Showing posts with label Role Playing. Show all posts
Showing posts with label Role Playing. Show all posts

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 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?

Tuesday, March 29, 2011

Your Inner Gamer

Dan over at Nerology made a good post about the different types of gamers. I think it's important that people understand this concept. Sure, there is some benefit in knowing this when running a LARP, but there's a lot of benefit in identifying what kind of gamer you are.

If it's not obvious from reading the blog, I would consider myself a Gamist (challenge based) first and foremost, with equal parts narrativist (role playing) and social. I recognize the benefitis of simulationist (immersion) gaming, but I've never been able to play a game that I actually feel immersed in. Invested yes, immersed no.

Maybe it's just my viewpoint, but I really do believe that simulationist gaming is probably the most difficult to run. There are literally millions of things that can happen that will immediately snap players back to reality - Stoppage of play, questions about an effect, OOG chatter, sloughing/cheating, OOG movement, etc. I am of the belief that to run an experience like that, you need a lot more planning up front and usually more bodies/props/effects to get the same points across when going for simulations, and these things can be a difficult for a game staff to pull off.

Anyways, the point is that I know the kind of game that I like to play and the kind of game that I'm good at. But knowing this gives me two options when approached with a simulationist experience.

- Step outside my comfort zone
- Let someone else take my spot


I know that everyone plays a different game, and that's fine. I'm of the thought that there is no wrong way to play the game (aside from cheating). If you come to a game for a merchant experience, that's cool for you. If you want to roleplay and tell stories all day and night, that doesn't bother me at all. If you come to a game just to hit people with foam, rock on stick jock.

But by identifying your strengths/weaknesses and likes/dislikes, you're better able to identify situations where your gaming style might be at odds with those of other players. All gaming styles are fine, until they start to affect other people's ability to enjoy their game. So if you find yourself in a game style you're unfamiliar with, you may have to work harder to keep up with those around you. After all, succeeding outside your comfort zone can be very fulfilling.

So what kind of LARPer are you?