Tuesday, January 21, 2014

Happy New Year!

Well, I'm actually a bit late with this, but Happy New Year nonetheless. I wanted to do a post specifically about the next year of larping: last year was a busy year that was punctuated by the endings and openings of various games. Now, in 2014, things have started to settle into place. So, what are you most excited about in the coming year? What sort of games do you want to try, and what games are you enthusiastic to continue? Are you instituting any major changes in your play? My answers, to get the ball rolling, follow:


  • I have a few plots that are very near and dear to my creative core. Some of their big narrative arcs are going to get going this year, and I'm excited to see in what directions players take my plot children.
  • A team of close friends and I started playing Ascendant-- not only do I love the world, but the community is really different from my (much beloved) New England one. The change of pace, and the new (to me) faces, are refreshing and add a new dynamic to my gameplay. (Also, I have discovered that eight hour road trips, with the right company, are not only bearable, but fun.)
  • I've been getting into a lot more creative writing lately-- though I mostly write for myself, game-based writing has been a welcome re-entry into storytelling.
  • I have some super secrets in the works, but, for now, they are super secrets. Nevertheless, I'll vaguely hint at them here.

Monday, December 23, 2013

Once Upon A Text Prop

by Zoe

Hello everyone! Due to a double load of teaching and classes, plus a full larp schedule, I have been sadly bereft of freetime. As I happily move into my winter break, however, I find myself once more with time for larp blogging. As I was prepping for a larp this morning, a questions came to mind...

Anyone who knows me, as a staffer or players, knows that I love text props. Too much. My strength, in larps, tends to rest in writing, and text props are one of my preferred modes of communication. I enjoy them because they allow me to express things, about a character, in a way that can't happen face-to-face; they also allow me to preemptively "characterize" NPCs before they hit game. Honestly, I could go on and on about how much I love text props. For instance, take the following examples as reasons why I love textprops:

Communicating the Surreal
In larp, it can be hard to communicate the surreal: while costuming and acting, as well as set-dressing and narrative, can go a long way, larps don't have the expressive freedom of text. In my opinion, text props allow for staffers to communicate dreamy, unreal landscapes to their PCs in a way that conditions the PCs towards understanding a specific plotline as surreal. One of my favorite examples of this was Albert's work in Endgame: he and I worked on a range of textprops connected to the mourner plotline. They created the expectation of a very alien landscape-- when players were finally introduced to the characters and settings from this landscape, they already had the expectation of the surreal.

Yes, really. This NPC is mean.
I don't have a hard time producing bitchy NPCs... at all, really. However, when I have them deliver letters to PCs, prior to their onstage entrance, that writhe with acidity, frigidity, and/or flat-out nastiness, it sets a good precedent for when I roll in, and meet them face-to-face: when I've already insulted their morale foundations and/or competence, I find PCs more than willing to enter into thorny relationships.

Unwritten/Unspoken Tensions
As both an NPC and a PC, I play a lot of introverted, frustrated characters. (This should be telling.) One of my favorite interactions in larp is the tension of "things left unsaid": that moment when you both know what you want to say, but, due to character reasons, refuse to say it. Letters, especially, allow me to further those moments. In general, I think there's a human expectation that letters are more revealing than spoken word-- I enjoy the art of making my textual communication with other players equally, if not more, frustratingly vague, but simultaneously painfully honest. I appreciate the knowledge that, post a text-prop from me, other players have more questions than answers-- to me, that's the real strength of a well-used text prop.

Hey, PC. I love you.
One of the biggest problems of larp is the issue of "so many things to do, so little time." Especially as a staffer, I often find myself out as a role that can only interact with individual PCs for so long. Text props-- letters, diaries etc.-- allow me to give PCs a little bit more interaction with an NPC. While this doesn't replace face-to-face, IG time, it provides PCs with some personal attention, and often allows them to use letters/journals to engage other PCs in their plot (in a material way).

Soo... with my unabashed love for text props revealed, I have a question...

What is your favorite text prop (or text props, should you be so lucky) that you have received? Why was it your favorite, and what sort of interactions/player developments did it encourage? Grazi!


Wednesday, October 9, 2013

Cliffhangers

Having just finished the first season of Clockwork Skies, I find myself musing on one of the most satisfyingly frustrating parts of LARP: the Cliffhanger. We've all experienced them-- you, the player, know that there are about fifteen minutes left within a game, and then 3 or more months until the next event. And, just as you're settling into a restful, end of session complacency, an NPC of Some Import struts, limps, swaggers, or sprints into town. Said NPC gives you just enough information-- or just enough of an emotional wallop-- to make you want answers and closure immediately. Just as you open your mouth, struggling to make a connection or offer a modicum of coherence, the game ends. You're left hungry for more, and wishing you could enter stasis mode (so that you wouldn't have to experience the 3 month wait before next session).

The cliffhanger is an art: it gets people to think wistfully on the upcoming session, and it engages people, over a break, in a narrative. With that being said, what have been some of your favorite "cliffhangers," either ending an event itself, or simply a plot arc? Why were they so good? Have they been resolved, or are you still waiting for resolution?

Tuesday, September 10, 2013

Team Player

Hello everyone!

I'm back from a hiatus-- as some of you know, I'm an archaeologist, so this past summer was spent on excavation in Japan. I had little-to-no internet access, so this blog was on a summer break. Perhaps unsurprisingly, given my tendencies, the weekend I returned from Japan, I headed straight to a LARP (no better cure for jet-lag), and that LARP, in particular, started me thinking about in-game teams. I wanted to throw some thoughts and questions to my readers.

Full disclosure: I love IG teams, especially when they're small and relatively close. They make me invested in the game. They give me something to do when there's downtime. They provide structure and support for my ideas. My best PC experiences have resulted from an extant team, while my worst ones have largely come from the absence of a team. All this being said, I also see the limitations of teams: they can, for instance, come across as cliquish and exclusive. They can make things difficult in terms of fairly hooking multiple people for modules.

What do you think about coming into game as a team? Or forming a team in-game? What are the advantages and disadvantages of teams? What have been your experiences with a team, and of what things are you cautious when entering game with a complete team?

Wednesday, July 17, 2013

Guest Contributor: Trust is Not Transferable

by Maggie

Trust is vital to any roleplaying experience. You might not need much of it, if the situation is light, and you might need a lot more, if the topic is heavy and dark. If I'm meeting an NPC, and they're leading my group on a module, I don't need much trust at all. I just need to know that yes, they're NPCing, and have the basic faith that whatever they're running has been okayed by staff. This is a trust pretty inherent when an NPC comes up to talk to you about going to do something.

However, if a situation is somewhat intimate, highly emotional, or involves some sort of risky physical challenge, it's important to have a lot more trust in that person. Sometimes, you can take a leap of faith and discover you really like roleplaying/gaming with that person, and sometimes your trust is mislaid, and it turns out to be something you didn't want to get involved with.

My primary example happened many years ago in a game I was PCing.*

Friday, July 12, 2013

Tempering Toxicity

Toxicity, which I define as a special brand of negativity, can be a large problem in LARPs. I'm curious as to how readers understand gamecentric toxicity, and how they counter it. So, I'm going to give you my operative definition of "toxicity," and then ask a few questions that I feel are productive for bettering game environment.

"Toxicity" is, technically speaking, the extent to which a substance can cause damage to an organism-- in other words, the extent to which something is poisonous. In larp terms, I understand this as negativity, coming from individuals and groups, which spreads throughout the player base, and proceeds to damage a game. While every single player experiences negativity-- and can be negativity-- toxicity, to me, is that negativity channeled in a way that is detrimental to the larger community. Toxicity can hurt a game's reputation, damage staff relationships with players, damage players' relationships with one another, and drive talented people-- staff or pc-- away from the game. It has many causes, and can originate in things like valid complaints, justified interpersonal problems, and/or plain, old dysfunction. Some questions (answer some, all, or make up your own)...

1) What sorts of things cause toxicity? What are some of the most frequent causes of toxicity?
2) When does negativity (dissatisfaction with a game, either momentary or continuous) transition into toxicity?
3) How can toxicity be avoided (understanding that everyone is going to have bad events, from time to time)? How, once it starts can it be fixed?
4) Have you had any experiences with a toxic game environment? (No need to name names, if uncomfortable with doing so-- if you think it's productive, feel free. But, again, constructive work and productivity are the goals of this blog.)
5) Negativity can often be productive for games (it generates, for instance, constructive criticism). How do you channel negativity into something constructive?

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.