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Mad Moons: Time Resolution In Magic Horizons
The question of "What does your character do, between game days?"
is endemic to world-course LARPs. Magic Horizons refers to game days, in game,
as being the Time Of The Mad Moons. During the time of the Mad Moons, magic
rises to its full tide. Crafters get crazed ideas for marvelous new creations.
The monsters start stirring restlessly. Scholars and sages can perform great
and laborious calculations to predict the next Mad Moons. Some of their results
are shown on the schedule,
elsewhere at this web site.
It is assumed that your characters spend the time between mad moons
recovering from their adventures, studying and practicing their skills, and
leading relatively hum-drum lives.
The maintenance that you pay at the start of the game day reflects the
life-style your character lives between Mad Moons, with the various benefits
representing extra time training yourself (body points), or preparing items for
your craft (production points), or contemplating the mystic forces of the
universe (spell points).
The Mad Moons appear to have an effect on natural phemonan, as it appears
that kern vines only produce kern pods at the time of the Mad Moons. This
effectively prevents widescale cultivation of the mysterious plant, and causes
Imperial trading vessels to appear in Port Mahon at these times.
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