Showing posts with label Invictus. Show all posts
Showing posts with label Invictus. Show all posts

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.

Tuesday, June 26, 2012

Note Taking: How LARPs Can Ease Your Scholarly Urges

by Zoe Eddy and Anthony Reed


I'm pleased to have the input of my friend, Anthony Reed, the fellow who originally introduced me to LARPing. Anthony is also a diligent note taker and note sharer; his tactics for note-taking have improved my experience and approach to LARPing.


Note-taking may seem like a strange topic. Note-taking is something, in my opinion, that players do religiously or almost not at all. As an anthropologist and a writer, note-taking has always appealed to me. Zealously taking notes, I quickly found, improved my game experience, and allowed me to, on a meta-level, interact with the game world more reflectively. Anthony and I thought about the note-taking phenomenon at LARPs, and expanded on it a bit further.

Tuesday, May 22, 2012

Spotlight on New Games

In the New England community, there are a variety of new games debuting in the next year or so. Forums are a-twitter with possible character concepts, costume ideas, and prop construction. Over the next week or so, I’ll be looking at newer larps in the New England area. Please check out the websites below, and, if so inclined, share your character concepts and plans.



Are you involved with any of these games? Also-- am I missing any?

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, March 22, 2012

Invictus Announcement!

Invictus Announcement

Mickey Golosovker and Whitestone Games are proud to announce a new Accelerant Game: Invictus. A 3-year running LARP, Invictus will be a fantasy game set in a world inspired by the Roman Empire. Players will be able to be characters inspired by Roman gladiators, Egyptian priests, and Phoencian performers. Mickey and staff have been developing this game for awhile, and it looks to be a great campaign.

Here is the formal announcement! Check out the website, sign up for the forums, and join the mailing list. Many familiar faces will be on staff, including, of course, Mickey of Mirror, Mirror, and Madrigal, some Endgame staff, NERO people, and newcomers like me, Chris, and Anthony.

Introducing the new live action roleplaying game; Invictus!

Welcome to a world of Roman themes and ancient magic. A game of heroic fantasy, Invictus will run from 2013 through 2015 and tell the story of three of the most significant years in history. Players will portray characters from the diverse provinces of Illara, the greatest empire the world has ever seen, and come together to fight against the many faces of evil and corruption. They will be soldiers and sorcerors, merchants and mercenaries, patricians and plebians. They will come from rugged mountains and shining cities, shifting dunes and sapphire waters. In the eastern empire they will create a new future with hard choices and bold action while danger and intrigue lurk at every corner.

Come join us make the world come alive!

Mickey Golosovker and Whitestone Games

For more information, including campsite and 2013 event dates, please visit www.invictuslarp.com

Sign up for our mailing list at http://games.groups.yahoo.com/group/InvictusLarp/ and our LJ community at http://invictus-larp.livejournal.com/
 

Saturday, March 17, 2012

World Building: What Do You Look For in a New Universe?

This is just a quick post that is really more for my edification. I'm currently writing LARP background plot for the up-and-coming Invictus. I love to write, so I find myself lost in the little details. However, I'm wondering what people look for in new game universe information. What sort of things get you to play a game? What do you need to successfully build a character? What is unimportant? What do games often leave out, that you wish was included? Consider the following topics, how important are they to you?


  1. Cosmology, religion, and ritual practice.
  2. A solid rule and skill system, clearly written and available. 
  3. Pictures and visuals from the gameworld.
  4. A detailed geography and climate with regional information and a map.
  5. Suggestions for clothing, make-up, and props.
  6. A guide to game-appropriate weapons and armor.
  7. Culture write-ups for regions or ethnic groups.
  8. A rich political system that PC can immediately join.
  9. A guide to NPCs that a character would know or about whom a character would have information.
  10. A timeline and current-events log for the game.
  11. An active and usable forum system, website, and character database.
  12. A bestiary.

Saturday, March 3, 2012

LARP Links!

Hello all,
I'm currently stomping blight at the Mirror, Mirror revel. However, I'm more than happy to shoot you a few links and and exciting announcement. My friend, Jyn, of Madrigal and NERO fame, sent me a pile of LARP websites to consider. Give them a look-- I haven't had a chance to yet, but I'd love to get your thoughts.

Blogs:
http://www.larping.org/
http://howtolarp.blogspot.com/
http://www.drlarp.com/
http://elizabethrstark.com/category/larp/
http://larpwright.efatland.com/
http://www.crolarper.com/

Forums/websites:
http://www.larpfinder.com/
http://www.larplist.com/
http://forum.rpg.net/forumdisplay.php?70-RPG-Spotlight-Live-Action-Roleplaying

Conventions: 
(many of which also have blogs/forums)
http://2012.festivalofthelarps.com/events/557 (Boston-area)
http://www.interactiveliterature.org/L/ (Boston-area)
www.ima2012.com (Baltimore/DC)
http://wyrdcon.com/ (California, supposedly the US Knutepunkt?)
http://www.dexposure.com/home.html (New Jersey)