Showing posts with label Back to Basics. Show all posts
Showing posts with label Back to Basics. Show all posts

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?

Thursday, February 16, 2012

5 Ways for Your Costuming Form to Meet Function

This winter I've talked a lot about upgrading or adding to your costume but LARPing is not only about looking good or having period replicas. It's active, and usually takes place outside in all types of weather. This means that the right LARP costume is a compromise between adding to the atmosphere and and keeping the wearer comfortable.

Here are a few areas I've seen where people tend to go one way or the other, when there are easy compromises available!

1.) The Crown Royal Pouch - LARPers everywhere tend to use something like this to hold their goodies - especially starting out. As you add to it, the single-bag approach gets heavy, makes it hard to find stuff, and constantly gets in the way. There are so many better ways to go. Period-looking pouches come in all shapes, sizes, and prices. There are multiple online sites that have pouches and bags designed just for LARPers. Get something made to attach to a belt, or a shoulder bag, and you'll be more organized and comfortable. Not to mention looking better!

2.) My Fighter Wears Sweats - Again, comfort is super important in a LARP, and you want to be able to move. I see a lot of sweat pants and shorts, even on long-term players. You can get comfort out of period pants - and yes, people can tell the difference. Instead of sweats, try simple drawstring pants or wrap pants - or both! Both are easy to make and inexpensive to buy, and you can move in them. Wrap pants are ventilated for hot weather - just be careful about what you wear underneath! :) You could also wear combat pants in black, which are durable and offer lots of pockets. They don't look quite as period, but they're a great compromise.

3.) Ladies' Apparel - Often, ladies who LARP want to look good, and some will be the ones who value form over function - although these points go for anyone (well, in general concept anyway! :) ). I'm all for adding to immersion, but just make sure you can still play at the level you want. A LARP is probably not the best place for your full Elizabethan. :) Select elements that are durable and will be comfortable in the weather. For example, skirts are period, but they are also bulky, clumsy, and can be a mess in the rain. Most games are fantasy, so there's nothing wrong with a lady wearing pants if you want - you can make them feminine by selecting different fabrics, or using a style like harem or riding skirts.

Also, corsets. Most ladies love them for accentuating the right things, and even giving an armor bonus! Make sure the one you wear will stand up to your level of activity, and is still comfortable. Most LARPs don't have fainting couches. :) Also, consider alternatives - for example, if you're a fighter, think about getting a custom breastplate instead. In the sea of corsets, you'll stand out!

Side note - They say to dress to impress, and everyone wants their costume to make them look good. Just make sure you're not falling out of anything when you're running around. There have been people at games who don't wear underwear, and you know, I never wanted to know that about them. Skirts will fly up, wrap pants come undone, etc., and LARPs have their share of minors and, well, creepers - so be careful! :)

4.) Sweater Armor - People do all sorts of things to get their armor bonus but not have to wear anything restrictive, and then down the line often dump their armor all together. But you can wear armor that looks decent without making life hard. You don't have to go for full plate, but a few pieces such as arm and shin guards can add a great touch, give you a bonus, and keep your limbs limber. Try plastic, too - just make sure it's black or some other neutral cover. Leather is a great compromise here. Or go cheap and wrap vinyl or pleather around a frame of some kind to create your own look. Your armor doesn't have to be washers glued onto a vinyl tablecloth! :) It can still get the job done, but be light enough to wear all weekend.

Now, if you want to wear more restrictive armor, just make sure it allows you to play at your level. Metal plate and chain are hard to wear for long amounts of time, so keep rested and hydrated. Also, make sure that it doesn't have any sharp edges - those can tear up skin and reps alike. I would also say that many helmets are not usually a good idea for LARP - they are usually too heavy to wear all weekend with comfort, and also restrict your vision enough to make playing difficult if not dangerous. There are plenty of helmets that avoid this, so if you want to wear one make sure it's safe!

5.) The Tennis Shoe Playah - Taking care of your feet is one of the most important things you can do to keep yourself comfortable. If you have health issues and need to wear tennis shoes, then that's what you need to do (maybe see if you can get them in black though). White tennis shoes are one of the biggest immersion breakers in a costume for me. It's so easy to change: boots of just about any decent make look a million times better, are still comfortable, but are also more durable and weather-resistant. Hiking boots, work boots, military boots - and there are plenty of sites that sell period style boots. Just make sure they have padding if you need it, and a good tread to stand up to slippery terrain. Don't go too far the other way and choose flimsy or complicated footwear that will break, hurt your feet, or make it difficult to move. A SWAT boot is a great compromise - they blend in well, but offer comfort and utility. Plus, they make you look totally bad-ass. :)

Got any other ideas of how to make your costume look good and work right?

Thursday, November 17, 2011

LARPing with the Ones You Love

If you’re a lucky person who gets to share your love of LARP with the love of your life, here are a few considerations. Many of these apply to close friends too.

PC’ing Together - Whether you’re going together to your first event or your five hundredth, it’s a good idea to talk about what you both want out of the game. You'll probably be hanging together, so this can help you set things up so you both support each other doing what you like!

Think about starting characters as a unit of some kind, maybe even bringing in some other friends. Whether you’re just the same race, after the same thing, or an entire adventuring company; you can add flair to your character and atmosphere to the game. You can do the fighter-healer combo, or perhaps you’re both rogues or templars with complimenting skills. And for role-play, there’s immersion in numbers – you can both learn the background information and bring it into game through your interactions. You can even decorate or set up your own camp area to fit your theme.

It’s a bit harder to reconcile characters who have been around a while. At first, you probably aren’t sure if you want to give up years of character development for a person you might soon be referring to as “my crazy ex”. :) After that period, consider touching base with how you want to LARP together. This goes for goals and role-play. Everyone will know why you’re hanging out, of course, but it adds to game immersion if your can role-play hiring your s/o as a bodyguard, joining the same group, or otherwise having a reason to hang out in game.

There’s something to be said for staying separate too. Sometimes you just want to escape the real world, and not look at someone who reminds you that you need new tires :) Plus, it’s nice just to be able to do your own thing! If you’re both okay with it, that is.

NPCing - Couples who NPC together can be an unstoppable force for plot goodness. But they can also bicker and fight more than people who aren’t as close. Know your limits before you both take on a position in the same place. It’s good for your relationship and everyone around you :)

If you’re NPCing and your s/o is PCing, the basic rule is to avoid favoritism. Don't go too easy, or too hard, on them. If you notice you can't help yourself, try getting another NPC to interact with the person instead.

Now, probably no one knows your s/o better than you, so if you see they’re not having a good time and want to do something extra, talk to Staff. They might be able to throw a little something their way, without it looking like you’re just making stuff up for them.

If you’re writing plotlines for the other person, this is very touchy. It’s always a good idea to try to funnel it through someone else on your team, if possible. Run ideas by them, at least, and have someone else run it if you can. This will help weed out any favoritism – sometimes it’s hard to notice when you’re excited about making someone happy! And it helps other players from assuming you're loading up your s/o with awesome.

When you’re writing things up, ask yourself if you’d do the same thing for another player. Think of an example of someone you may not get along with. If they were in the same position as your s/o, did the same work, and asked for the same thing – would you give it to them? If not, it may be too much. Your s/o could be way cooler, and a better player, – but you want to avoid having people think that you’re just giving them things. Even if you’re being fair, perception is reality to your players.

Try to stick to one storyline at a time per player. If someone is pursuing being the captain of the space pirates, don’t also give them plot for finding an alien artifact of ultimate power. At least not at the same time. That can look like favoritism, and take a lot of your resources. Instead, try hooking another player into a storyline who isn’t expecting it, they’ll probably be thrilled!

So there you go. Remember, the couple that has dressed up together as cat-people can probably support each other through anything :)

Got any tips or suggestions for LARPing with someone close to you?

Thursday, November 10, 2011

Dealing With Drama

Last week I talked a bit about women in LARPing. There’s a stigma that women cause drama – and that’s true. But just as much as men. Drama can be minor, but here I’m thinking of things like injuries, cheating, stealing, fighting, and the accusations of all that and more. How to deal with drama? Here are a few tips.

Rule 1: Don’t get involved. Especially as someone running a game, try to stay away from gossip, rumors, and taking sides. If you can avoid it, it’s best to stay as neutral and as calm as possible. Except, of course, you can't avoid it! So...

Rule 2: Be prepared. Some drama comes in the form of injuries or illness, so know who your on-site first responders are, have a first aid kit on hand, and have the information and route to the nearest hospital. Players and Staff alike! Know how to get a hold of the ranger or camp owner. And in the worst case, something might happen where you’ve got to call in The Law, so have the number or location for the nearest enforcement on hand. Also, if you haven’t already, you may want to check in with a lawyer from time to time – if something comes down to a legal issue you’ll be able to get advice asap.

Rule 3: Don’t wait. If you experience or witness something directly, take it to someone in charge as soon as you can. Even if the information is just a rumor (but a serious one, not that Bobby called Sam fat). If it’s true, it should be nipped in the bud right away – or at least investigated. If it’s not true, the object of that rumor would probably appreciate it if everyone didn’t think they’re a dirty cheater :) Once you hand it off, step back, and see Rule 1.

Unfortunately you have to use best judgment on what is serious. It should be something that will impact the game and/or players’ safety. Staff might like to know about personal issues as well, if they might impact the game, but it can be done more informally.

Rule 4: Hear them out. Whenever someone brings you an issue, and it could be whether you run the game or are just someone they trust, try to listen to whoever is reporting and promise to investigate their issue and get back to them. Then do that – even if it’s just to give them a generic response or to confirm that you passed on their concern.

Rule 5: Investigate. Get all sides of the story first and get as much truth as you can before you respond. Try not to spread rumors, and keep the information to who needs to know. If it’s a major thing, make sure and tell your Staff and anyone else so they are warned and so they know the real deal.

Rule 6: Safety in Numbers. When going to talk to someone, don’t go alone. I’m not just talking about safety, since physical altercations are pretty rare at LARP, but so that there’s another witness to the discussion. If you are sending someone an email, make sure to keep a record of these messages, and/or copy other appropriate people. In fact, it’s good to keep all the messages you send saved if you can. Aside from the c.y.a. aspect, it's great to have easy-to-access reminders!

Rule 7: Stick to the point. When it comes to having "a Talk" in some format, sugar-coating, or dancing around the point, or sugar dancing, may cause your message to be misinterpreted. Smiley faces and the like are ok if you want to soften the blow, as being over-professional can come off as rude. :( See how that works? :)

Finally, try to let it go once you've dealt with it. Easy, right? :)

Got any other tips?

Thursday, November 3, 2011

Ladies Who LARP

Introduction: Hi! I’m Karin, and I’ve been LARPing since 2000 (unless you count SCA, which I don’t :) ). I joined a Plot team in 2002, and have been Plot, Campaign Plot, and Coordinator at NERO WAR, and have co-run Exiles since 2008. And, as this post will discuss, I am often the voice of the minority on the teams I’ve been on – women! This is a longer post, but I hope you'll bear with me and I'll shorten them up for the future :)

If you LARP or game, you know that women are already there, playing, whether or not we admitted early on that we’re into the nerd scene. And, in case you didn’t get the memo in kindergarten, girls are different from boys. :) While in general all we want is some r-e-s-p-e-c-t, there are some general concepts for players and plot alike to keep in mind when thinking about satisfying female gamers, so to speak.

Just to put in the disclaimer, these are very general concepts that may or may not apply to all us lady LARPers to some degree. There are plenty of examples of tough dames who LARP - and could kick the butts of many of the guys around them.

First, I’ve noticed that there tend to be two basic groups of women who come to games (we could break it down past that, but I don’t want to go far into psychology here). There are those who come because they’re honestly interested intrying it out, and those who come because their significant other is (I call them Girlfriends).

In the first situation, you have an interested player right away. The second group is often not interested in the game, can be a challenge to get involved, and they often don’t turn into long-term players. But don't mistake one for the other; being shy isn't the same as being disinterested. Try throwing them something they can get involved with, and see if you can hook them into your game (your male players will thank you). Try making your NPC take a shine to them, or make it so that they have that one specific trait or skill that is needed for the ritual. See who bites.

Okay, so, you’ve got an interested player. Now what do ladies want out of a game?

Sparkling vampires, fairy princesses, and babies.

Thursday, October 13, 2011

Back to Basics: Double-Hooking

As I noted in the comments from the last post, we sometimes get away from talking about basic concepts that I might take for granted. So let's do that.

Let's talk about double-hooking.

Double-hooking is the act of using your PCs to NPC for one another. That's pretty much it. Nothing complicated to it.

Pros:
This greatly reduces the need for NPCs, and when utilized at proper times, gives the ability for overwhelming numbers of monsters against a smaller group of PCs. It let's you focus your time on guiding full time NPCs into more advanced roles. Finally, it lets you run stuff faster than if your NPCs had to change costumes when running multiple modules.

Cons:
NPC shifts break immersion, so doing so in the middle of an important story can be bad. There is less time to guide the NPCs when they're double-hooking, so you might not get the results that you had planned for the module. Also, in costume heavy games, it's a pain for players to change into NPC cosutmes. Finally, you shouldn't require it, because players want to PC. And if you don't require it, you might not get the NPCs you'd hope to have for a specific module.

Have any questions about double hooking? Drop them in the comments!