Showing posts with label Endgame. Show all posts
Showing posts with label Endgame. Show all posts

Saturday, June 29, 2013

NPC Spot: Shade from Endgame

Shade's makeup consists of white cake makeup,
which is cheap and sadly streaky, and black and blue Mehron 
eye pencils, and some bronze eye-shadow powder.
So, I'm notoriously bad at taking pictures of any and all makeup that I do for NPCs. (It's the only reason I took "Alternate Appearance" in Mirror, Mirror.) For this reason, I decided to attempt to recreate and photograph some of the makeup I've done for larps. I did this for my benefit, but figured I'd make a blog post out of it. (I did this makeup project in humid, 88 degrees Farenheit weather-- poor choice). And, so, without further ado, I present to you Shade, one of my Endgame NPCs. I had a good time with her costuming, though I've only preserved her final form.

Shade was based on sea creatures. In her final form, she was like a jellyfish mermaid thing.

Tuesday, June 4, 2013

A Farewell Toast

On Sunday, the long-running campaign, Endgame, came to its conclusion. There are many things that could be said about this game-- and many discussions about how games end, and how, in my opinion, this did LARP endings proud. But, instead, I will be brief.

For me personally, Endgame has meant a lot. It's the first game I really NPC'd. It's the first game I staffed. It's also the game that taught me-- to borrow from a fellow player-- that LARPing isn't just a hobby, it's an art form. It taught me that modules and encounters can be difficult, challenging, and deeply personal. It taught me that PCs will usually surprise you. It taught me how to write characters that are as dynamic and unpredictable as those PCs. It taught me that narrative is fluid, and I should never have expectations of where "my" story will go. It taught me how to collaborate with like-minded people. It taught me, in short, how to LARP.

To my fellow players-- I raise my glass (of water-- I'm still mildly dehydrated). Thank you, Mac, for leading us into places unknown. Thank you, staff, for trusting me with parts of your gameworld. Thank you, NPCs, for helping me make stories come alive (and for being really patient when climatic modules required, essentially, a hike through the camp grounds). And thank you, PCs, for teaching me what it means to really, deeply care about a player-base.

(And thanks to all of you for dealing with a few of my bouts of extreme profanity, which were just a little loud. It was never planned, but it always seemed appropriate.)

Cheers, Endgamers. I think we've made something just a little bit magic.

(I open the floor to all of you-- share your favorite moments, your reflections, your appreciations... whatever you want.)

Saturday, October 20, 2012

Module Writing Processes

As I'm currently staffing three games, I've been thinking a lot on module writing processes. I have a fairly reliable module writing style, but I'm curious as to what more experienced staffers do. Where do you start? How do you brainstorm? How does input from and collaboration with other staffers help you? How do you pair down all of your ideas into a streamlined document, presentable to a larger staff? Do you use any technology or web services to help the process (I'm pretty dedicated to Google docs, myself)? How do you edit text and incorporate criticism?

Just some questions to think about. If anyone has processes, styles, and strategies they'd like to share, I'd be grateful.

Oh, and on the topic of a certain three games...

I'd like to take a brief bit of web space to talk about the three games I staff... and upcoming opportunities therein.

Endgame
Endgame is, well, ending. We have two events left, and, I promise you, they're sure to be exciting. That being said, if you're interested in getting involved in the last two events (happening this coming spring season), please send our NPC coordinator a message. Not only can you get some CP for new games, but you can take part in an excellent, intelligent, and well-executed game. (And I really don't say that lightly-- of all the games I play, Endgame provides some of the most thrilling and emotionally taxing RP I've experienced to date.)

Invictus
Like Rome? Like Egypt? Like your historically inspired fiction with magic, epic battles, intrigue, and ancient lore? The come play Invictus. There will be drama. There will be fighting. (Oh, will there be fighting.) If you haven't already, go check out the rules and forums! And come play!

Clockwork Skies
If you're already familiar with The Calling, then you probably know about Clockwork Skies. If not... it's Steampunk done right. Sure, we all know about Steampunk. But, trust me, this isn't just bustles and goggles: this is going to be a really innovative approach to the world of Steampunk. Plenty of combat and RP, so come play! You can check out the staff here.

Please. Come play. Come NPC. Make my suicidal decision to staff three games worthwhile.

Sunday, May 27, 2012

Emotional Resonance and Innovation

by Albert

I have had the pleasure of working with Albert at Endgame, and I have been continually impressed by his ability to weave interesting and innovative plot. Now, as I join plot staffs for two games, I'm taking my experience working with Albert with me-- he has certainly helped me learn how to craft experimental modules that are open to improvement and further innovation. I approached Albert with the subject of plot writing, and he provided me with the following thoughts. 


***


I was given a question:

"How do you write good, emotional plot that is also innovative (i.e., not just an opportunity for players to come in, sob about their character histories, and leave)?"

Creating emotional resonance is all about getting hooks into a player's character. What do they care about? Are there people, PCs or possible NPCs, that are part of their sphere? What does that character struggle with? 

Looking back, the biggest key to this recipe is to let things steep. Allow NPCs time to form organic connections. Throw out possible hooks and see what catches... then reel them in slowly. Going for quick emotional punches can be effective, but are hard to sustain. Why? I think most players emotionally adapt. Players will lapse into humor, distraction, or 'oh this again' mentality to deal with intense situations.

If you them to care, truly care, beforehand, you got them hooked.

For myself at LARPs, Innovation is an approach to writing and running. It requires the capacity to be fearless in trying new things. To take a step back and see outside the standard LARP formats (field fights and modules) we lock our minds into. You need to not take it personally when things go horribly awry. Or worse, when players hate your module. 

An important note: Innovation does not mean Incomprehensible! If players don't understand or can't see the meaning behind what you are doing, you just created a crappy piece of modern art. Never forget the payoff: the friction between innovation and emotional resonance.


So how does one create emotional resonance in creative ways? For myself, I tend to incorporate the following via bullet-points:


* Surprise Them: Scenarios that players don't expect tends to elicit spur of the moment reactions and emotions. This can help sneak that emotional resonance in. Bait-and-switch, bluffing in the pre-hook, etc. all fall into this. But be careful of overuse! Messing with players expectations in bad ways, IG or OOG, can lead to grumpy players. Know what your players are capable of rolling with.


* Make Sure It's Not All About Me/You/Him: If the module is designed to have only one 'active' participant, then everyone else is a trapped audience. Double-check that EVERYONE (PCs and NPCs) have ways to interact with any scene. This can be reasons to actively RP or doodads to be interacted with. Give them a way to leave if it's not their cup of tea. If it can't be helped, make sure the players have some expectation that they are in for a cutscene.

Also, think about the personal plot you are directing. Is this focused on that player as the primary? Or are things happening to that person for their friends to resolve? Can you co-opt them as an actor in a module and open the field to others? Trust in people's capacity to be awesome and wanting to spread the love to their friends. And if they aren't, be firm the PC/Staff delineation. If they want to write plot about themselves, there are other avenues.


* Feedback: Player choice is invaluable. If the player feels that he has the power to alter the world or impact the flow of events, they can open up. If things are railroaded, they will feel extraneous. The latter is a killer of emotional resonance. If ever possible, never chisel the outcome in stone. Let the player's actions (and NPCs!) have power. I cannot stress this point enough.


* Do your research: Each player has unique themes, perspectives, and goals. It's vitally important to know what will work for them and what won't. If you need to ask the player for information, drop them a staff-validated e-mail. Ask them what they want post-game. People/issues they are connected to. Any aspects of their character they are looking to fiddle with or address. 

Doing a module/plot only to have it flop because you don't know the guy is something everyone will run into. Don't take it personally on yourself or the player. Clarifying what you are both looking for will save time and frustration on all sides. This goes doubly true for non-standard plots! Do you like all aspects of LARPing? Every module you've been in? Obviously not. People aren't on the same wavelength, but you can at least tune in to double-check.


* Floon: For long-term games, make sure you are innovating, writing, and running around the threshold where you enjoy it. If you aren't having fun, it will trickle into everything else. Be honest about what your capable of. A module or two per session? Do you just enjoy RP roles in town? Can you juggle five criss-crossing plots at once? Are you a Plot Lich who knows no rest or sense of self-preservation? If you are honest with yourself in that arena, writing isn't a chore. It's an enormously fun way to channel your inner creativity.


So these are the things I look for in writing innovative personal plot. What do you think works for you?

Wednesday, May 16, 2012

Growing a World: Providing Background Information

by Zoe


In a previous post about briefing NPCs, a commenter brought up the following thing as a key part of successful NPC briefing:


"Background info - Most NPcs are better at their roles the more they know. Keep background info available in monster camp for them to read when curious. Have maps, have writeups, have ways for them to grow their world knowledge that enables them to better handle the unexpected."


I feel like this is a really good point. It's an awkward experience when your merchant NPC who, allegedly, "has been living here for her entire life," doesn't know the political climate of the capital, the state of the roads through the eastern forest, or the activity of a mercenary band in the north. Although, as Berta the Merchant, you may quite well understand your mission, your stats, and the items your carrying, it's uncomfortable to be unable to answer PC questions like, "So what do you think of the civil war in the west?" Cool PCs, realizing a new NPC might not have the background knowledge that they do, will generally try to help you with gentle hints-- but it shatters game immersion for everybody. Especially in a game that has been running for multiple years, this is a tricky situation. Moreover, even if you brief NPCs well and provide them with all the pertinent information for an event, newer ones (and even more experienced ones) can't get everything from a write-up or a conversation with a staff person.


Considering all this, I am a huge fan of "background information." That stuff available in Monster Camp that involves histories, timelines, current events, maps, pictures, lists of key NPCs-- anything. Many games, such as Aralis, Lost Eidolons, Endgame, and the upcoming Invictus, also have websites available providing world info that both new PCs and NPCs can access.


With all of that being said, different games have different ways of providing background information. I wrote this post mainly to source ideas from readers. How does your game provide background information to PCs and/or NPCs (if at all)? What are the benefits and risks of a providing background info to NPCs? As a PC, what sort of background information would you like prior to starting a game? As an NPC, what information do you appreciate having available?

Thursday, February 16, 2012

Contributor: Paul
Submission: "Flight"
LARP (system): Endgame (Accelerant)
Location: Worcester
Character name: Jordan Carter
Years LARPing: 7


When the wards protecting the Earth fell in June of 2006, Jordan was camping with two of his college friends in upstate New York.  Their notification that the world had changed was a Divinim raid on their cabin, killing one of his friends and capturing Jordan and his other friend.  He spent the first month of the invasion a captive of the Divinim, then was rescued a month later from a hospital in central Pennsylvania.  This short story covers his discovery in that hospital, and was submitted to staff along with his other background information (a few years after game start ^_^;; ).  Please note that no other members of Temple or other PCs or NPCs appear in the story; any such similarity is coincidental.


Editor's note: We have a couple submissions that are audio-- I'm looking for a (hopefully free) plug-in for audio. Any suggestions?

Saturday, January 28, 2012

Endgame Fiction: Ghost Girl


Contributor: Katherine Journeay
Submission: Ghost Girl
LARP system: Endgame
Character name: Helen Byrne
Years LARPing: 23 (officially more than half her life)


This from the fiction of Katherine Journeay-- Helen Byrne IG from the Endgame universe. IG and OoG, Katherine/Helen is a prolific poet, whose work has been used for various purposes (including innovative modules). Helen Byrne, a combat medic "trained" in an undercover government program, is a fascinating character. Katherine plays her well, and adds a depth to Endgame that is irreplaceable; this piece, titled "Ghost Girl", is not poetry, but instead a fictive account of Helen's travels in Endgame's post-apocalyptic, sci-fi universe.