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4.0 out of 5 stars
An Excellent Reference Tool, November 7, 2001
This review is from: Rules to Live by: A Live Action Roleplaying Conflict Resolution System (Paperback)
As someone relatively new to LARPing, one of the things I found I disliked instantly was having to learn a lot of rules. Consequently, in theory, RTLB should be a nightmare for someone like me, right? Well, sort of. My first experiences with it were limited, and I avoided having to read them.
RTLB has been described as GURPS for LARP. I wouldn't disagree.
From a philosophical standpoint, I find that they offer a common-denominator system for developing a character myself, or developing them for others. In this sense, RTLB is pretty flexible. Beyond that, though, there ain't nothing that says it has to be used verbatim, and as a sole source for character development-- by players OR by GMs. Use it as a guideline. A reference book. It's -not- a "how to write a game" manual. The skills or abilities could be relevant across LARP genres and settings.
RTLB is a toobox, from which you can pick and choose, within the guidelines set by campaign GMs or Storytellers for a given universe.
RTLB may not be suitable for the UK standard of 'freeform' games, or other European LARPs. If you don't like stopping to roll dice (which, I'll agree, I don't-- the main thing I -don't- like about RTLB), no, this system isn't for you. If you don't like GURPS, RTLB is not for you. But it can work very well for character creation. Use of live combat makes parts of RTLB moot. But it -does- do a good job of evening the odds for players with a range of real-life skills and abilities. The major hangup with RTLB is combat; having played in a number of LARPs that use RTLB, combat can slow a game to a -standstill- if the GMs involved let it, so be forewarned. It does, however, provide a fair basis for adjudicating.
RTLB isn't for everyone. And, in some cases, it isn't even for me. But often as not, it is, and I've found it a -very- helpful tool for character development both as a player and as a writer. But it's not necessary to be taken as gospel; take what you need, leave what you don't. I keep it on the shelf for reference. Adapt it to meet your needs. For use with horror, mystical, and fantastical settings, try also "RTLB: Supernatural," by the same authors.
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1.0 out of 5 stars
Disappointing; not a wise use of 'spare change'..., December 3, 2008
This review is from: Rules to Live by: A Live Action Roleplaying Conflict Resolution System (Paperback)
Rules To Live By, basically produced in the late 1990s, is an ambitous attempt to create an easy and fun LARP (Live Action Role Playing; make-believe for grown-ups), now OOP. Unfortunately, being a long-time table-top RPG and video game junkie, this just falls flat fast.
This game is somewhat hard to find, but honestly, you are not missing much. Although it has some decent concepts, you might as well adapt another RPG you have to using costumes and props. I think you will get more value for your money.
I will simply rate this product, based upon some specific areas, with an adjective-based ranking system - which should be easy to understand:
Book Layout. (for it's era and cost): Fair
Artwork - all line art inside. (for it's era and cost): Poor
Artwork - Cover. (for it's era and cost): Good - Excellent
For finding information and ease-of-use: Poor
Interest level (if you are a fan of RPGs): Fair
Legibility and writing skill of the author: Good
Moral issues involved with this book: Good
My estimation of it's potential value: Poor
Fun Factor: Poor
It's not entirely bad; you would just have to really be creative and rework the rules, in order to make it work. (If you have another RPG, just stick to it ...)
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