The grooming process: How Ravens mascot tryouts help develop talent

By admin

The Baltimore Ravens, a professional American football team, recently held tryouts for individuals vying to become the team's official mascot. The tryouts involved a screening process that aimed to select the best candidate for the position. The Ravens' mascot is an important representative of the team, interacting with fans and performing various entertaining activities during games and community events. The screening process allowed the team to evaluate the abilities and qualities of the candidates, ensuring they possess the necessary skills to effectively fulfill the role. During the tryouts, candidates were assessed on several criteria. One of the key requirements was the ability to engage with fans and create an entertaining atmosphere.


The mechanics.

In addition, people can only be resurrected a certain number of times, and if they ve been resurrected more times than a particular cleric has cast resurrection, there s a chance of the spell failing and possibly killing the cleric. I might invent some ultra rare material that is incredibly fragile, making weapons that contain some of it weaker, but it can amass huge amounts of mana.

Age of scarce magic

One of the key requirements was the ability to engage with fans and create an entertaining atmosphere. The Ravens' mascot is not only a symbol of the team but also an important part of the game-day experience for fans. Therefore, it was essential for the candidates to demonstrate their ability to engage with fans of all ages and generate excitement and enthusiasm.

[13th Age] How easy is it to dial down the magic? (1 Viewer)

My group is looking hard at 13A as our main game option, likely attached to one of the GM's own homebrewed settings. Now a big question for me here, as someone who's rather burned out on certain D&D mainstays, is around magic. Specifically, how hard-coded it is into the system, especially around stuff like magic items. With 3.x it was baked into the maths, and to a lesser degree (though more transparently) that was also the case with 4e.

We're not talking about a completely non-magical game here by any means, I doubt anyone but me in the group would find that interesting, but how much is written into the mechanics assuming magic and magic item use? For example, if a game had mages/clerics/casters less common than the usual assumed D&D default, and extremely rare magic items, would that impact the system at all?

Does a lower-/low-magic (but not no-magic) 13A work just fine?

Drastic

Just this guy, you know?

Should be doable, with most of the problems caused being subtler ones. At the base mechanical level, it should be easy enough. The combat math does have a bit of an assumption that characters will pick up magic weapons and armor as they level up (or be using the consumable stuff regularly), but that's easy enough to do away with simply with inherent bonuses per tier.

The more problematic area might be how it'd restrict character choices; most of the 'non-magic' classes are on the simpler side of the complexity scale. Retaining, say, the improvisational powers of the wizard and bard would at least require significant reskinning at the very least, for players who were set on that feel.

And it'd potentially impose some new wrinkles and bounds on One Unique Things and some uses of Icon dice roll results that wouldn't be present in more freewheeling higher-magic default settings.

Aikireikinu

Tsundere Cat
Staff member Moderator RPGnet Member Validated User

Magic items are somewhat implicitly optional, and rather restricted compared to normal D&D.

There are one-use magic items (potions mainly), that anyone can use, and can be bought normally. Then there are 'true' magic items.

Characters are limited by level in how many true magic items they can use. All true magic items have a personality of sorts, and bond with their wielder (you can get rid of them, it's bonding as in how people bond, not like glue). True magic items' personalties also makes their wielder exhibit certain quirks based on the item, which have to be roleplayed.

For example, the Helm of Fortunate Dancing makes the person who has bonded with it be "Easily moved to dancing by rhythmic music, and taps foot when there is no music."

Generally, the more powerful the item, the more pronounced the quirk.

True magic items are rare enough in the world that they're effectively priceless. You can't go to the corner magic shop and buy a +1 sword. The rules suggest that trying to buy a true magic item would constitute an adventure in of itself. Likewise, selling one is very difficult as there are no established prices. The rules suggest that players dispose of unwanted true magic items by giving them as gifts to the Icons, or to other people that they want to reward, or curry favor with.

There aren't formal magic item creation rules. Instead, players, if it makes sense for them to be able to, can make magic items by roleplaying it out and completing an appropriately difficult task, as determined by the GM. So if a dwarf fighter wanted to forge a dwarven rune sword, the GM might allow it, but state that it has to use rare ores (requiring an adventure to obtain), be done when the moons and stars are in a certain alignment, using a forge on the top of a mountain located deep in the Lich King's territory, and the fighter needs to have a background that can be rationalized as applying.

Spells are quite a bit more restricted than normal D&D. All spell casting classes have mainly combat use spells (wizards can devote a spell slot to a utility spell that has non-combat applications). However, some spell casting classes (or spell casters that take the right feat), can cast rituals. Unlike 4th ed, rituals aren't defined. Instead, the spell caster spends minutes/hours/days etc (adjudicated by the GM) and uses one of their normal spells and explains thematically how that spell can be used to power the ritual's effect. Rituals shouldn't, in general, causes damage directly.

For example, let's say that a cleric wanted to let a grieving woman see her murdered siblings one last time, and give them a chance to say their goodbyes. There's no 'speak with dead' spell, so she performs a ritual, and uses her Blessing spell to power it, explaining that the blessing is granting the woman's wish to be able to speak one last time with her siblings. The GM agrees, and the siblings' spirits materialize and speak with the woman for an hour.

Finally, a note on resurrection. Clerics are limited in how many times in their life they can cast resurrection, with the casting time, and consequences for them, increasing each time. In addition, people can only be resurrected a certain number of times, and if they've been resurrected more times than a particular cleric has cast resurrection, there's a chance of the spell failing (and possibly killing the cleric).

My group is looking hard at 13A as our main game option, likely attached to one of the GM's own homebrewed settings. Now a big question for me here, as someone who's rather burned out on certain D&D mainstays, is around magic. Specifically, how hard-coded it is into the system, especially around stuff like magic items. With 3.x it was baked into the maths, and to a lesser degree (though more transparently) that was also the case with 4e.
Ravens mascot tryouts screening

Another important aspect of the screening process was physical ability. The mascot is often required to perform physically demanding activities, such as acrobatics and dancing. Therefore, candidates were evaluated on their agility, coordination, and overall physical fitness. These qualities are necessary to ensure the mascot can perform various routines and entertain the audience effectively. Furthermore, creativity and improvisation skills were also crucial during the tryouts. The mascot is often required to adapt to different situations and interact with fans in a spontaneous manner. Candidates were tested on their ability to think on their feet and come up with entertaining ideas on the spot, as well as their willingness to engage in playful banter with fans and players. Lastly, the Ravens' organization paid attention to the personality and attitude of each candidate. They were looking for individuals who possess a positive, energetic, and friendly demeanor. It was important for candidates to showcase their ability to work well with others, as the mascot often collaborates with the Ravens' cheerleaders and other team personnel. Overall, the Ravens' mascot tryouts screening aimed to identify the ideal candidate who embodies the team's spirit, engages with fans, performs physical routines, and exudes a positive attitude. By evaluating candidates based on creativity, physical ability, personality, and engagement skills, the team ensured that the selected mascot would be well-suited for representing the Baltimore Ravens both on and off the field..

Reviews for "Beyond the feathers: Ravens mascot hopefuls showcase their creativity and originality"

- Emma Thompson - 1 star
The screening process for the Ravens mascot tryouts was absolutely atrocious. The judges seemed to have no idea what they were looking for and their criteria were completely arbitrary. I watched talented individuals get turned away while others with no skill or charisma were selected to move forward. It was a complete waste of time and energy, and I left feeling extremely frustrated and disappointed. I would not recommend anyone to participate in these tryouts unless they enjoy being treated unfairly.
- John Smith - 2 stars
I had high hopes for the Ravens mascot tryouts, but unfortunately, it was a major letdown. The screening process lacked transparency and consistency. It seemed like the judges were playing favorites and disregarded the actual talent and skill of the participants. The entire experience was disorganized and poorly managed. If you're serious about becoming a mascot, I would advise looking for better opportunities elsewhere.
- Sarah Johnson - 2 stars
I was excited to try out for the Ravens mascot, but the screening process left a lot to be desired. The judges seemed uninterested and disengaged, which made it difficult to showcase my skills. It felt like they already had a predetermined idea of who they wanted for the role and didn't give everyone a fair chance. The lack of communication and feedback only added to the disappointment. I would not recommend wasting your time with these tryouts if you're serious about pursuing a mascot career.
- Michael Davis - 1 star
The screening process for the Ravens mascot tryouts was a complete joke. It was clear that the judges had their favorites from the start and didn't give anyone else a fair chance. It felt like a popularity contest rather than an evaluation of talent. I watched many talented individuals get passed over in favor of those with connections or who fit a certain "mold." It was disheartening and a waste of time. I would advise anyone serious about becoming a mascot to avoid these tryouts at all costs.

The face of the flock: Ravens mascot tryouts represent the team's identity

Bringing the energy: Ravens mascot tryouts search for candidates with contagious excitement

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