Wednesday, August 31, 2011

Favorite Prop

I have been on a kick lately about props. As such, I figure it's probably appropriate to ask the readers about their favorite prop that they've ever seen/made for a LARP game.

My Favorite Prop - Two and a half years ago, we had the season/town finale at Exiles. Devil's Perch just had the worst two days of it's life, between the deadly smallpox outbreak, brutal zombie assault, and crazy preacher with a bomb threatening to blow up the town.

That bomb prop was ridiculous. From what I've been told, it was a built-up version of an operation game (it was so well done I had no idea), with layer upon layer of metal pieces that had to be removed in a specific order to prevent it from going off. Each time it buzzed, a card was drawn from a deck to see the effect. If the Ace of spades was pulled, then it was good game for all the PCs (yes, they were prepared for a full town wipe).

Definitely an invigorating module, and probably one of the best modules I've been on in my 11 years of LARPing.

What's your favorite prop?

Tuesday, August 30, 2011

One Great Prop

One thing that I've found to be more and more valuable as a plot person is the level of immersion that can be generated from quality props. Now, I've always known that a module that's filled with quality props is better than one with no props.

But did you know that one spectacular prop can really drive a module home in terms of immersion?

Running a game takes time behind the scenes. If you try and do props for everything, you're either going to go insane working up props or the quality of the props is going to suffer.

Instead, pick one major prop that will be the focus of a module. This could be a costume, an item, the scenery, or even a monologue of some sort. Just make it look as professional and realistic as possible.

This one prop sets the mood for the entire module. If you make your prop creepy and scary, the players will focus on it and be creeped out. If you intend to make it humorous, the players will focus on the comedic value of the module. If you intend for something to be serious or dramatic, your focus will help push that home.

Often I see modules that try to do too many things at once, prop wise. You don't want the PCs to be distracted from the fear and intrigue that comes with a (fake) blood covered book filled with strange runes by the NPC who's costume is flashy and ironic. Pick a style and run with it.

So next time you sit down to write a module, pick a theme and ask yourself what one prop could really evoke that feeling from your players. Focus on making that prop as strong as it can be before you worry about the other props on that module.

Monday, August 29, 2011

The Week In LARP - August 29th

Last Week In LARP

Did you attend a LARP event last weekend? Let us know how it was in the comments!

This Week In LARP

Labor Day LARPing!

NERO

PRO will be hosting a 3 day event starting Friday, September 2nd and ending Monday, September 5th. The game will be held at Raccoon State Park camp 2 at the IG location of the Ebonmarr. It's $55 to PC ($40 with a good PC ratio) and is $25 to NPC, with a $10 discount if you pre-registered. This game wll be using 9th edition rules.

Alliance

Alliance South Michigan will be hosting a 3 day event starting Friday, September 2nd and ending Monday, September 5th. The game will be held at the MUCC Cedar Lake Outdoor Center. It's $75 to PC and I think it's free to NPC.

If you've got a game running this week and we didn't mention you, either drop a comment here or shoot an email to larp.plot.tips@gmail.com, and we'll add you as soon as possible!

Friday, August 26, 2011

YouTube Friday: Sintra Armor

One of the persona's I'm investigating playing in Exiles requires some pretty intense costuming, which includes a fair amount of armor that you can't take off. Since we play the game during the summer, I'm trying to find lightweight and cool alternatives to make the costume. And I was told to look into Sintra.

Sintra is the brand name for PVC board, which has a pretty unique and ideal quality for armor. Basically, it is malleable whenever it's hot, and is rigid when it cools back down. This allows for you to custom fit it on the body (or on a mold). Additionally, it's quite thin and it's pretty light, which helps us dramatically. My only concern is whether it will hold up or not under LARPing conditions, but we'll only know if we try.

If you're interested in using it like I was, you'll probably find a bunch of videos on YouTube about making Mandalorian armor, because everyone wants to be a Fett.

Anyways, here's the most helpful video I've found on the subject so far. Mad props for showing the use of rub and buff to make it look metallic.

Enjoy!

Thursday, August 25, 2011

Trap Trigger - Pressure Plate

Alright, now that I've used them I have no problem talking about the design I made for a pressure plate trap trigger.

It uses the basic pressure plate concept, where there are two solid pieces with some sort of material that compresses in between. The trigger itself was a dog toy squeaker, but there are a number of electrical triggers that could also be used on something like this.

The reason we use two solid pieces is to allow for uniform compression when any part is stepped on. In the past we just used the squeakers, but they're awfully small and easy to lose. This trap basically created a 4" x 4" squeaker trap.

For the two outer pieces, I used the backing for an electrical outlet box. For the inner piece, I used the standard blue camp foam which I attached with tape and spray adhesive. I had to cut out a shape to allow for the squeaker and a path for the air/sound to escape. I taped it up with black gaffer's tape, and used that as the hinge between the top and bottom.

After all was said and done, the trigger cost about $1.50 - $2.00 to make (not including the squeaker), but has nice heft, is easy to set up, and is small enough to be hard to find, and is simple to disarm. All things I like to have in a LARP trap.

I'll try and get some pictures later so you can see the results.

Wednesday, August 24, 2011

Fighting Styles of Preference

Boffer combat offers many different fighting styles, and while some are considered better than others in some games, it's still fun to step outside your safe zone and fight in other ways.

So what are your favorite and least favorite fighting styles?

For me, I'm most effective as a sword/board (strap shield), but I have the most fun with either two shorts or a polearm. My least favorite fighting style is swoard/board (punch shield). It just doesn't feel right. If I'm going to chase shots with my off hand, I'm going to use a sword that can strike as well.

Tuesday, August 23, 2011

Prop Magic: Glo Away

For those of you who were at the Exiles event last weekend, you might already know about my favorite new prop trick that I used on the mimic mod.

Glo Away by Plaid

This stuff is not that expensive and it glows like nobody's business. This paint was originally made for kids to have fun with at sleepovers, but isn't that really what a LARP is? It's non-toxic and can be washed off with soap and water. I had a module where I was supposed to have a weird looking blur face, and when the white makeup didn't show up in the black light, I just put some of this on my face. It really showed up well and freaked some people out.

I can just imagine putting it on a black shirt to rep bones for a skeleton (it glows kind of green though), filling test tubes with it for that freaky glowing liquid effect, or doing any number of other jobs with it.

Go get some!

Monday, August 22, 2011

The Week In LARP - August 22nd

Last Week In LARP

Did you attend a LARP event last weekend? Let us know how it was in the comments! Also, did you want to see who won the Anniversary contest? Check it here!

This Week In LARP

Readership will be down this week, due to the NERO Cincinnati 10 day.

NERO

NERO Cincinnati will be continuing their 9-day event through the week, ending with an second event on Friday, August 26th and finally ending on August 28th. The game will be held at Camp Friedlander at the IG location of the Beronis. For information on pricing and preregistration, visit this page. This game wll be using 8th edition rules.

Independent

Vandlar will be hosting a 2-day event this weekend starting on Friday, August 26th and ending Sunday, August 28th. The game will be held at Lewis Arboretum. It's $55 to PC ($40 if you prereg) and is free to NPC, but everyone must pay an additional $10 for food.

If you've got a game running this week and we didn't mention you, either drop a comment here or shoot an email to larp.plot.tips@gmail.com, and we'll add you as soon as possible!

Thursday, August 18, 2011

Traps in LARP

Most games utilize traps in some form or another, but it's often a difficult task to perform. Usually, the set up for a trap is too time consuming or complex to be worthwhile. Additionally, a lot of games make it difficult for the player to utilize traps (they just encounter them, instead).

I'm in the process of making a very simple trigger for a trap, and I'm hoping that it makes it easier to set up, so we can use traps more often.

So, as a question, how does your game handle traps?

- Are they a rare occurrence or are they frequently used?

- Do PCs get to use them often, or are they just another encounter that the players have to beat?

- Do you use realistic traps with realistic ways of disarming it, or do you have simulated triggers with puzzles the players have to solve?

I'm just interested in seeing how traps work in various games. Drop your opinions in the comments!

Wednesday, August 17, 2011

Chaos Theory in Game Design

The post about nature's revival reminded me about a very important concept in game design.

Chaos Theory

And I'm not talking about the bullshit that Malcolm talks about in the movie Jurassic Park. And I'm not talking about the classic "butterfly flaps it's wings and causes a tidal wave."

I'm talking about the fact that a subtle, seemingly small change made can cause an incredible impact on a system.

I think the greatest example of the importance of subtle changes in game design comes from the game Dominion. If you haven't played it, I highly suggest it.

In that game, there are literally over 100 cards to choose from, and each game is played with 10 of those cards. And yet, the actual range of effects from those cards are pretty limited. As such, there are a number of cards that are very close in what they do.

As an example of subtlety changes in cards, I want to look at the cards Adventurer and Venture. Adventurer is an action, while Venture is a treasure. Adventurer goes into your deck and grabs the next two treasures while Venture only grabs 1. Venture is also worth $1. Now, if someone untrained were to look at these two cards, they'd say they pretty much do the same thing and have pretty much the same value.

As it turns out, statistically* Adventurer is one of the worst cards in the game, and Venture is one of better cards. Just because the venture can fetch more ventures and adventurer makes you discard your other adventurers.

Game balance is an extremely difficult thing. Just ask Blizzard. In order to get an accurate vision of how something changes a game, you have to look at how it fits into the grand scheme and see how well or poorly it's adopted by the players of the game.

Note: If you'd like to give Dominion a try at some time, you can play it online at www.boardgamearena.com or http://dominion.isotropic.org/. And if you want a little help learning the game, hit me up.

*There is a site online where they track all the games played and mark whether a card was bought or avoided in a win and loss, and compiles all that information. Math don't lie.

Tuesday, August 16, 2011

Balancing Power With Frustration

So WAR and NCN recently changed nature rules to adjust the way that nature's revival works. Originally, it simply brought you back when you would have resurrected. Now, it brings you back as an animal with no skills and only a few options in which to remove it.

I must say, I absolutely hate this change.

Don't get me wrong, I always thought that revival was way overpowered. It definitely needed scaled back. However, the way they chose to balance it wasn't specifically to bring the power level back. Instead, they decided to counter the power of the skill by making it less fun to use.

Nobody want's to be stuck as a wolf until the end of the game day. There is a potential for that to happen in the current design. I know, you say you can always resurrect to end this ability. Correct. But let's take a step back and look at it this way.

A player now has to make a decision on whether he plays a gimped monster for the rest of the game day or he can take a death on his sheet. They have to balance discomfort (OOG concept) against staying alive (IG concept).

I know, there's a potential for roleplay. But that would get old pretty fast. Imagine having to play a character that's different than your own for as much as 8 hours. How horrifying.

I always cringe whenever I see people try and balance power by making a skill un-fun to use. If you're going to do that, just take the skill out of the game altogether. There are always ways to make people pay for hard decisions. But you should never make them pay in frustration. This is a game, after all. It's supposed to be a way to relax. It's supposed to be fun.

They could have simply said that a person could only be affected by the cantrip or formal magic 1/day, and it would have put more of a limitation on the revival skill than there is now. And it wouldn't have made players suffer in any way.

The skill is still overpowered. It's just more likely to be abused by the players who value IG strength over OOG fun, which isn't really the point.

Anyways, that's my 2 cents.

Monday, August 15, 2011

The Week In LARP - August 15th

Last Week In LARP

Did you attend a LARP event last weekend? Let us know how it was in the comments! Also, did you want to see who won the Anniversary contest? Check it here!

This Week In LARP

Insert Witty Comment Here.

NERO

NCN will be hosting a 2-day event this weekend starting on Friday, August 19th and ending Sunday, August 21st. The game will be held at Camp Tuscazoar at the IG location of Syrinx. It's $45 to PC ($40 with donation to the troops) and $2 to NPC (for insurance purposes). This game wll be using 9th edition rules.

NERO Cincinnati will be starting their 9-day event this weekend on Friday, August 19th. The game will be held at Cub World at the IG location of the Framingarhalan. For information on pricing and preregistration, visit this page. This game wll be using 8th edition rules.

Independent

The Exiles will be hosting a 2-day event this weekend starting on Friday, August 19th and ending Sunday, August 21st. The game will be held at Lewis Arboretum at the IG location of Redemption Hills. It's $40 to PC ($35 for new players) and is free to NPC, but please let the staff know if you're coming (so they can prepare enough food).

If you've got a game running this week and we didn't mention you, either drop a comment here or shoot an email to larp.plot.tips@gmail.com, and we'll add you as soon as possible!

Friday, August 12, 2011

YouTube Friday: 300

300 posts, that is!

I love milestones like this. I get to take the easy way out and thank all our readers instead of giving you some real information.

Maybe we'll do another contest. On the cusp of some delicious discussion about game design (some between our friends, some on a recording of LARPcast soon to be posted, and some on various forums), I though I'd pose a challenge for our readers.

Your quest, should you choose to accept it, is to come up with a LARP rules set for Frank Miller's 300. Here are the guidelines.

- Must be Focused Around Frank Miller's 300.
I'm terrible at history (Jenn covers that pretty well). I only care about stabbing dudes with spears. Historical accuracy be damned.

- Must be Boffer Combat.
I know it goes without saying, but I really don't see Gerard Butler running around rock-paper-scissoring immortals.

- Rule Set Can be No Longer than 10 Pages.
I know you want to make it as complex and intricate as possible, but let's not put more thought into the ruleset than was put into the actual plotline of the movie. This is an action game. Beat ass.

- Make It Look Nice.
If you send me a 10 page wall of text, you won't win. I suggest you make the formatting look nice and include pictures if possible*. If you don't have pictures of your friends in Spartan gear, just draw some shit is MS paint. Mad points for MS paint.

- Deadline: Sept. 12th.
You've got 1 month to put your stuff together. Anything that hasn't been submitted to us by then won't have a chance to win (but we'd gladly look at your work anyways and hit each other by the rules you have dictated!)

To submit your entry to this contest, send an email to larp.ohio@gmail.com with the subject "This is Sparta" including the following:
- Your Name
- What LARPs you currently play
- Your favorite moment in the movie 300
- The rule set (preferred delivery is in Google Docs, but .doc or .txt
- A paragraph, no longer than 100 words, on what makes your ruleset the best and/or what makes it unique.

The winner will get:
- Their ruleset publicly posted on Google Docs and be forever shared throughout the land**.
- Our buddies will play at least one session of a game using your rules, and write a bitchin' review on it.
- Mad bragging rights.
- Maybe some giveaways if we can get some free stuff (this was spur of the moment)

GAME ON.

Finally, for those of you here to see a video, don't worry. Since I couldn't find any good Sparta LARPs, I had two possible choices that fit the 300 theme. The first one was the scene from 300 where he kicks the Persian in the chest. The other option was a campy "This is Sparta remix." Guess which one I chose!



Now that I've offended all our readers with this video, I won't have to worry about what to do at 500 posts.

*Any copyrighted pictures included in rulesets will be removed and won't add value in regards to the contest. You won't be disqualified, but original pictures will get you further.

**You give us the limited right to post the ruleset online and to play the game personally. We will not profit from your work, and should you choose to try and sell it, you will retain full rights (but please send us a copy of your rules!).

Thursday, August 11, 2011

How Does Your Plot Team Meet?

Tonight, our plot team for Exiles has a meeting. We're discussing the best way to do it, and I figured it would be a good idea to ask the readers a question.

What is your preferred method for remote plot meetings?

Obviously, meeting in person is probably your best bet. But if you have to do a meeting, what do you use? Conference call? Vent? Skype? Chat program?

Me, I'm partial to Skype/Google Docs in tandem (it's what Mickey and I use for the podcast). How about you?

Wednesday, August 10, 2011

The Best Tool You've Never Used

Or at least, I never used it. But things are going to change.

For those of you who follow me on Google+, you may have noticed the status update last week where I said I got to expense a Moleskine* for the job I was doing. It really was important for the work we were doing, and the customer wanted me to have a notebook to write stuff down (as I was using my computer).

$12 might seem like a lot to pay for a 80 page (40 double sided pages) notebook that fits in your back pocket. But the truth is, I have never felt that I got so much value from a purchase like this.

For those of you not in the know, Moleskine is a throwback to the olden-style notebooks used by all the greatest artist, inventors, and writers. You can learn all about it in the pamplet they give you with your book. It's a very basic design. It's got a black leather cover, an elastic band for keeping the book closed, a ribbon bookmark, and a pocket in the back. Simple enough, right?

I really wrote everything I could down in this notebook. It's going to make my life a lot easier when I compile my report. And it was highly portable (I had the 5.5" x 3.5" book). And I find myself thinking how useful of a tool this would be for my character.

But more importantly, how useful it would be for running plot.

I've always had problems remembering names, what people were doing, and keeping track of the things that happen at the event. Despite my best efforts, I seem to always forget something that happened or let player's inquiry go unanswered. But with a book like this, I wouldn't have those problems anymore.

And for those of you who are unwilling to shell out $13 for the book (which I completely understand), you should try hitting up a local Borders to see if you can get their off brand (Picadilly) for a steal.

As an aside to the writers out there, I highly suggest Moleskine. The durability and ability for those pages to take ink is unmatched. I spilled coffee all over this thing and you can hardly tell.

*If you do decide to purchase a Moleskine from Amazon, I highly suggest you drop by the LARPcast website and use the affiliate link. It costs you nothing and it helps us maintain the hosting for the podcast.

Monday, August 8, 2011

The Week In LARP - August 8th

Last Week In LARP

Did you attend a LARP event last weekend? Let us know how it was in the comments! Also, did you want to see who won the Anniversary contest? Check it here!

This Week In LARP

Even though I'm in California this week doesn't mean I can't keep you up to date with LARPs in Ohio.

NERO

NERO Northlands will be hosting a 2-day event this weekend starting on Friday, August 12th and ending Sunday, August 14th. The game will be held at the Rolling Hills lodges at the IG location of Redstone Village. It's $40 to PC ($35 with pre-reg) and is free to NPC. This game wll be using 8th edition rules.

NERO SWV will be hosting a 1-day event this weekend on Saturday, August 13th. The game will be held at the Camp Cherokee (KY) at the IG location of the Stoneforge Highlands. It's $20 to PC and is free to NPC. This game wll be using 9th edition rules.

Dagorhir

Einherjar will be hosting their July battle this weekend on Sunday, July 15th at Plum Creek, South Side in Medina. Weapon Check starts at Noon and fighting starts at 1:00 PM. It's $3 and minimum garb rules apply. Note: This battle is not scheduled for the third Sunday in August.

If you've got a game running this week and we didn't mention you, either drop a comment here or shoot an email to larp.plot.tips@gmail.com, and we'll add you as soon as possible!

Friday, August 5, 2011

YouTube Friday: Hit Hard, Take Light

I always like it when I stumble upon a decent foam fighting video. I find that a lot of them either play everything in slow motion, play crappy music, or show a lot of down time.

This Dag video does none of the above.

This is the kind of video that someone might watch and think might be a lot of fun. I would be proud to show this video to someone who doesn't know what a LARP is.

Enjoy!

Thursday, August 4, 2011

Fixing Celestial Damage

I apologize for writing another post specific for NERO, but it's worth being said.

So, for those of you unaware, Celestial magic is one of the two schools of magic. It's known for having a high level of damage and weapon enhancement, as opposed to the earth tree that has curses and healing/necromancy.

The problem, of course, is that with the increase in average player level, melee damage is creeping up with basic swings doing more damage than the first 4 levels of damage. Since damage is supposed to be the big sell, this damage creep is making celestial casters underrepresented.

There have been a couple of things suggested for fixes to celestial damage. All of them are focused around making it more powerful, but none of them are a clear cut improvement (or else they would have been adopted).

I wanted to talk about the various fixes to celestial damage that have been proposed.

Double Damage (or Base 10)

One of the suggestions was to simply increase the damage celestial damage does. Straight forward and easy. The big concern most people have is that it will destabilize PvP, but the fact is that all PvP involves level 9 magic takedowns, so it doesn't make celestial better than everything else.

I originally liked this solution, but it turns out that staff still has a difficult time dealing with the increased damage, and this leads to an increase in returns/resists. Which is bad.

Pros: Definitely more powerful.
Con: Causes increased NPC body, increased resists/returns, possible PvP concerns.

Monsters take Double from Celestial
One of the other solutions is just to have all NPCs take double damage from celestial magic. The benefit of this change is that it doesn't actually change the rules. The downside is that it breaks immersion and causes significantly more math.

I really don't like the added complexity. Math is often too difficult to keep up with as is. The last thing we need is more of this.

Pros: More powerful, no rules change
Con: Increase math (complexity), possible increased NPC body

Monsters cannot Resist Celestial Damage
NERO Cincinnati came up with a solution that involved the NPCs simply not using resists on celestial damage. The benefit is once again that it doesn't change the rules.

Of all the proposed fixes, I think this one is the best. It doesn't break immersion and helps a celestial caster keep its most valuable resource: packets.

Pros: More powerful, more valuable in situations where Celestial shines.
Cons: Cannot handle high body scaling (should plot teams still do it).

What do you all think? Have you got a fix for celestial magic?

Wednesday, August 3, 2011

The Art of Celestial Damage

I thought I would do a public service announcement to all celestial casters on how they can be more effective. I've played several celestial casters over the years, so I know what works and what doesn't. Here are some hints to keep in mind.

Get Yourself a Secondary Function

To be a proper celestial mage, you will not be casting celestial magic all the time. You've got to save it for key moments in battle. As is, you'll want to get yourself something else to do in your down time.

This might mean picking up a weapon (ideally a longer-range one), taking some healing skills, or even keeping notes. Find something to pass the time.

Embrace the Damage

I know you want to be a utility mage. And maybe you can be in chapters with cast on the fly. But in cases where it's memorization, take damage. Protectives, blade spells, and bindomancy can all be put in scrolls for when you need it. But the fact is, your damage is probably going to get returned or miss more often than other spells. On the other hand, shield magics should not be resisted/returned (unless something terrible is happening).

Sacking the Quarterback

One of the major functions of a celestial mage is to sack the quarterback. Sometimes the bad guy need to go down fast, in a bad, bad way. In those situations, celestial shines. While fighters might be able to put out more damage over time, celestial mages don't have to worry about things like blocking. And if it is a monster with resists/returns, they still have to call resists/returns. Those are precious seconds that they can't be doing other things.

Turning the Tide

I used to think the only use of the celestial caster was sacking the quarterback. But what is possibly more important than that is turning the tides of battle. You don't cast spells when everything is going well. You don't even do it when you're at a stand still. But feel free to unload when things start going poorly!

If you see a line start to falter, start dropping bombs until your team can stabilize. One celestial caster can quickly eliminate 3-4 lower end creatures without much trouble, and your team will appreciate it.

Battlefield Command

So often, battlefield command is given to fighters. Truth is, fighters make terrible commanders, because they're always trying to get in the shit. As a celestial caster, you should already be looking for swings in the battlefield. In addition, you've got down time.

That makes you an ideal Battlefield commander. It's yours for the taking.

Know what You're Getting Into

Now that you have read these tips, you should have a better understanding of what it means to be a celestial caster. You need to constantly monitor combat. You can't go full bore in all fights. You need to rely on your team. If that's not for you, then don't play a celestial caster.

With the exception of master wizards who hack (Merlin, Elminster), mages tend to be fragile in many ways but very powerful in others. The NERO celestial caster is more like Raistlin. Wise and powerful in short doses. If that's what you want, give celestial a try.

Tuesday, August 2, 2011

Age Restrictions in LARP

Last week, there was an interesting discussion at CILS regarding ages at LARPs. Austin put up a survey about what kinds of age limitations people would like to see.

It seems like the majority of people have no problem playing with younger children. That's something I'm glad to see. However, most of those people understand that there will be times where those ages cause serious limitations.

I figured it would be worthwhile to list some of the instances where age might pose a problem.

1) Insurance
This is probably the biggest problem with any kind of cost to play LARP, especially with overnights. Every game should get insurance, and every insurance policy is different. It's possible that providing insurance to younger children (12 and under) might be cost-prohibitive. In those cases, you'll probably have a discrete age where someone can play.

2) Combat Intense Games
A lot of foam fighting and boffer combat games may put restrictions on underage players for the sake of safety. In a lot of these games, children can participate in dressing up and roleplaying, but cannot enter combat. The age at which a child is developed enough both physically and mentally might be a little more grey than the insurance issue, but it's probably best to put some guidelines in to avoid the appearance of favoritism.

3) Heavy Immersion Games
Some games rely heavily on being completely immersive for the players. In these cases, it's important that every player understand that they have to say in game and to avoid acting out. In these cases, you might have to handle children on a case by case basis to see if they are mature enough to handle the game and participate appropriately.

4) Adult Themes
Some games try and amp up the roleplay and immersion by introducing adult themes. Obviously, these themes can be inappropriate for children as young as 17 or 18 years of age.

Other than that, I believe that age should not be a limit, as long as a person can be a good sport.

What do you think?

Monday, August 1, 2011

The Week In LARP - August 1st

Last Week In LARP

Did you attend a LARP event last weekend? Let us know how it was in the comments!

This Week In LARP

Have fun LARPing. I will be working somewhere secret doing secret things, so no LARP for me.

NERO

WAR will be hosting a 2-day event this weekend starting on Friday, August 5th and ending Sunday, August 7th. The game will be held at Lewis Arboretum at the IG location of Rockcrusher Forge. It's $50 to PC ($30 with a good NPC ratio) and is free to NPC. WAR is also doing a promotion where NPCs get $10 worth of food from the tavern, but you have to prereg! This game will be using 9th edition rules and 8th edition formal.

OGRE will be hosting a 2-day event this weekend starting on Friday, August 5th and ending Sunday, August 7th. The game will be held at Camp Myeerah at the IG location of Oasis. It's $40 to PC and $10 to NPC. This game will be using 9th edition rules.

Independent

Bloodlines will be hosting a 1-day event this weekend on Saturday, August 6th. The game will be held at Camp Burnamwood (KY) at the IG location of Sergeant's Rest. It costs $35 to PC and is free to NPC, but cabins and food are available at additional costs.

If you've got a game running this week and we
didn't mention you, either drop a comment here or shoot an email to larp.plot.tips@gmail.com, and we'll add you as soon as possible!