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Generations of Weapon Evolution

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AlphaFenris

PostPosted: Sun Sep 03, 2006 5:31 pm


Over the years I've thought a lot about how to make boffers. I came up with a crude system to put different creation styles into different classes. The way I think of weapon construction goes like:

First generation:
This is the start of weapon theory. It's doesn't have to be the crudest or lowest quality of weapon, but it's the easiest style to learn. This style is typically PVC cores with pipe insulation over that. The outer layer is covered with duct tape and the thrusting tips are usually wide and thick.

Second generation:
This style is a progression of the need for weapons that are easier to control and swing faster. I usually think of weapons in this class as having bamboo and fibreglass cores. The striking surface varies between pipe insulation and flatblade designs. The outer layer is usually constructed from a fabric cover. Fabric is lighter, easier to remove for repairs, and holds up to damage better.

Third generation:
This is where folk start to push the limit of what off-the-shelf components can do. Experimentation is done to make ultra-light weapons and really crank out swords that swing fast as lightning. Cores are usually graphite, foam use becomes a varied composite.
PostPosted: Sun Sep 03, 2006 5:33 pm


Whoops, got cut off.

Forth generation:
This doesn't really come after third. It happens at the same time. This is the class I put weapons that are full-on-roleplay. This is where (for American systems) I put stuff with latex weapon covers. Weapon design is largely valued for realistic form over swing speed.


What do you all think?

AlphaFenris


Hoschi

Quotable Humorist

PostPosted: Mon Sep 04, 2006 8:30 pm


I think the durability and the look are most important on a weapon. It's on the player to wield it realistically.
PostPosted: Mon Sep 04, 2006 11:45 pm


Hoschi
I think the durability and the look are most important on a weapon. It's on the player to wield it realistically.


I can tell you from experience that it's relatively easy to make a weapon that is durable and nice looking while completely sucking in combat.

Creating a weapon is a huge balancing act. You have to weigh in the factors of safety, effectiveness, appearance, durability, and cost. Different players and games lend a varied amount of weight to the different priorities.

AlphaFenris


Hoschi

Quotable Humorist

PostPosted: Tue Sep 05, 2006 8:52 pm


AlphaFenris
Hoschi
I think the durability and the look are most important on a weapon. It's on the player to wield it realistically.


I can tell you from experience that it's relatively easy to make a weapon that is durable and nice looking while completely sucking in combat.

Creating a weapon is a huge balancing act. You have to weigh in the factors of safety, effectiveness, appearance, durability, and cost. Different players and games lend a varied amount of weight to the different priorities.


no need to tell me i know it's hard work. i've done it myself
PostPosted: Fri Sep 15, 2006 10:30 am


You also need to consider the different rules for LARP/Boffers. For instance in Dagorhir, you cannot use duct tape on striking servaces to begin with. Most people in Dagorhir start with Blue camping pad and PVCpipe insulation. So does that mean those people in Dagorhir skip the first phase and move right into the second group?

Toge
Captain

Dapper Explorer


Hoschi

Quotable Humorist

PostPosted: Sat Sep 16, 2006 12:53 am


I wouldn't call it move... they just start in that phase right away
PostPosted: Sat Sep 16, 2006 2:56 am


Toge
You also need to consider the different rules for LARP/Boffers. For instance in Dagorhir, you cannot use duct tape on striking servaces to begin with. Most people in Dagorhir start with Blue camping pad and PVCpipe insulation. So does that mean those people in Dagorhir skip the first phase and move right into the second group?


From what I've seen, yes. But, then, Dagohir has some rather "pillow-like" weapons from what I've seen. Some groups base their safety on having lots of foam on the striking surface. I don't like that idea. I've seen 300 pound knock down 90 pounds lasses before, with weapons that were way too massive than they had to be.

Then again, it's fairly wrong that I've used weapons that you could hold in your hand while your arm was at full extension and not know conclusively if you were holding something when you closed your eyes. The thing about most LARP systems is that they don't have any weight ratio rules for weaponry, which is something I've been thinking about for a while.

AlphaFenris

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