "The Book of the Five Rings" and either copy them for everyone or give them a link to do it themselves. That way everyone who joins Midgar can combine the sport-fighting of Dagorhir with the real fighting of history. Another good place to go is http://www.thearma.com/, which has a lot of stuff on the European styles (or so I'm told. I haven't gotten a chance to go through all of it, but it looks good so far). Also, if you go on Youtube, you can find Dagorhir tutorials by Sir Magnus and Grumio. | |
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Judgement
Posts : 60 Join date : 2009-09-02 Age : 49 Location : Shawnee, OK
| Subject: Helping paw Mon Sep 07, 2009 7:00 pm | |
| I would be happy to help out in any way that I can with increasing the armory. I don't have a lot of cash right now, but I have some materials here at the house that could be used to try and make sure that everyone has at least one weapon to call theirs. One thing I love to do is find a picture of a sword and such and try to make it, kinda like what I did with the Drizzt swords. Just let me know, and we can try to make a day of it. | |
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Aodhfin Dragonwalker Admin
Posts : 930 Join date : 2009-08-04 Age : 36 Location : Tecumseh, OK
| Subject: Re: Making Dagorhir Realistic Mon Sep 07, 2009 10:40 pm | |
| Definitely. I don't have much in the way of materials right now, but I should around the 20th, which is around the time I was going to have a construction class for some of the new guys. Think we could get together then to bust out some weapons and start grooming future foamsmiths? I know I can cover basics, and I'm sure that you can cover more advanced stuff better than me. What do you think? | |
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| Making Dagorhir Realistic | |
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