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Chronicle of Renewal


The first Mordavia Live Action Roleplaying event was run on the 28th-30th of September, 2001.

Photos

Click small image for larger version with more detail.

Players
Game

Feedback

Liked the teamwork involved, the action, mainly everything. Disliked the lack of magic early in the game, and the fact that there weren't enough weapons for the monsters and the party. (Tilsby)

The lack of magic was intentional. Magic is a rare and powerful tool in Mordavia, and players should have to work hard for it. In regards to weapons, I think there were plenty for everyone, but we were trying to avoid the players having posession of all the best weapons in the game - it would make the monsters less challenging if they were all carrying daggers and handaxes.


Liked the combat, storyline, other players/characters, and food (lots of bread!). Disliked the sore back & feet I had by the end of the game. I think that if you parry a sword but it slices with momentum and hits you it shouldn't count. (Slu'ak)

I agree with the comment on parried blows, so long as the weapon only has a bit of momentum left when it hits you. Generally if a weapon hits you very softly or glances off your costume you should not count the hit. However, if you attempt to parry but suck at it and your opponent still gets a solid hit in, it definately still counts. My advice in that case is to practice your parrying.


I liked the story line and the night raid on the cabin.

Thanks.


Sweet game! Let's get the photos on the web fast. (Airdom)

Your wish is our command.


Plot worked well, the combat was good & intense, the creature effects and props, costume were excellent. Was a bit slow at times, and not enough suspense and paranoia. Turn the screws on the PC's a bit more - more monsters jumping out at you. Also more personal interaction with the PC's that allows for character development. Spell casting needs to be made easier, less time consuming - i.e. read long spells. Overall a great game with a lot of good elements, but I think it is too concentrated on no interaction with the outside world. Mordavia is too isolated. (Daxcion Falcata)

Thanks - all great suggestions. Spell casting was intended to be difficult in Mordavia, but I agree that some long spell chants seem to be reducing the enjoyment of the game for spellcasters and slowing gameflow. As for the isolation of Mordavia - it is part of the game's setting. Mordavia is a secret magical kingdom hidden in historical Eastern Europe. Almost no-one in the outside world is aware of the existence of Mordvia (if they were, wouldn't there be mention of it in our modern history books?).


Liked the freedom of choice in most situations, great night events & most fights planned well e.g. hill fight. Disliked lack of magic until 1/2 way through the game, after battles monsters standing, saying thank you & walking off. Would like to see more individual quests & maybe an event to cause argument & division in the group. I think the spells need clearer info & other possible uses ruled in/out e.g. using fear as a skill to get information out of foes. The game had nice organisation, kick-arse battles and overall was well done. (Vosferantu)

Thanks, we will be further clarifying the spells. With regards to the example, the fear scroll states that the target will run away. The kind of fear it inspires does not make the target talkative. Good point on individual quests - they were in there, but we should try to spread them around amonst the players more. Thanks for the great feedback - see you at the next game ;).


Feedback from Organisers

We would like to thank everyone who came to the game. It was the enthusiasm and tireless creativity of the players and the NPC crew that made it such a great event.