Showing posts with label player relationships. Show all posts
Showing posts with label player relationships. Show all posts

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?

Monday, March 11, 2013

Absence from those we love: Saying Goodbye


In more than a few of the LARPs I staff/play, there have been some very poignant player exits. These have involved a variety of circumstances, including player deaths and players electing to go "off-screen" in dramatic and meaningful ways. Exiting, as a player, is a topic unto itself-- how do you do it? Why do you do it? When do you do it? These are excellent questions (and, if the fodder feeds you, discuss), however, I'm more interested in the people left behind.

I recently wrote on the end of plot arcs. This generated some excellent comments-- many of the notes included that narrative resolutions can leave players disconnected and/or sad. Accordingly, it falls on staff (and the players themselves) to provide ways for those players to get re-involved. The exit of PC characters poses a similar, though more complicated, problem. Since my last quest on this topic was directed at staffers, this is directed at PCs.

Imagine, for a moment, you are in the climatic moment of whatever battle in whatever realm you frequent. Suddenly, one of your friends-- perhaps your closest friend and confidant-- does something heroic, unforeseen, and, ultimately, final: the player impacts the game in such a way that takes them permanently off-screen. Your friend, as a PC, has made their exit.

Take another situation-- a teammate, in a difficult and hard-won battle, is struck down, and, unexpectedly, fails to resurrect. The teammate's IG death is final, and they will no longer appear, fighting alongside you.

Or a slightly more complicated situation: your favorite teammate has OoG reasons that prevent them from playing. They have a new baby, a new job, or need to leave the country. Logistically, they have decided to quit the game, and the character is making an off-screen exit. In any case, neither you nor your character will see them IG.

Farewells, in whatever form they take, are inevitable and sometimes necessary. IG, player-exits can motivate narrative and heighten drama. OoG exits are necessary and productive for a variety of reasons. However, those absent certainly leave a hole: both IG and OoG, people feels the absence of friends and comrades. As a player, how do you deal with farewells from players to whom you are emotionally attached? How do you RP the drama of loss without making the game upsetting? How do you create new relationships that are equally meaningful? How do you commemorate players who have left the stage?

As always, your comments are appreciated.

p.s. Mirror, Mirror players-- I see a lot of enthusiasm floating around the netscape. If anyone is interested in doing some collaborative MM stuff, shoot me an email at collabnarration@gmail.com. If there are enough people interested, mayhaps we can do something fun before the first event.

Sunday, March 10, 2013

Guest Contributor: How We Impact Our Games

Contributor: Amanda/"Istamira"
LARP System: Accelerant (Madrigal, Mirror Mirror)
Location: Boston, USA
PC Name: Istamira "Mira" Nascirus
Years LARPing: 1 years, 7 months 
Website: Istamira's Quill istamira.wordpress.com

A guest contribution about the various ways that we can help (and hurt) our larp communities.

If you're reading this, no matter who you are, there is something terribly important that you must be made aware of immediately.... 

You have power

... the power to create game experiences.
... the power to change the course of the game.
... a power to manipulate how things are perceived, received, and more.

You wield this power every single day - often without even knowing it. It's a radiating aura that travels with you wherever you go, and all who so much as tangentially touch your existence are influenced by this power. For that reason, it is inherently dangerous for you - yes YOU (myself included) - to make any contact with other larpers. Why danger?

We each have the power of creation, influence, and perception, but note that it is in the most neutral sense of the words. For example, if we have the power to create "good" game experiences, so too do we have the power to create "bad" ones. Ignorance of this duality of our inherent power is the most dangerous part of the equation! Yet every day, we each go out into the world, interact with one another, and life and the game plays out according to how we're wielding our power. The results are the cocktail that makes up your larp community.