Thursday, January 17, 2013

What's Wrong With NERO?

I figured since I still have this outlet, that I can use this to express my distaste with what's going on at NERO, and the reason why NERO is having such a hard time.

And surprisingly, it's not Joe.  He might be a catalyst for what happened.  But the problem is with the NERO player culture.

Yes, the players.

NERO has been running, in some form or another, since 1986.  That's 27 years. Let's talk about things that happened in 1986.

- Ferris Bueler's Day Off hits Theatres
- Falco's "Amadeus" hit the music scene, and Run DMC introduced white kids to Rap music with their hit "Walk This Way", available on cassette!
- Compaq releases the FIRST 386-based PC
- Bethesta Softworks (makers of video games) was created.
- Phones were attached to walls

Now look where we are today.

- Ferris Bueler's Day Off is considered a classic.
- What the hell's a cassette?  We operate on DVDs and devices that are smaller than a cassette, yet are capable of storing thousands of songs and playing them at the same time, with no fear of skipping!
- Our computers have 4 cores and literally more than 10,000 times the processing speed and memory of their 386 breatheren
- Bethesda has come out with Duke Nukem Forever (named because it felt like it took forever, after the original game's 1991 release), and has moved on to complete other projects as well.
- Cell phones allow people to stream movies, navigate roads, talk and text a number of people, and are fairly ubiquitous at this point.

Simply put, we do not live in a world governed by the same rules we had in 1986.

Now, it's not as if we're playing the same game as we used to.  There have been some changes to NERO since it's formal debut in 1989, including things like base 5, memory after death, and obliterates that aren't quite as obliterate-y.

But functionally, this game operates very close to the way it's always operated.  All changes to the game have been band-aids on a system that is extremely old.  There are studies out there regarding mental capacity that didn't exist back then.  There are lots of other LARPs that have succeeded and failed since that time, with plenty of lessons to be learned.  Stuff we could all learn from.

But we don't learn anything, because we, as a culture, aren't interested in learning anything.  NERO suffered for a long time based on a couple of things, but it can probably be boiled down to this simple analogy.

Everyone is a victim.

We've grown into a culture where everyone's got a right to have a say in everything, and compromise is completely out of the question.  Joe has done a lot to drive away talent helping the game, but so have the chapter owners and the players who belittle literally hundreds of hours of work without even reading the changes.  And we're somehow fine with people who are downright rude, as long as they're only being rude to national staff.

People say it a lot, but I don't think they really understand the implications of this statement.  NERO is a game.  Have you ever played a game and changed the rules in an attempt to make it more fun?  And when you found out that the new rules weren't as fun, did it somehow ruin the original game for you?

But we can'd to that to NERO.  Our culture HATES change.  Even if someone wants to try something, they must be taking something away from you.  Better kick and scream as hard as we can.  We have some players that will go so far as they can't even be bothered to platest something.  What kind of macho bullshit is that?  That's like a kid saying "I like swiss cheese, but I refuse to try cheddar because I can tell it's awful."

I'll also point out that it's a game that probably isn't doing too well, if the rumors regarding the economic state of national is to be believed.  Yes we keep talking about the success of the game, because individual chapters may experience some limited success.  But have you ever thought about how much of that success can be attributed to the mechanics of NERO?  Probably very little.  Successful chapters have friendly staff, tell good stories, and try and give players what they want.

But I think the culture is even worse that one might expect.  I think this culture has a need to be a victim.  This is the same culture that has been screaming about getting 9th edition rules out for over 10 years, and then when it finally came out, complained that things changed.

Our culture insists that Joe is somehow trying to destroy the game.  As misguided as Joe may be, I'm pretty sure he doesn't want to run the game into the ground.  But this culture needs to be the victim. OH WOE IS YOU.  If it was really that bad, then why are you or your chapter leaving national and playing/running your own game?  There's plenty of games out there that are as successful as NERO.

I am fully convinced that NERO isn't going to succeed (re: grow) because of this ridiculous culture.  You don't actually want it to grow.  You want to be able to claim the victim card.  You want your word to mean something, even if you didn't actually do any investigation into what other LARPs are around, what worked for them, and what didn't work for them.  You like to hold onto your ideas, and rather than looking at things in a rational way and try something different in order to stop the game from hemorrhaging players, you insist that you run a good game and that is somehow tied to these archaic mechanics that are sorely outdated.

So I'll leave you with this parting message.

Dearest Nero Culture, you're a fucking disgrace.  Do us all a favor and get your act together.


Thursday, July 5, 2012

In-Game Holidays

Happy Day after July 4th!  Hopefully everyone got all or at least part of the day off to stand outside and sweat by a BBQ watching fireworks :)

Thinking about the reason for the season, as it were, got me thinking about holidays in other worlds.  People as far back as we can figure have had their own celebrations.  They've had special days that commemorate events, nature, the seasons, deities, and whatever else was important to them.  It follows, then, that your created world could have the same thing!

Due to scheduling, it's not always possible for a LARP to set aside a certain date for your holiday. But there's no reason why your world can't have a, say, mid-summer festival.  Or really any type of festival that commemorates a certain event around a certain time of year.  PCs, you could even start this off by recognizing a previous event you were a part of (Happy Day of the Dead Lich everyone!).  Then keep doing it at the same time every year.

This can add a lot to the in-game atmosphere.  Holidays are something that gives a people an identity, as what you celebrate says a lot about you.  Look at Americans - we've got quite a few days that others don't specifically share, like 4th of July, Thanksgiving, Memorial Day, Labor Day; and that says a lot about what Americans have valued as the holidays were created.  Some days may be wild, some may be somber, but it can really help build your world and your NPCs.  If you only run a few events a year, these holidays could even be the reason for the gathering.  Rather than referencing the last "market day" or whatever your group uses, you could instead talk about what happened at your harvest festival, or last Dragonslaying Day.

As plot, I've always loved using holidays (maybe a bit too much) as inspiration for mods or other encounters.  If anyone remembers the 3-legged turkeys at Ashton around Thanksgiving, I apologize :)  But holidays can give you great ideas for mods where you need them.  In spring, maybe some potions at your Festival of Love got out of hand.  In the fall, maybe different groups need help harvesting.  After going to a lot of events, they can run together, so giving something a theme can make that game memorable. 

You can also use it as a reason to have games, contests, and other events.  Staff doesn't need to set it up, they can work with an interested PC to help it come up.  These can be contests of skill using in-game and out-of-game skills. I've found it's good to have both, so that people who are good at one or the other can still participate!  And don't leave out non-martial talents like art, baking, or performance.  This is fun for the players and also helps Staff take breaks as the games are going on so they can concentrate on other mods knowing the PCs are occupied.

I will say that this sort of all-out fair can't be done too often.  Every one of your events can't have contests of strength, as that can get boring - unless, of course, you've got a fun plot reason.  A town of barbarians may regularly see who's stronger to determine leadership or something. This could even evolve into a ritual of some kind - but I digress :)  In general I think the character that was the strongest at the June event will be the strongest at the July event, so in LARP time doing this once or twice a year makes more sense.  I think the specifics about running a game-day festival could be a whole new post, so I won't go into it more. 

You can also support the theme in other ways.  Have someone make a special Midwinter treat that you only make that time of year.  Give out little trinkets that represent the holiday.  Come up with traditions for your NPCs to mention, and even incorporate them in game.  Example:  If you have a day of remembrance, bring in one of your NPCs to lead a candlelight vigil, make a speech/toast, add new names to the banner of the fallen etc. This specific example double-dips, since it goes back to the post about remembering fallen characters (see what I did there)! :)


But what do you think?  Does your game have any regular festivals?  How can it work for you?

Monday, July 2, 2012

The Week In LARP - July 2nd


This Week In LARP


Happy 4th of July!

NERO

WAR will be hosting a 2-day campaign event this weekend starting on Friday, July 6th and ending on Sunday, July 8th. The game will be held at Camp Giscowheco (WV) at the IG location of Lumberton Shire. It's $50 to PC ($30 with good NPC ratio) and is free to NPC.

NERO Indiana will be hosting a 2-day event this weekend starting on Friday, July 6th and ending on Sunday, July 8th. The game will be held at the Nameless Creek Youth Camp. It's $50 to PC, but you can save $10 by pre-paying and $10 by tent camping. It is 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!

Thursday, June 28, 2012

Sharing Your Site

This weekend we used a new camp for Exiles. We were drawn to it by its promises of bunks (with mattresses!), fully functioning kitchens, running water, and air conditioning.  Yes, the site we had before was not so fancy - for some of you used to deluxe locations, you're probably cringing right now :)  Unfortunately as a small game, we have a small budget, so we're only now getting to the point of being able to afford a nicer site.

Problem is, we can't buy out the whole camp.  As a Girl Scout camp, that means we're sharing with, well, girl scouts.  We've got the main lodges in the center of camp, but they're still there at some of the tents.  And I'm sure we're not the only LARP group in a similar situation. 

So, what to do if you are sharing your site?

First, set some ground rules with the site and any rangers.  Ask the ranger/camp coordinator to tell any other groups not to wander through.  If nothing else, there's the safety issue.  This helps to protect both groups from the actions of the other, since outside groups won't have signed your waivers.
 
Be clear with your site about what you're doing, and how it might affect other campers.  Most LARPs are up late yelling about strange things (and maybe swearing), and that you might have props and set ups in certain places.  Let them know that you like your privacy (if you do) and see what suggestions they have to help. 

If you're getting people coming through your reserved area, nip it in the bud early on.  Take the issue to Staff.  If Staff can't get a hold of the ranger, or already have, someone should talk to the other group's leader and work something out.  Choose someone who's not scary :)

Try to have someone take a look at the location ahead of time to see if you can use some other, out of the way areas for your mods.  A lot of sites are okay with groups using unreserved camping areas, so you can avoid interruption by taking the action there.

You can also plan more mods inside, if your buildings allow for it, and keep out of the way of oglers.

Make sure and mention to your people that the camp is shared, and ask everyone to be on good behavior.    Know the camp rules and follow them, since you don't want a violation getting you reported and possibly deported. :)

In the end, you'll probably still know the other group is there, and the immersion is going to be broken a bit.  So I guess it's up to each group as to whether or not it's worth it.  For us, it seemed like everyone was okay trading some minimal interruption for air conditioning and showers.  But it may not always be the case.

What do you think?  Are nicer facilities worth sharing?  How do you compromise with sharing a camp?


Monday, June 25, 2012

The Week In LARP - June 25th


This Week In LARP


It's hot outside! Prepare for the heat and drink lots of water.

NERO

WAR will be hosting a 2-day campaign event this weekend starting on Friday, June 29th and ending on Sunday, July 1st. The game will be held at Camp McKinley at the IG location of the Trun Woods. It's $50 to PC ($30 with good NPC ratio) and is free to NPC.

NCN will be hosting a 2-day event this weekend starting on Friday, June 29th and ending on Sunday, July 1st. The game will be held at Camp Trinity at the IG location of Syrinx. It's $50 to PC and is free to NPC.

ARGO will be hosting a 2-day event this weekend starting on Friday, June 29th and ending on Sunday, July 1st. The game will be held at Camp Yough (PA). It's $40 to PC and is $15 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!

Thursday, June 21, 2012

Randoms & You

I've heard it said that the easiest way to make an event decent is to run randoms every 20 minutes.  For me, that doesn't make my event, and I don't really like randoms at all as a PC.  Usually they are not presented in any interesting way, they can break game momentum, they can roll PCs who just want a break, and as Staff they can drain resources that PCs would prefer to use on mods.  And worst for me, they don't make sense.  Why did a squad of orcs decide to attack superior numbers of armed adventurers in what is supposed to be a well-established and guarded settlement?  I don't know :)

That being said, I think they might be necessary in a lot of games, and can add a lot.  So how can randoms work for you?

That being said, randoms can work to your advantage.  When you have a larger PC group, they're not going to be going on all your mods, and giving them something to fight can help entertain them.  Newer players or players who just like the thrill of killing things can enjoy random monster slaying.  And you also don't want your PC areas to feel too safe - the thrill of danger is part of the draw for a lot of players. 

So, how to do it right?

First, timing is everything.  If you send randoms out at the wrong time, you could derail mods - which most people enjoy much more than any random!  Be aware of what the rest of your team is doing and what mods need to get done.  Don't take resources away from them if you can help it (you can be a one-man random!).  And try to keep an eye on what the PCs are doing.  Ask your NPCs who were just in town, or PCs who are at the shack, how things are going.  Also, if your PCs have set up some major event, like a ceremony or festival, try not to ruin it (unless it's good plot, of course! :) ). 

Second, scaling is still important.  If you're sending out goblins into a town that's all above level 20, it's probably not going to be as fun (unless there's plot or you do something interesting).  And if you send down a horde of death knights and there are only 2 people awake, that can make for grumpy PCs.  Again, ask people what the town atmosphere is like and scout it out. If you're not sure if people are around, try starting out with something small and work your way up to the big guns if needed.  Also, make sure that your NPCs aren't out to kill people. Always make sure they know the limits you want on the encounter and how tough they should be.  No one likes to resurrect from random spiders :)

Make it worth their while.  PCs hate it when they get through a fight and the NPC doesn't have treasure.  Don't over-reward, but make sure and put appropriate treasure on the monsters.  You can then use this to even out treasure distribution for your event as well.  If you have the space, put a couple random minor magic items on the occasional kobold, and people will be more interested in engaging them!

Spread the love - alternate where the randoms come from and what they're doing.  If you do the same thing every time, you can get those types of folks who just sit and splatter the NPC as it spawns before anyone else can get to it.  Especially if you start giving out good items here and there.  Changing it up can help keep more people entertained.

And finally, my favorite point.  Try to make the randoms make sense.  A pack of wolves isn't going to attack a town under normal circumstances, so think about things that might.  You can really use this to your advantage to reinforce plot lines.  If there's an evil druid plot, maybe they are sending their new twisted tree creations in to test their strength.  Maybe the goblin army has suicide bombers trying to destroy morale.  Or the mad alchemist is sending minions to plant poison distributors.  Or the ancient elder dragon's presence is driving the forest creatures mad.  Not only are you entertaining people, you're fleshing out your plot lines!

If you run out of those ideas, try "hook randoms."  These are mini encounters that take place within eye/ear shot of town. They're not just monster x attacking the PCs, but they can still be of any level, and the entire town can engage.  Example - a traveling merchant runs in saying orcs attacked his wagon on his way to the tavern. Something that requires basically no prep, and you can run it in town.  You're adding a little bit of extra depth to the random to have it make sense and be a little more exciting to the PCs, but you can use the exact same resources and monsters.  All you need is a little creativity and a few minutes of planning to figure out an idea that will work.  This is basically putting hook mods in Staff's hands from time to time.

Don't forget that role-play NPCs entertain people too.  Not every random has to be for fighters!  Your role-players and puzzle-solvers are also waiting around town for their next mod, so send in a strange merchant, an old story-teller, or some other engaging NPC.  These tend to entertain smaller amounts of people, but can be very welcome to those PCs who don't like killing poor, defenseless bugbears all day :)  You can use random time to put in an informative NPC for your plot line, or to engage a character's back story.  Or just for fun.  To get a little wider appeal, have them do things like host impromptu contests (riddles? singing?  stories from the PCs?). You can even use these types of characters to help recharge a drained PC group by selling or giving out supplies or recharges - for the right price. 

Purposeful randoms can be a great chance for Staff & NPCs who had some wacky ideas that don't quite work for plots or mods to use them!

In smaller games where PCs can go on more mods, randoms may not be as necessary.  In these cases, if the PCs aren't modding, they're probably resting or refreshing and randoms can actually hurt more than they help by draining resources on both sides of the table.  But then again, you can use a few of these ideas to bring danger into the town - instead of hooking a mod, have it happen there! 

What ideas do you have for making random monsters fun and useful?


Monday, June 18, 2012

The Week In LARP - June 18th


This Week In LARP


Sorry for the confusion regarding the NERO Indiana event.  I was going off of the NERO Cinci cross-chapter events, and thought it was this week.

Independent

The Exiles will be hosting a 2-day event this weekend starting on Friday, June 22nd and ending on Sunday, June 24th. The game will be held at Camp Rolling Hills (Lodges) at the IG location of Silver Springs. It's $40 to PC and is free to NPC. As always, this includes breakfast, lunch, and dinner on Saturday.

NOTE: THIS GAME IS BEING HELD AT A NEW CAMPSITE. Well, at least new to Exiles.

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, June 15, 2012

Update on LARP Ohio

I know you all deserve an explanation on why posts from me have been so scarce lately.  Since the beginning of this blog, I've endeavored to have a post a day (with the occasional fallouts).  That's quite a grueling pace for a casual blog, but I felt it was worthwhile.  I had a lot of things that I wanted to say, had an itch to write, and really enjoyed it.

But the truth is, I can't keep up with the grueling pace anymore.  It's bad enough to post every day when you have a lot to say.  But it seems I have already said most of what I wanted to say.  Between this blog and my writing on Alltern8.com, I've done more than 400 posts on the subject of LARP.  That's quite a brain dump.

In addition to that, a lot of my tastes in LARP has changed since I started this blog.  In the GNS Spectrum, I've gone from what I would consider to be extreme Gamist to primarily Simulationist.  However, I think that most of my readership is Gamist/Narrativist, which makes writing for my audience a bit difficult.

Finally, I do think I'm hitting a bit of a null in my LARPing career, and may just need to let the LARP part of my life take a bit of a backseat.  I spent a lot of energy on it these past few years (particularly on NERO in the past 9 months), and I'm a little burned out on it.

So what does that mean to me?

Well, it means that LARP Ohio won't be posting daily anymore.  Of course, with my absence the past few weeks, I'm sure this isn't much of a surprise to anyone.

However, we are not shutting down.

I still plan on doing "The Week In LARP" posts, because I think they're just too helpful, and will occasionally make posts when I feel something is particularly post worthy (or if I have something on my mind).  In addition, Karin will keep giving us wonderful, thoughtful, and relevant posts.  So make sure you come by and read them on Thursdays!


Thursday, June 14, 2012

Communication is Key

Okay, so, I'm going to rant.  I know I probably shouldn't, but what's posting once a week on a local blog about LARPing for if not for the occasional venting session?  I will try to make it a little useful, since I think the situation also illustrates some important do's & don't's in communication that apply easily to a hobby situation at LARP.

Here's the story, which you could skip and just skim the main points below :)  For my Hubatron's 30th this year, I wanted to get him something really awesome.  I remembered a leather cowl we'd seen, and ordered it about 5-6 weeks out.  No problem, they said, we're starting work now and it should be there soon.  Great!  It should make it for his birthday!  2 weeks passed, and the birthday, but I'd ordered it hoping to make it to his party later, and there was still time.  I tracked them down - no problem, they said, it will be there!  The week of the party came, and I hadn't heard a thing.  After a few emails and calls, I finally heard from them and they said they had some troubles, and would ship it overnight with a free apology gift and confirm with me in the next 2 days.  Again, nothing. I waited, and tried them again.  And again, after multiple calls and emails, I got a hold of them and asked if they could at least send it in time for the event he was going to in 2 weeks.  No problem, they said, we are so sorry, they said, it should be there.  As you can guess, it didn't arrive.  Only this time I had to tell him what it was so he didn't make himself a new cloth version.  At this point, not only was my triumphant gift late, now it was spoiled.  So sad. :( Again with the tracking them down, and so on, and again they assured me it would be there soon.

Of course, it didn't come.  And despite trying to get a hold of them, they've never returned my calls or emails since.  And I swear, I wasn't crazy mean or anything!!  :)  So now, here I am, present-less, and trying to think of what I can learn from the whole thing that might be useful. So here goes.

-Tell it Straight - I worked customer service, and it's a crummy job, and I don't like applying it to a volunteer situation.  But one thing I know is that you should still be courteous - and to under-promise but over-deliver.  I don't mean lie, I mean set up realistic expectations.  If you are running a game, don't promise your players things you aren't sure you can deliver on.  This goes for players too.  If you're making something for someone, or offering other help, be honest about what they can expect.  Even if it's just that you aren't sure you can make it to the game - if plot is running something around your character, it's good to let them know to have back-up ideas.  Even if you really think you can do X, take a minute to think about it before you set something in stone, and maybe build in a little wiggle room if you're not 100%.  You don't have to divulge every uncertainty, but let people know in advance that they may need alternatives if that's the case, and give plenty of notice so people can plan.  I think it's very easy to forget that other people are planning around you when you're in the middle of things.  LARPing is what we do to have fun on our free weekends, so people may be basing their good time on your help! :)

-Keep Up to Date - Things change, problems come up, and drama happens.  I feel bad that it might have happened to the company I ordered with. :(  And if they'd just let me know, I wouldn't feel so frustrated.  When things do come up, let people know.  Don't make them track you down, that just makes everyone more frustrated.  Even if it's not good news, most people would rather just know so they can adjust their plans.  So the sooner you know you have to cancel that event, or that you can't NPC as promised, the sooner you should send that email to tell people, if you can.  If you don't have time, or aren't up for it because of the situation, try to have someone else do it for you if needed.

-Be Clear - I have to take some of the blame for my situation, because I should have pushed to have things laid out from the start.  When you're communicating, make sure you are as clear as possible with the details.  Say what exactly you're looking for (this goes for props, plot requests, anything), any rewards desired/offered, any time limit you have, and so on.  It is hard, because we are all volunteers, and we need all the help we can get!  But if you need that one prop to look a certain way, or if you aren't okay with donating something with an uncertain reward, then set it up.  Be nice about it, but try not to leave room for misinterpretation that could lead to frustration.

I should also say that, in regards to my above rant-story, I didn't ever pay, so I'm not in too bad a spot :)  Even so, I'm not sure what to do.  Should I wait and still hope that it'll come, or go get something else and risk it coming and having to pay for both?  Make sure if you do get into a sticky situation to lay it out as well as you can so everyone knows what they need to do with whatever fallout there may be.

-Consider an Apology - Like I said, things happen, and sometimes they're not anyone's fault, so not every situation needs a big apology, or any at all.  But if it's appropriate, think about how you could make up for a mistake.  Maybe it's some kind of goblin reward, maybe it's making an extra set of claws, maybe it's offering to do extra NPC time.  Or just saying you're sorry :)  Just make sure you can follow the first point here.  Most times you don't have to do anything extra, but if you offer it, it does make it worse to be told you'll get something more and then not get that either.

Although, I admit, that cowl is beautiful and I still really want it for him :)  All us LARPers are usually willing to forgive any mistakes that are made so we can get back to doing what we enjoy - we should just remember to be courteous in cleaning things up so that no bridges are burned.

Okay, there you have it!  What communications tips do you have?




Monday, June 11, 2012

The Week In LARP - June 11th


This Week In LARP

As some of you have probably noticed, I've cut back on posting.  I'll give more information in another post.

NERO


WAR will be hosting a 4-day event this weekend starting on Wednesday, June 13th and ends on Sunday, June 17th. The game will be held at Lewis Arboretum at the IG location of Rage Hollow. It's $20 per day to PC Wed/Thurs, and $25 per day to PC Fri/Sat ($10 off per day with a good NPC ratio) and is free to NPC.

NERO Elkins will be hosting a 2-day event this weekend starting on Friday, May 18th and ends on Sunday, May 20th. The game will be held at BSA Camp Mahonegon (WV). It's $50 to PC ($41 if you prepay) and is $10 to NPC ($1 if you prepay).

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, June 7, 2012

Pre-Registration: Hot or Not?

Our little LARP, Exiles, just launched a pre-registration program before our last event.  There's a whole 'nother series of why and how, but it occurs to me that I've seen such systems come and go in other places and I wonder why?

The benefits for the game runners are that they know who's coming, so they can plan encounters, logistics, and even food.  For the players, they can streamline their check-in process, don't have to worry about bringing cash, and give Staff a heads up that they'll be attending so that everything is ready for them.  All great, things, right?

I've seen games offer rewards for prereg.  Sometimes it's money off the event fee, sometimes it's goblins or their equivalent.  Even better!

But just based on casual observation, it seems that the system isn't used as often as I'd think.  A lot of people don't know until the last minute if they can make it.  Or they can't scrape together the money to pay in advance.  Or they just don't feel like pre-registering :)  The rewards, where they're the goblins or equivalent, are set at a level to be fair, and that fair amount doesn't seem to be enough to really tempt people. Even offering a discount for the event fee didn't seem to work as well as I'd expect where I saw it at WAR.  People just have situations where they can't commit to a hobby in advance, and pre-registering isn't something that works for them.  If they do it, it looked like it was more for the convenience than the reward in a lot of cases, especially if the game doesn't offer that game fee discount (which can be hard to do for smaller LARPs).

On the back end, setting up the system can be a bit of a pain, as it requires a little more effort from your financial person to monitor everything coming and going at all times.  And it might even cause unnecessary work for Staff who prep logistics or plot, only to have the player not make it.

Financially, using something like PayPal incurs a fee for every transaction.  For your average event of $40, it's actually around $2 that is lost.  Add that to any discount, and games can lose a considerable amount.

So then, is pre-registration worth it?  Maybe it wasn't, and that's why games have dropped it! 

I like the idea of knowing who's coming, especially at a small game where every individual can make a big difference to our plans.  But I wonder the best way to make a system effective.

What do you think?  Does your game use a pre-reg system?  Is it effective?  Do you use it?  What do you like about it?

I'm curious to see how things work at other games!!




Thursday, May 31, 2012

Remembering Characters

This week was Memorial Day here in the good ol' U.S. of A., and I hope everyone took a moment to remember those who served/are serving.  And although LARPing is a pretty far cry from that, it did make me think about how we remember characters in the games we play.

Whether a character was heavily involved in plot or only known to a few, the player behind that persona probably spent a lot of time and effort on them.  We use our free weekends to be these other people, we spend our money on their costumes, and we get excited about their stories.  When they're gone, it's often a pretty bitter pill to swallow.

Bill has already talked about character death, but I was thinking more about how a game can remember those characters when they have died. 

One option that was discussed is making the character part of the game world.  Making them an NPC the player can play is dangerous, since allowing people to continue to play the same character, even as an NPC, can devalue the danger of death.  It can also make people who don't get this option feel left out, but there are certainly times when it might be appropriate and good for the story.  Just be careful! 

Another option, though, is to make the character continue, but not have them come into game.  In NERO with elemental transforms, this is easy to do - the character's spirit becomes a player for that element, and they become a Name talked about by others, or even a contact of some kind.  You can do it in other genres as well - maybe they are resurrected as a messenger for a deity, or turned into a steampunk cyborg.  Whatever happens, that character goes on into the sunset, as it were, and Plot can integrate them into their stories (they're just not the hero anymore).  This can be a fantastic way to nod towards a character that was heavily involved, though it can still run the risk of devaluing death.  And Staff should make sure to set clear boundaries with the player or as a policy!

So, what can we do that doesn't "cheat death"?  :)  Well, one thing is simply to keep a list of the fallen.  You can have it as a graveyard, or even get a plaque made, or write it on a banner to hang in your tavern.  That kind of thing can add gravity to your setting, but also it's an easy, meaningful way to keep characters in everyone's thoughts. 

Staff could also keep a more extensive record, something that could be posted on their website.  Maybe when a character dies, that player can write a short (or long, as you prefer) biography.  Who they were, what they did, and how they met their end.  This lets the player say good-bye, and also allows the character to be remembered for their contribution to the setting. 

I think that it's a nice idea to have options that can be done for any character, regardless of whether they had a transform (etc) or not.  It's hard to see your character just disappear as if they didn't matter, especially if you played them for years.  Having options like these can help players feel more like their stories mattered, and maybe help ease the disappointment that comes with character death and encourage them to keep playing. 

What other ideas do you have for remembering departed characters?

Thursday, May 24, 2012

Summer LARPin'

Ah, it's summer!  Maybe not officially, but at least in Ohio the sun is here, along with the heat.  Summer is the busiest time to LARP, so you're probably planning on having quite a few weekends dedicated to games over the next few months. 

Summer offers relatively clear weather where you can get camps that don't require heat.  You can enjoy sleeping under the stars!  You don't have to be weighed down by layers!  People have more free time to get out there, and it's just generally good to be outside. But it's hot.  Those high temperatures can be just as much, if not more, of a damper to your game than winter chill, so here are a few things you can do to beat the heat.

Water - this is a priority.  Drink it.  Don't drink pop or anything else sugary or hyper-caffeinated unless you're drinking a lot more water to balance it out.  I've gotten dehydrated because all I was drinking was sugar, and it's icky. :( Worried about carrying it around? Try a camelback.  You can put it in another bag or just cover it with some cloth to give it a more period look.  You can also get leather bottle holders!

Summer Costume - First, cut down on unnecessary armor, or even go to a lighter version.  You don't want to trap all that sweat and heat in - ask yourself if it's worth the armor points.  You don't need to reduce yourself to a Metallica t-shirt and sweat shorts to stay cool (unless that's already good for your game!).  There are all sorts of short-sleeved blouses for ladies that still look pretty period.  Or try a gauzy shirt and just roll up the sleeves. You can also make sleeve ties or use sleeve garters.  Now's a good time to wear lighter skirts, and open-sided wrap pants allow for ventilation. These can all be pretty cheap, and your friendly neighborhood seam-person can help :)  Also, a little more expensive, think about getting some summer Under Armor, which is designed to help keep your body cool.

Cool Down - Make sure that you make time to cool off.  Take a break and rest, drink some water, and let yourself air out :)  Related to the hygiene post, take off some of the heat-traping aspects of your costume and sit in the shade.  Take a cool shower to bring your body temperature down.  Change out your socks and other sweat-soaked elements - you'll feel better & smell better!  Think about bringing things like freezie pops for the tavern and extra water in a cooler.  Staff, coordinate to make sure that you have access to cool water for your team, and think about bringing them some extra heat-beating treats! :)  Cooling down the inside can help cool down the outside!

Take it Easy - Don't push yourself during the heat of those scorchers, if you can.  Try to go on role-play or investigation mods in the hottest part of the day.  Plot, think about planning those kinds of things so that they can take place during that time.  Also, think ahead and consider where you're having your mods - try to make them in shaded areas that no one will pass out getting to (hopefully).  It's hard when you're NPCing, but try to rotate out people to give everyone time to cool down.  Yes, you want everyone to have fun, but having someone pass out from heat exhaustion won't make it better!! :)

Beat the Bugs - Let's not forget summer mosquitos! :)  Don't forget your bug spray, and think about bringing a citronella candle to keep them away from your sleeping area (if you can burn it safely).  Keep lights out where you can so the bugs don't swarm inside your tent/cabin in the dark (especially while you're out - your tent/cabin mates will be thankful!).  They do have silent mosquito repellers, which I've used and seem to work pretty well.  I got it from a guy in Louisiana, and you know they've got bugs down there!  Also, people sometimes forget, but this is tick season - give yourself a check before you go to bed to make sure you haven't picked up any hitchhikers. 

Got any more tips on beating the heat at LARP?

Friday, May 18, 2012

YouTube Friday: Delirium

For those of you unaware, Delirium is a Nordic LARP where the players are patients in an insane asylum. It's chuck full of amazing LARP goodness.  This documentary can show you some of that goodness, but unfortunately it's not in English (but at least it's subbed).

Enjoy!


Thursday, May 17, 2012

Assemble! Grouping up in LARP

So, hopefully you all saw "Avengers" at least once by now - if not, make it a mission! :)  My second viewing got me thinking.  Movies, like LARPs, only rarely have a group as the main focus.  There are some books that involve groups, often getting killed off one by one, but they still usually focus on one main character.  In a book or movie, that's because you want your audience to relate to your characters, and it's harder to do that with multiple protagonists.

But in LARP, where your audience IS your character group, why aren't awesome PC groups more common?  Well, most everyone wants to be the main character.  The groups PCs tend to join are usually NPC groups, where they are chosen for the Fellowship, or passed the test to be the Warden, and enter into the ranks of the elite. But they get to have all the attention from that group, since they're the only PC.

I can't argue too much with that - it's awesome to be the hero :)  But there's certainly a case for a PC group instead.

First, by forming a unit with your friends, you have a built-in reason to hang out with the people you like.  Maybe you want to get away from them at games, but if not, why not share your adventures with people who will appreciate it?  The stigma at LARP is "I don't care about your character" - but your friends will!  You can share your awesome moments and experiences with people who share your enthusiasm for that cool game moment.

A group also allows you to more mobility.  As an individual, you usually need to attach yourself to other people in order to go do things. But if you've got your group already in place, you are set for action.  You can set it up with a mix of classes to ensure you're ready for anything. Usually 2 fighters, a healer, a combat caster, and a utility rogue/templar is a great combination.  But try it with whatever works for you!  An all mage group who can pull it off will be that much more legendary :)

And let's talk about style!  Don't groups who coordinate look pretty awesome?  Everyone proudly wearing the symbol on tabards & shields, a banner flapping by their camp... One person wearing a uniform probably just looks like a costume.  Multiple people look pretty badass. :)

As you get higher level and more powerful, you can turn your group into its own epic force.  The group will go on mods together, and have those stories to tell that others will repeat.  And as a big plus, they'll be more active and visible than any NPC organization.  This will ingrain your group into the general consciousness much more than NPC groups that are only around for a plot or personal interaction. 

As you build your organization, if you want people to look at is as an elite force, you can make membership difficult, so it's a privilege to join.  You can take people based off of their combat, their knowledge, their cunning, their baking prowess, whatever!  Build up the group and they can be a legend in the game, and you didn't have to rely on NPC favor to get it. Contact Plot to let them know your intentions, and they can tailor things for your team to suit your goals.  It's a plus for them as well, since any mod for one of the group will (hopefully) entertain the whole unit :)

And you don't have to give up individuality.  Like our Avengers, each member can be unique.   Each character can pursue their own path, and it's a lot easier with help.  As the characters' stories are told, they just add to the atmosphere of being a hardcore unit.  You've got the only known survivor of an alien race?  Your healer is the chosen of the Fae Queen?  Your rogue is an assassin for the Emperor?  And they've all come together to form the Badass Patrol?  Pretty awesome if you ask me.  :)  All of that individuality can go into making the group that much stronger, and you still get the benefits of having support.

So think about it.  Maybe for your next character idea, get together and form a group! 

Have you seen PC groups that work?

Monday, May 14, 2012

The Week In LARP - May 14th

This Week In LARP

Expedia sucks ass.  More to come on that.

NERO


WAR will be hosting a 2-day event this weekend starting on Friday, May 18th and ends on Sunday, May 20th. The game will be held at Camp Giscowheco at the IG location of Lumberton Shire. It's $50 to PC ($30 with a good NPC ratio) and is free to NPC.

NERO Elkins will be hosting a 2-day event this weekend starting on Friday, May 18th and ends on Sunday, May 20th. The game will be held at BSA Camp Mahonegon (WV). It's $50 to PC ($41 if you prepay) and is $10 to NPC ($1 if you prepay).

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, May 11, 2012

YouTube Friday: Nordic LARP

Today's post comes from the Nordic LARP wiki that I linked to on Wednesday. For those of you who are not in the know (like me), Nordic LARP is actually a style of LARP, rather than a place where things happen. Perhaps this video, "Introduction to Nordic LARP" by Johanna Koljonen will give you a little more insight into how Nordic LARPs work.

Enjoy!


Thursday, May 10, 2012

Getting Your Game Face On

It's well into the LARP season now, but plenty of people may find that after the initial rush or getting back into playing, they are missing a little extra something.  Here are a few ideas to get you back into the game.

1.) Re-connect with your character - Over a break, it's easy to lose the momentum you built with your character last season.  Once you're back into the swing of playing, you may realize you're not as connected with your character.  Review your character's history to refresh your roleplay. Remember what your character's about - maybe watch the movie that inspired them, or pick out a theme song to get into their mood. Then take some time to remember what you were up to last year, and figure out what you want to get into this year.  If you don't have character goals, make some up! :)  Decide what you want to do as a character in-game, and what kind of cool skills you'd like to work up to out-of-game.  This can help you decide what you want to pursue at events, or between games, if you're looking for direction.

2.) Refresh Your Costume - We posted a lot about ways to spruce up your costuming over the break, but you may not have gotten around to it :)  It's not too late - replace those ripped pants, buy a nicer pouch and keep your costuming looking good.  Pick something nice to buy yourself - some kind of costuming you're excited about.  Putting on a costume can get you into character fast - and it's a lot easier when you know you look good!

3.) Review the Rules - Maybe it's been a while since you last read your rulebook, so now's a great time to wipe off the rust.  A lot of times, especially if you play multiple games, our memories of the rules aren't the same as the reality - especially with changes that are usually made early in the season.  Knowing the rules is very important, and it's too easy to just let it slide.  You'll be sharp on your game-play, and that can help get you into the groove!

4.) Renew Your Skills - LARP is somewhat physical, and with anything, practice makes perfect.  Figure out what strategies work for your build and practice to get good at them. Figure out the best combinations of spells, practice your swings and blocks, set up a target in your basement.  I knew a group who used to make up basic characters with different skills and protectives, etc., and then fight each other and trade off.  It got them very good at knowing the rules, forming different strategies, and just generally being better at the game overall. And who doesn't like being good at something?  :)

5.) Return to Basics - If you are still not feeling into your character, maybe it's time to make a new one.  Sometimes starting out at low levels can help make the game feel new. You can try out an aspect you've never gotten into before, explore lines of plot or factions you don't know about, and again find fear in facing an orc.  :)

Got some other ideas for getting into your game?

Wednesday, May 9, 2012

Nordic LARP Wiki

Know what's awesome?  Nordic LARPing has a Wiki.

 http://nordiclarpwiki.org/wiki/Main_Page

 If you love game design, I totally suggest digging into this bad boy.

Tuesday, May 8, 2012

Limited Run Games

On teh Facebooks, Stephen, long time commenter, brought up an excellent point about NERO.  Here's what he said:

I just figured out Nero's problem. Or at least it's IG one. There are no mysteries left. There are no "final frontiers" to explore.

Absolutely brilliant.


Now, I know that today's post may seem a like a foreign concept to LARPers in Ohio, but there are actually a number of games that have solved this problem by running games on a limited timeline.  The idea is that you start the game with a story to tell, and know that in a few years, when that story is told, you can move on to the next great LARP adventure.

I know that Bloodlines, as well as many Accelerant games (Madrigal 1, Aftermath, Endgame, Invictus, etc) have done or will do this, at varying levels of success.

These games usually run between 2-5 years in length, and have a set storyline that will unfold during that time.  The organizers are then given more leeway to mess with the structure of the world, and can have the PCs create a bigger impact at the end, since they know they can pull out the stops.  Also, there is little worry about a major power creep, like has been experienced at NERO.

The downside?  The most obvious downside is that players that are interested in character growth via skills and abilities may not like the idea of a game that will end, leaving them with nothing.  The other problem is that limited run games cannot do much cross-chapter work.  Accelerant solves that problem with CP exchange (if you NPC at Madrigal, you can put your experience on your character in Mirror Mirror, End Game, 7 Virtues, etc).

I would love to participate in a limited run game here in Ohio.  Would you play in a limited run game?