Thursday, August 30, 2012

Staying in Mundania

by Zoe

I was chatting with a friend last night; we were talking LARP, as we tend to do. The friend, who has various experience staffing and playing, mentioned the role of "mundane plot" in LARP-- especially fantasy LARPs or high-magic environments. The friend said that he preferred mundane plot over continually epic, high-fantasy encounters. After some thinking, while I like my epic plot plenty, I came to agree with aspects of this argument. So, I have some questions, and some brief answers of my own. As always, I'd love to hear your thoughts.

What is "mundane plot"?
For me, mundane plot is the stuff that makes a world real, but doesn't have universe-dismantling consequences. It's the conversations with farmers, technicians, refugees, villagers, and minor politicians. The modules that allow you to engage with the daily grind of the gameworld's population. The minor moral decisions that don't impact the larger flow of the game, but engage players in a lasting way.

I'll give an example of mundane plot that was engaging for me. In MM, a group of NPCs and staff member lead a weekend plotline that involved a debacle between a fae lord and a village; the bone of contention was a river that the fae lord wanted rerouted. The rerouting would, of course, significantly hamper the villagers; however, the players owed the fae lord a favor. Beyond basic combat modules, the plot involved several round table meetings between the players and related NPCs (including the mayor of the village, villagers, and representatives of the fae contingent). Players, as a group, had to devise ways to appease both parties-- some players, myself included, were, without question, in support of the fae; some were, without question, in support of the villagers; everybody wanted to have their interests represented in the conversation. The plot was, mostly, back and forth discussion about drilling wells, rerouting rivers, and repercussions for the surrounding communities; innovative modules to dig the well and reroute the river followed. Writing it out, it, admittedly, sounds a little boring. However, it wasn't-- it was fantastic. The level of normalcy involved drew us in-- we, epic characters of legend, needed to figure out how to provide irrigation to a random village's crops. If we had decided to ignore the plight of the villagers, in favor of pleasing the fae lord, nothing dire would have happened-- but the goodly players among us would have felt uncomfortable. It was a story arc that, through its normalcy, involved us, as characters, on a variety of levels. Simple as it was, it was a very engaging, well thought-out plot.

How does mundane plot add to a campaign?

As in the example presented above, mundane plot can make players feel involved in the world around them without involving higher-order fantasy. It can be a good way to involve character well-versed in the universe, but also to pull in newer players who may not understand the grand overarching schemes. Moreover, when epic characters and plotlines are constantly used, they have a tendency to get old and, worst case scenario, cheesy. Throwing in a goodly dose of "mundania" can help that.

When does it detract from a campaign?

Mundane plot, when done poorly, can feel like filler. Poorly done mundane plot feels like modules for bored players, or for players who don't have any connection to a larger plot. Obviously, this is problematic, and needs to be avoided. Careful writing and, perhaps even more importantly, really good NPCs, can help people avoid this. In order for mundane plot to work, the actors involved need to be skillful, knowledgeable, and interesting (easier said than done)-- that way, minor issues feel like major issues, which is the trick to making mundane plot work.

So... how do you use mundane plot in your LARPs? Do you enjoy it? Avoid it? What are some successes and failures you've had?

9 comments:

  1. I think the key for mundane plot is finding the players who enjoy it. Some players prefer it over 'epic' plot. Some, like you, like it alongside the epic plot. And some people will utterly blow it off because it isn't important enough for their characters to care about (or for the players to care about).

    The reason I think you see a lot less of it in games that are a misture is because is far more common for people to blow off 'the little stuff' to go deal with EPIC PROBLEMS than it is for the reverse to happen (that's not a judgement, I've made the call myself several times as a player that as much as I'd like to go help farmer #7 with the undead in their field, I have to go help my friends murder a giant vampire lord). And it doesn't take many instances of having your plot blown off in favor of something more epic before you will want to cut your losses and just run epic stuff yourself.

    Personally, I like a good mixture. It's nice in the craziness of kings and dragons and ancient vampires to connect back to 'real' people in the world. Yes, this morning I was chasing a giant flesh-eating monster through the woods, but the three skeletons I just helped kill are WAY more important to the farmer who can't do anything about it himself.

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  2. This style of plot is part of what I've come to love about the Accelerant system games over old NERO. Info skills help to make the world changeable and accessible.

    I think I refer to it as "World Plot" instead of Mundane, as that comes across in a negative connotation to me.

    Another style of this kind of plot is the "War Campaign Planning" encounter. The best example of this is Seven Virtues. The entire 3 year arc we've been under attack by invading forces. The politically minded are trying to make peace between the disparate Kingdoms of the land to work together. The military minded are doing similar, but poring over the map, looking at forces and discussing supply lines, flanks, etc.

    Some of us may have filled both roles. ;)

    Over time, the map changed, and if you were there, you knew what forces were where. It adds a lot of gravitas to a bunch of little flags on pins. Also, the Dainty Rag, a regular IG newsletter, was filled with (hilarious) rumors, fashions, and assorted current events.

    Both of these were amazingly effective visual aids to bring the fantasy world to life.

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  3. "Mundane" does sound a bit pejorative - I would use that word to describe plot which is boring, like painting a fence or something. I think what you're talking about is "low fantasy" vs "high fantasy", no?

    Low Fantasy places less emphasis on the supernatural elements, and generally tells stories about things that could happen in the real world, albeit with fantastic elements.

    When I'm PCing, I respond better to low fantasy. I think I'm just kind of numb to dragons, saving the world, visiting other planes, dealing with power beings, etc... I can't roleplay wonder and awe at things that I encounter every few months. And saving the world - always elicits a yawn. Because I know that the world ending isn't a potential consequence of failing the plot.

    Things like freeing slaves, finding a home for refugees, diffusing political tension, kingdom vs kingdom warfare, and curing diseases -- that stuff actually makes me feel more heroic than I do when I kill ten superliches. Those quests are things I can relate to.

    It's tough to balance these things! I have a lot of sympathy for plot writers that want their plot to be epic, memorable, and dramatic. Sometimes it feels like there's an arms-race to run plot more epic than last year's plot. And the further we move down that track, the less and less I can relate to the story.



    we had a talk about this on the NERO forums here - http://nerolarp.com/e107_plugins/forum/forum_viewtopic.php?1933

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    1. I wasn't referring to low/high fantasy plots, though given my example I can see how I implied that. I think "world plot" is maybe a better term, but I actually really like "mundane plot" (not mine)... even if it does have negative connotations. It's everyday plot-- plot that may or may not involve magic and fantasy elements. Also, it's plot that a character, immersed in the world, might consider mundane.

      I'm a bit jaded to world-saving plot as well. However, I do think there is a way to successfully strike a balance between "mundane" and "epic"-- starting off with small, seemingly throw-away plots that gradually work into larger ones is always interesting to me. Moreover, it can capture a range of player interests over the span of a few events.

      In Endgame, a group of staffers, myself included, run things called "mind dives" that I think demonstrate the balance I like. I think I've talked about them before, but they're highly experimental mods in which PCs delve into the mental space of a willing PC. And encounter all the trauma and stress therein. So, while really cool, the modules are pretty limited in scope to one player or a small group. They're not necessarily essential to the plot, and they involve the day-to-day life of one player. However, one of the staffwriters has done a really excellent job of connecting the small-scale mind dives to large-scale "plot of consequence." It's an interesting middle ground between everyday life and the big, bad post-apocalyptic world.

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    2. "starting off with small, seemingly throw-away plots that gradually work into larger ones is always interesting to me. Moreover, it can capture a range of player interests over the span of a few events."

      I absolutely agree with this. My favorite epic plots are usually ones that start out with low key, small-scale, or even silly encounters. In that kind of situation, people are often a little more open or outgoing than when they are thrust into the middle of a big, dramatic, intense encounter. It's like the plot equivalent of black box theater-- there's less flash, but that lets your really connect to characters and emotions in a more natural way. Then you can gradually reveal or create tie-ins to larger arcs, so that the progression of investment is solid, but not forced. You don't want the change of tone to be jarring-- most of us can't do that kind of emotional 180 (as evidenced by Dan's comment in the last thread), so these kind of small-stakes plots give you a great place to start that doesn't feel too awkward.

      It's a little off-topic, but I think this is just one way in which Good Larping (tm) is characterized by contrasts. The intensity of high-stakes plot only works because it stands out from lower stakes stuff. You need light-hearted moments to make the angsty ones meaningful. The proportions different people prefer may vary, but a one-note game just results in desensitization and burnout.

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  4. I think "mundane" plot is important for fleshing out the world. If you don't occasionally have the miner's guild protesting, or a discussion about the town's water rights, or interactions with the farmers... the world can feel contrived. And the epic stuff can feel routine. Mundane stuff helps the players actually believe that the world isn't only populated by heroes, dragons, and ancient vampires. It can also help your characters feel like real people, instead of just a bucket of monster-fighting stats. Real people worry about food supplies and salaries for the town guards.

    It's a tricky line to walk- you don't want mundane stuff to get ignored because epic stuff is just more important, and you don't want to bore players by lowering overall levels of excitement. But ultimately, I think it's important for providing a richer atmosphere.

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  5. From my player perspective, mundane/world plot lets me, as an adventurer, affect various bits and pieces of the game world that I otherwise may not get to see. Or, even if I do see them as part of the more epic plot, the small plots allow me to appreciate them because I've had a hand in changing those little parts of the world.

    If I've gone on a dozen adventures that enabled me to fix a problem or make things better for an individual, a village, or whatever, then when The Big Plot comes around I feel more invested because The Big Bad is threatening something that I've put work into, even if in only a tangential way. That way, I don't have to take for granted that the world is worth saving. "The world" is no longer this big, vague blob of stuff for monsters to harass; it's something I've already put effort into and want to protect from being screwed up.

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    1. That's a good point-- I often forget about why and how the little things connect to The Big Bad (tm)-- it really is all about player investment.

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  6. "it really is all about player investment."

    There is a writing adage that says: "Show, don't tell"

    You can tell your players what is happening - You can drop them directly into the middle of an epic struggle for the fate of a Kingdom. They might enjoy it, it might be a very fun experience, but chances are it's going to be a "Yeah, we were there, it was epic" kind of experience.

    Personally I find this kind of experience to be a little flat, kind of like I'm watching things unfold that I don't really have any control over, or affect on from the Cheap Seats. This makes me yawn. A Lot.

    Alternatively, you can show your players what is happening. You can get them involved early in the timeline of what is happening: they assist some of the local farmers on the kingdom's border with a small problem, they witness one Kingdom infringe upon another's borders, they are present for diplomatic talks between the two countries, they are involved in a border dispute over resources that both Kingdoms value (Iron, water, Gold, farmland, etc). Finally all out war breaks out between the Kingdoms, the players are called upon to help defend all of these people that they have previous helped, and defeat all of these villains that they have previously thwarted.

    If you really want players invested, this is the way to go. Players gets to rush to the defense of a familiar group of Knights who are on the verge of breaking from combat. Someone gets to call out that pompous Count Vanderbilt who was such a dick at the diplomatic table and take him on in single combat.

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