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. 

Wednesday, February 27, 2013

All Good Things Must Come to An End

This past year, at least in the New England LARP community, has seen the end of some long-running and/or much beloved games. As one of the games I staff is coming to an end, I keep returning to questions about narrative arcs, and how to best complete them. (To be clear, narrative arcs are not the same as the game narrative: they are "sub-plots," of varying magnitude, that exist within the larger game framework.) Arguably, for many LARPers, continuous, interconnected narratives are what keep them coming back to game: over time, they become invested in a given narrative, and committed to, in some way, seeing in through. However, when a narrative arc comes to a close, players can sometimes feel sad, unsatisfied, and/or without purpose. I have known a few people that, following the end of their favorite IG narrative, felt almost entirely disconnected from the game. With this in mind, I have a few questions...

- As a player or as a staffer, what are some successful ways you've seen story arcs ended? What hasn't worked as well?
- How do you make the ending of a narrative meaningful for invested players? Do you give them anything (such as in-game skills, objects, titles etc.)?
- How do you create an ending that is satisfying for players? For players, what sorts of things are you looking for in narrative completion?
- How do you deal with transitions between narratives? What are good ways to get players re-invested in new storylines?

Tuesday, January 22, 2013

Creating Religion

Given my own research interests, and related pursuits these past months, I've had some questions, percolating slowly, about IG religion. My questions are mostly from a narrative, storyteller perspective, but I'd be interested to hear from players as well.

I'm interested in religion for a variety of reasons. Firstly, a well-crafted, IG religion can make a world feel richer. Moreover, it's a good way to get players invested in a game in a purposeful way. However, it certainly has its problems. There are all sorts of taboos surrounding religions, IG or otherwise, that can make fictitious faith hard to implement, even in a fantasy setting. Also, in a fantasy setting, it can be really hard to avoid longstanding fantasy-faith cliches. So, some questions...

Firstly, as a staff member/world developer, how do you create a fictional religion? What sort of components do you make sure you include (and why)? What sort of rituals, documents, and/or relics do you make available to the gameworld?

Secondly, as a staffer, how do you implement religions into your gameworld? How do you interact with players to make a faith seem meaningful and "real"? How do you allow players to participate in a fantasy religion structure?

Finally, for players, how do you interact with IG religions? What meaning do they have for your PC? Do you enjoy them? Avoid them? How do you choose what faith to play?

(Also, I've been a bit slow to respond/update this lately, but I wanted to thank readers for their responses to the costuming. Everyone had great advice/ideas for developing wardrobes/makeup.)

Sunday, December 30, 2012

Costuming a New Character

A fun and rather lighthearted question for a blustery day...

I'm interested in the problem of costuming a new character-- especially a new player character. For me, costuming a player character is often more difficult as, beyond budgetary concerns, the costuming ultimately has to be functional and weather-appropriate. (A winter cloak, for instance, may look great, but is inappropriate for an unseasonably hot autumn day.) A corset, for instance, might be really beautiful, but it also needs to withstand line fights and long stretches of continual wear. (Hats and boots fall into a similar category.)

How do people set about costuming a new character? Where do you go for inspiration? How do you start purchasing and/or making things? What sort of things do you think are absolutely necessary to acquire for a starting event? Similarly, if you have a limited budget, how do you throw together distinctive and effective costuming (this is especially useful for NPCs)? I know a lot of my readers have large costume bases, so I'm interested in costuming from different perspectives. How do you create a good costume from a lot of wardrobe? How do you create one from a more limited wardrobe?

A Happy New Year to everyone!

Tuesday, December 25, 2012

Artwork: Remi and Esme 2012

Artwork by Zoe

And now for some artwork that were holiday presents this year: Esme and Remi, my Madrigal PC and my husband's. They were completed in an hour or two last night with watercolors bought in Japan (and forgotten about until 24 hours ago).

Wednesday, December 5, 2012

On Surprising Staff

A submission from JJ!

So every now and then, the staff I'm on runs into a situation where a player decides that they really want to surprise staff with something.  And by surprise, I mean they want to surprise people OOG, not surprise some character that is played by a staff member.  It doesn't come up all that often, but when it does, it usually generates a fair amount of discussion among staff about how to handle the situation.  Here's the general feeling I've gotten from most of the people I've worked with.

Surprising staff is totally ok if: you are mostly trying to get a fun emotional response from the staff character.  Surprise! confessions of love/hatred, surprising them with a meal to cheer them up, anything that isn't supposed to have any effect other than generating some sort of emotional response from the staff character is cool, and tons of fun.

When it is not so awesome: if you're trying to get the staff character to drop information or actually jumping them with spells and weapons.  I understand the desire for an 'authentic' surprise response, but really, if you want to surprise the staff character into dropping information, it's WAY more likely to succeed if the staff member actually has time to figure out what information they should know to drop.  We try to build really well-rounded characters and to be briefed on as much as we can, but the sad truth is that I don't know everything that all my characters know, and if you happen to hit a topic that I am not OOG briefed on, then you're going to get a shocked exclamation, but no actual information on where my minion hid the liche's bottle.  Which is disappointing for everyone, both the player who set the whole thing up, and the staff member who'd probably *like* to reward the player for setting things up and get out information on their plotline.

Any thoughts on that?