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?
Showing posts with label Happy Holidays. Show all posts
Showing posts with label Happy Holidays. Show all posts
Thursday, July 5, 2012
Thursday, April 12, 2012
Religion in LARP
So this past weekend was Easter, for those of you observing, and it got me thinking - what's the place of religion in a LARP?
When I first started, WAR was proud of saying that there was no religion in the game. The plot and setting didn't have it, and the oog atmosphere was neutral. Being able to say this is a nice point to tout to outsiders. Nervous parents can come and see that the game is not a cult, and those who might be predisposed to see some sort of devil worship can be told otherwise.
It also makes players of all creeds and none more welcome. No one has to worry about being discriminated against, or having awkward moments in (or hopefully out of) the game. No holy wars or inquisitions that everyone may not be comfortable with.
However, over time, I also started seeing negatives. Religion is a strong aspect in most table-top and fantasy settings. Historically, humans have had beliefs in deities probably since the beginning, and so an absence of those beliefs can feel like a hole in the story. Especially as your world tries to explain the big questions (even just in game). What happens when characters die? Where does magic come from? Are there greater powers out there? And so on.
From a story standpoint, having religion of some sort can add a lot of atmosphere. You can create a pantheon that suits your setting and allows your players to explore different aspects of the world. You can set up religious orders to guide the PCs and provide plot hooks, as well as make for easy points of story and conflict. With religion, there's an automatic system in place that characters step into that helps them categorize the world. If you see followers of Bobthor the Destroyer, you know they're bad; and if you see people wearing the symbol of Bambi the Healer, you know they're helpful (well, in general :) ).
And of course, religious figures allow you to insert powerful beings that can be challenging villains, or can simply step in to take action when things need to be steered in a certain direction. Having an established NPC with that sort of clout may keep people in line without ruining your immersion - if it makes sense. Obviously staff should avoid being heavy-handed with this, and let the PCs decide their own fate as much as possible. But in those instances where it might make sense, you can give your PCs a clue or a little help. Maybe even save them from death if they've put in the time and effort.
For PCs, it can be an interesting role-play experience to follow a certain path, as the restrictions or beliefs of various orders can make for good characters. These paths can also (with enough work) lead to things that make that character unique, like certain knowledge, abilities, or items.
WAR has since gone to what I see as a middle ground with the elemental paths and having the transform/apprenticeship system. Basically, the elementals fill in the deity role - they're powerful, involved, and can grant information and other favors. They also come with a built in recognition system - water vs. fire, death vs. life, and so on. This allows plot to build various groups and orders and stories with the same themes of an actual religion (devotion to a cause, fighting the enemy, and so on), but they don't ever need to take it to the point of saying "god" "worship" or otherwise confirming it is a religion. So basically they can still claim the "no religion" immunity while allowing the good stuff in :)
It also works for their transform system, since you can give each character their own sort of path and contact. Without that ability to customize, it can be frustrating for everyone following the same path to have the same NPC contacts, the same role-play suggestions/restrictions, etc.
But depending on your game, a pantheon or religious system may add a lot of immersion. For example, if you've got more of a historical theme, religion is a huge part of most time periods. Players can live out roles they grew up watching/reading about, like secret monastic orders and holy warriors. Having a pantheon can help get your players into the atmosphere, give them something to do, and give them something to shoot for. You can still single out characters for rewards, but there's not the same pressure to give everyone their own interaction.
And I think there's some weight behind saying someone was touched by an angel, vs. saying they were touched by an elemental - we've got more of an ancestral memory that gives the spiritual some heavier recognition. And you can use real-world happenings, documents, languages, and iconography to enrich your story and setting (hey, it's hard to make it all up yourself!). Most people attracted to gaming and LARP are usually understanding of the line between life and fiction, and aren't offended by in-game representations. But if you're casting the widest net, certainly a game that references real-world religion may put off more people.
Can the religious aspect be avoided all together? I'm sure, but it's probably going to be hard to keep it that way and keep it in game. Characters and players are going to want to know the answers to the big questions, especially as they get more attached to their characters. And now that LARP and gaming in general are becoming much more mainstream, and everyone is forgetting about the whole "Mazes & Monsters" nonsense, having to counter anti-fantasy stereotypes seems to be less and less important.
So what do you think? What's the place of religion in your game?
When I first started, WAR was proud of saying that there was no religion in the game. The plot and setting didn't have it, and the oog atmosphere was neutral. Being able to say this is a nice point to tout to outsiders. Nervous parents can come and see that the game is not a cult, and those who might be predisposed to see some sort of devil worship can be told otherwise.
It also makes players of all creeds and none more welcome. No one has to worry about being discriminated against, or having awkward moments in (or hopefully out of) the game. No holy wars or inquisitions that everyone may not be comfortable with.
However, over time, I also started seeing negatives. Religion is a strong aspect in most table-top and fantasy settings. Historically, humans have had beliefs in deities probably since the beginning, and so an absence of those beliefs can feel like a hole in the story. Especially as your world tries to explain the big questions (even just in game). What happens when characters die? Where does magic come from? Are there greater powers out there? And so on.
From a story standpoint, having religion of some sort can add a lot of atmosphere. You can create a pantheon that suits your setting and allows your players to explore different aspects of the world. You can set up religious orders to guide the PCs and provide plot hooks, as well as make for easy points of story and conflict. With religion, there's an automatic system in place that characters step into that helps them categorize the world. If you see followers of Bobthor the Destroyer, you know they're bad; and if you see people wearing the symbol of Bambi the Healer, you know they're helpful (well, in general :) ).
And of course, religious figures allow you to insert powerful beings that can be challenging villains, or can simply step in to take action when things need to be steered in a certain direction. Having an established NPC with that sort of clout may keep people in line without ruining your immersion - if it makes sense. Obviously staff should avoid being heavy-handed with this, and let the PCs decide their own fate as much as possible. But in those instances where it might make sense, you can give your PCs a clue or a little help. Maybe even save them from death if they've put in the time and effort.
For PCs, it can be an interesting role-play experience to follow a certain path, as the restrictions or beliefs of various orders can make for good characters. These paths can also (with enough work) lead to things that make that character unique, like certain knowledge, abilities, or items.
WAR has since gone to what I see as a middle ground with the elemental paths and having the transform/apprenticeship system. Basically, the elementals fill in the deity role - they're powerful, involved, and can grant information and other favors. They also come with a built in recognition system - water vs. fire, death vs. life, and so on. This allows plot to build various groups and orders and stories with the same themes of an actual religion (devotion to a cause, fighting the enemy, and so on), but they don't ever need to take it to the point of saying "god" "worship" or otherwise confirming it is a religion. So basically they can still claim the "no religion" immunity while allowing the good stuff in :)
It also works for their transform system, since you can give each character their own sort of path and contact. Without that ability to customize, it can be frustrating for everyone following the same path to have the same NPC contacts, the same role-play suggestions/restrictions, etc.
But depending on your game, a pantheon or religious system may add a lot of immersion. For example, if you've got more of a historical theme, religion is a huge part of most time periods. Players can live out roles they grew up watching/reading about, like secret monastic orders and holy warriors. Having a pantheon can help get your players into the atmosphere, give them something to do, and give them something to shoot for. You can still single out characters for rewards, but there's not the same pressure to give everyone their own interaction.
And I think there's some weight behind saying someone was touched by an angel, vs. saying they were touched by an elemental - we've got more of an ancestral memory that gives the spiritual some heavier recognition. And you can use real-world happenings, documents, languages, and iconography to enrich your story and setting (hey, it's hard to make it all up yourself!). Most people attracted to gaming and LARP are usually understanding of the line between life and fiction, and aren't offended by in-game representations. But if you're casting the widest net, certainly a game that references real-world religion may put off more people.
Can the religious aspect be avoided all together? I'm sure, but it's probably going to be hard to keep it that way and keep it in game. Characters and players are going to want to know the answers to the big questions, especially as they get more attached to their characters. And now that LARP and gaming in general are becoming much more mainstream, and everyone is forgetting about the whole "Mazes & Monsters" nonsense, having to counter anti-fantasy stereotypes seems to be less and less important.
So what do you think? What's the place of religion in your game?
Labels:
Happy Holidays,
Immersion,
Theory
Friday, April 6, 2012
YouTube Friday: Good Friday (for LARPing)
Happy Good Friday!
I usually try to find a video that's topical for the holiday at hand, so today's video was found by searching YouTube for "Easter LARP." And this is the gem I found.
Now, don't get me wrong. The first part of this video was a little hard to swallow. There's lots of anachronistic stuff like the cargo shorts or the Elmer Fudd references.
But I really want people to listen to what Scott is saying. He hits all my favorite topics, like how plot should be making the game fun for the players and fun for the NPCs as well, how players and plot should be meeting to form the story, and how it really is a community.
They really seem to have their heads in the right place, and I applaud the team over at Shards of Orn for that.
Enjoy, and Happy Easter!
Now, don't get me wrong. The first part of this video was a little hard to swallow. There's lots of anachronistic stuff like the cargo shorts or the Elmer Fudd references.
But I really want people to listen to what Scott is saying. He hits all my favorite topics, like how plot should be making the game fun for the players and fun for the NPCs as well, how players and plot should be meeting to form the story, and how it really is a community.
They really seem to have their heads in the right place, and I applaud the team over at Shards of Orn for that.
Enjoy, and Happy Easter!
Labels:
Happy Holidays,
Plot,
Shards of Orn,
YouTube
Thursday, March 15, 2012
Getting Lucky at LARP
It's mid-March, and that means people are thinking about wearing green, drinking beer, and touting their 1/32nd Irish ancestry :) And when people think Irish, they think of luck, right?
Lucky characters pop up in various media all the time - either because they actually do have luck above and beyond the norm, or just because they happen to be in the right place at the right time. But it's harder to represent in any kind of game, at least in a way that's fair and not cumbersome. Dice games have it easier, since you can simply add or subtract modifiers or re-roll your results.
But what about at a LARP? Is there any way to make a lucky hobling or fate-favored son?
I asked my favorite game mechanic guru, Mr. Bill Tobin, about luck mechanics at different games. And you know what, he didn't really know of any. In Exiles we used to have a "Cheat" ability that allowed a particular persona to be able to manipulate luck so they could basically win at cards, but we changed it to Staff discretion because it was kind of not fun. So back to the drawing board. Maybe these things are out there, and I'd love to see some comments about how your game handles luck! But for the post, I'll have to speculate on how it could be done.
First, obviously if a game has any sort of randomized component, there could be a skill or ability that allows the character to add or subtract a modifier to it. For example, I've seen some staff who roll a percentage when deciding what the PCs stumble upon (such as when trying to find a particular good or person, tracking, or searching for knowledge), and at Exiles we use card draws for a few things (because you use cards in the wild west!). So a lucky character could act in a way similar to a table-top game and get a re-roll/re-draw, or they could add or subtract a certain percentage from the result.
So that's the easy one, and something that can be done while oog, setting up for a mod, and in that way it wouldn't interrupt the flow of the game. But what about trying to create a more dynamic mechanic that you can use while in-game, or even in combat?
Well, per Bill's suggestion, in Accelerant (you know you love it!), you can create a flavor and add it to any game effect. So it could be as simple as changing the call phrase on existing ability. If you want your lucky effect to represent a blow missing their lucky target, it could be a protective (“Grant 2 protection by luck” or “Imbue Dodge by Luck”). In the case of an attack ("Lucky Strike" anyone?), you could do the same thing with a slay ability or other attack. This would keep the important parts of the call (like "grant" and "imbue") but the flavor text just allows you to add that concept into the game without making an entirely new mechanic.
I think most games probably decide it's not worth the trouble of a new call to portray something that doesn't actually give you a new ability, it just gives you more of the same ability (dodges, resists, slays, etc). But it could be interesting to games that might want to play with a new type of class or who want to add some new flavor to the game (like having a luck deity).
What do you think? Do you feel lucky, readers? Do ya?
Lucky characters pop up in various media all the time - either because they actually do have luck above and beyond the norm, or just because they happen to be in the right place at the right time. But it's harder to represent in any kind of game, at least in a way that's fair and not cumbersome. Dice games have it easier, since you can simply add or subtract modifiers or re-roll your results.
But what about at a LARP? Is there any way to make a lucky hobling or fate-favored son?
I asked my favorite game mechanic guru, Mr. Bill Tobin, about luck mechanics at different games. And you know what, he didn't really know of any. In Exiles we used to have a "Cheat" ability that allowed a particular persona to be able to manipulate luck so they could basically win at cards, but we changed it to Staff discretion because it was kind of not fun. So back to the drawing board. Maybe these things are out there, and I'd love to see some comments about how your game handles luck! But for the post, I'll have to speculate on how it could be done.
First, obviously if a game has any sort of randomized component, there could be a skill or ability that allows the character to add or subtract a modifier to it. For example, I've seen some staff who roll a percentage when deciding what the PCs stumble upon (such as when trying to find a particular good or person, tracking, or searching for knowledge), and at Exiles we use card draws for a few things (because you use cards in the wild west!). So a lucky character could act in a way similar to a table-top game and get a re-roll/re-draw, or they could add or subtract a certain percentage from the result.
So that's the easy one, and something that can be done while oog, setting up for a mod, and in that way it wouldn't interrupt the flow of the game. But what about trying to create a more dynamic mechanic that you can use while in-game, or even in combat?
Well, per Bill's suggestion, in Accelerant (you know you love it!), you can create a flavor and add it to any game effect. So it could be as simple as changing the call phrase on existing ability. If you want your lucky effect to represent a blow missing their lucky target, it could be a protective (“Grant 2 protection by luck” or “Imbue Dodge by Luck”). In the case of an attack ("Lucky Strike" anyone?), you could do the same thing with a slay ability or other attack. This would keep the important parts of the call (like "grant" and "imbue") but the flavor text just allows you to add that concept into the game without making an entirely new mechanic.
I think most games probably decide it's not worth the trouble of a new call to portray something that doesn't actually give you a new ability, it just gives you more of the same ability (dodges, resists, slays, etc). But it could be interesting to games that might want to play with a new type of class or who want to add some new flavor to the game (like having a luck deity).
What do you think? Do you feel lucky, readers? Do ya?
Labels:
Happy Holidays,
Rules,
Technique
Thursday, December 22, 2011
A Kind of Magic
Happy Holidays everyone!
It's that wonderful time of year where everything seems a little more magical. Remember being a kid and feeling all that excitement? Remember (most of you, anyway?) believing in Santa? And I’m sure we all remember when (spoiler alert!) we found out the truth about Mr. Claus. A lot of kids realize what’s going on before being officially told. And one big reason? Parents can't explain how it all works, and "it's magic" stops being a believable answer. In short, it breaks their immersion. :)
LARPing is similar (look at that tie-in! Okay, maybe a stretch... :) ). People never stop asking questions, and they never stop wondering how things work. We do our best to suspend our disbelief and go along with the “it works because it’s magic” idea, but it’s a lot easier to do that when there are some answers to our questions of how and why.
My sister sent me this link to a fantastic chart that lists some of the most popular magical worlds and their guidelines. Where does magic come from? Who gets it? How do you use it? These worlds usually have a system in place to answer those questions, either obvious to the reader or behind the scenes. Having that system helps to create atmosphere and build story – and you should consider doing the same for your LARP.
I’m not saying you should write an in-depth history of magic, or list out every rule precisely. But give the world a basic magical structure. Is magic given by the gods? The elements? Does it come from the land itself? How do people get it? Is it hereditary, or completely random? Is it caused by some kind of infusion of energy? Are people chosen to wield it? Is it different for different races or different types of magic? If you’re a player, you can work this into your character’s background – having this foundation can add a lot of role-play.
Now, you might be saying, wait, doesn’t having rules put limits on what I can do? Well, yes and no. If you’re anything like me, having a bit of information can actually spur creativity. Magic comes from a giant well? What happens if that well is blocked, or tainted, or siphoned off? You can still go pretty wild, but putting your plotlines in the context of the world setting can make it appeal more personally to your characters, and can add to the immersion of your game. It adds consistency as well, amongst both players and staff.
You might not be in a position to make the big calls. In that case, consider putting some local setting information down. Bug your plot people for details that you can use as your character – this might prompt them to work out anything they don’t have and make the game a little better for everyone :) Are there mage schools? How do they work? Do different groups/races in your area have different ways of learning? Are there multiple factions? Can players become involved in them, or earn ranks? Now just think of all the stories you can make out of that!
Having background of any kind makes the world come together. Even if you don’t use everything all at once, you can start dropping it in. Then later on when you do make a plot out of it there are those “ah ha” moments that every player loves and every plot person (I think) strives for. You can do that in part by having an established and consistent setting – and that means putting some guidelines down for that most non-logical of concepts: magic.
A little magical thinking for your holidays! How would you/have you built magical structure into your world or your background?
It's that wonderful time of year where everything seems a little more magical. Remember being a kid and feeling all that excitement? Remember (most of you, anyway?) believing in Santa? And I’m sure we all remember when (spoiler alert!) we found out the truth about Mr. Claus. A lot of kids realize what’s going on before being officially told. And one big reason? Parents can't explain how it all works, and "it's magic" stops being a believable answer. In short, it breaks their immersion. :)
LARPing is similar (look at that tie-in! Okay, maybe a stretch... :) ). People never stop asking questions, and they never stop wondering how things work. We do our best to suspend our disbelief and go along with the “it works because it’s magic” idea, but it’s a lot easier to do that when there are some answers to our questions of how and why.
My sister sent me this link to a fantastic chart that lists some of the most popular magical worlds and their guidelines. Where does magic come from? Who gets it? How do you use it? These worlds usually have a system in place to answer those questions, either obvious to the reader or behind the scenes. Having that system helps to create atmosphere and build story – and you should consider doing the same for your LARP.
I’m not saying you should write an in-depth history of magic, or list out every rule precisely. But give the world a basic magical structure. Is magic given by the gods? The elements? Does it come from the land itself? How do people get it? Is it hereditary, or completely random? Is it caused by some kind of infusion of energy? Are people chosen to wield it? Is it different for different races or different types of magic? If you’re a player, you can work this into your character’s background – having this foundation can add a lot of role-play.
Now, you might be saying, wait, doesn’t having rules put limits on what I can do? Well, yes and no. If you’re anything like me, having a bit of information can actually spur creativity. Magic comes from a giant well? What happens if that well is blocked, or tainted, or siphoned off? You can still go pretty wild, but putting your plotlines in the context of the world setting can make it appeal more personally to your characters, and can add to the immersion of your game. It adds consistency as well, amongst both players and staff.
You might not be in a position to make the big calls. In that case, consider putting some local setting information down. Bug your plot people for details that you can use as your character – this might prompt them to work out anything they don’t have and make the game a little better for everyone :) Are there mage schools? How do they work? Do different groups/races in your area have different ways of learning? Are there multiple factions? Can players become involved in them, or earn ranks? Now just think of all the stories you can make out of that!
Having background of any kind makes the world come together. Even if you don’t use everything all at once, you can start dropping it in. Then later on when you do make a plot out of it there are those “ah ha” moments that every player loves and every plot person (I think) strives for. You can do that in part by having an established and consistent setting – and that means putting some guidelines down for that most non-logical of concepts: magic.
A little magical thinking for your holidays! How would you/have you built magical structure into your world or your background?
Labels:
General,
Happy Holidays,
Thoery
Monday, December 19, 2011
The Week In LARP - December 19th
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
Let's be honest. I doubt there will be any LARPs this weekend, unless they involve a fat guy in a beard. And no, I'm not referring to Kevin Smith.
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!
Did you attend a LARP event last weekend? Let us know how it was in the comments!
This Week In LARP
Let's be honest. I doubt there will be any LARPs this weekend, unless they involve a fat guy in a beard. And no, I'm not referring to Kevin Smith.
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!
Labels:
Happy Holidays,
The Week In LARP,
This Is Sparta
Monday, December 12, 2011
The Week In LARP - December 19th
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
Let's be honest. I really doubt there will be any LARPing this weekend. Unless it involves a fat man with a beard.
Did you attend a LARP event last weekend? Let us know how it was in the comments!
This Week In LARP
Let's be honest. I really doubt there will be any LARPing this weekend. Unless it involves a fat man with a beard.
Labels:
Happy Holidays,
The Week In LARP,
This Is Sparta
Subscribe to:
Posts (Atom)