Contributor: Zoe
Submission: non-fiction considerations about leaving a LARP temporarily
Years LARPing: 2
E-mail: collabnarration@gmail.com
Due to research pursuits and travel, chances are that I won't be participating in my usual LARPs this season. While I'll try to make a few of them, I'm facing a LARPless summer wherein I'll miss 2-3 events per game. In the games I play, I'm in the fuzzy limbo of new-relative-to-others/establish-plot. Accordingly, while my absence won't significantly impact the game, I don't want to lose the nascent plot-seeds I'm planting. While I'm not too concerned, I wonder the best way to exit the game, and, perhaps more importantly, re-insert myself into the gameworld.
This problem, it would seem, would be of large concern to many others-- especially those who are more established in the gameworld. Real life happens: weddings, funerals, pregnancies, illness, military leave, exams, business trips, and vacations. Sometimes, as has happened with a few friends, people just need a break.
So, what are the best ways to leave and enter a game? What experiences have people had that have been successful or disappointing? To start, I think communication is key. If the absence is planned, communicate with your team, plotstaff, and perhaps key NPCs. In game, mention how "due to the wedding of a relative, I won't be adventuring for the next few gathers-- is there a way I can contact you to stay in touch?" Touch base, again, OoG via an email, post-event letter, or in-person. Plot-staff, especially, may help you ease out of game. When you get back to playing, your team can help make special accommodations to get you up-to-speed on any changes.
In the event of an unplanned absence, use contact emails to let people know the circumstances. Generally, people want to make LARPing fun, familiar, and comfortable for you. While you may not want to disclose all of the details, it can be useful to have a "safe harbor" when you return from an illness or family emergency. Also, in many cases, remember that you're part of a larger community-- people may miss you, want to help, or stay in touch with you. Perhaps this sort of contact isn't your cup of tea-- if it is, however, it can be nice to let people know.
What suggestions do you have for leaving and entering a game in which you've been a long-time player?
Submission: non-fiction considerations about leaving a LARP temporarily
Years LARPing: 2
E-mail: collabnarration@gmail.com
Due to research pursuits and travel, chances are that I won't be participating in my usual LARPs this season. While I'll try to make a few of them, I'm facing a LARPless summer wherein I'll miss 2-3 events per game. In the games I play, I'm in the fuzzy limbo of new-relative-to-others/establish-plot. Accordingly, while my absence won't significantly impact the game, I don't want to lose the nascent plot-seeds I'm planting. While I'm not too concerned, I wonder the best way to exit the game, and, perhaps more importantly, re-insert myself into the gameworld.
This problem, it would seem, would be of large concern to many others-- especially those who are more established in the gameworld. Real life happens: weddings, funerals, pregnancies, illness, military leave, exams, business trips, and vacations. Sometimes, as has happened with a few friends, people just need a break.
So, what are the best ways to leave and enter a game? What experiences have people had that have been successful or disappointing? To start, I think communication is key. If the absence is planned, communicate with your team, plotstaff, and perhaps key NPCs. In game, mention how "due to the wedding of a relative, I won't be adventuring for the next few gathers-- is there a way I can contact you to stay in touch?" Touch base, again, OoG via an email, post-event letter, or in-person. Plot-staff, especially, may help you ease out of game. When you get back to playing, your team can help make special accommodations to get you up-to-speed on any changes.
In the event of an unplanned absence, use contact emails to let people know the circumstances. Generally, people want to make LARPing fun, familiar, and comfortable for you. While you may not want to disclose all of the details, it can be useful to have a "safe harbor" when you return from an illness or family emergency. Also, in many cases, remember that you're part of a larger community-- people may miss you, want to help, or stay in touch with you. Perhaps this sort of contact isn't your cup of tea-- if it is, however, it can be nice to let people know.
What suggestions do you have for leaving and entering a game in which you've been a long-time player?