Showing posts with label Thoery. Show all posts
Showing posts with label Thoery. Show all posts

Thursday, March 22, 2012

Business of LARP

Money is one of the largest causes of argument in any relationship. Everyone wants more of it, and everyone has different ideas of how to get it. From a LARP perspective, it's been a lot on my mind lately. With the NERO potential issue of buying magic items, I've been wondering more and more: Should a LARP operate like other for-profit businesses?

Let me just say first off that I've never owned a for-profit LARP, and I don't know the specifics of how any of the local games do things. So I am not trying to call anyone out or point fingers or say what anyone is doing wrong. I don't know what goes on, so my thoughts are just based on general observations and curiosity. There's a disclaimer for you :)

If you're running a LARP as a business, then obviously a goal, if not THE goal, is to make money. You should create a product that people want - which means running a game at consistent quality (rules, mechanics, plot, phys reps, all that). It should follow all the laws and guidelines of the business - whether that means acting ethically or not is probably a philosophical issue that's too big for this post :) However, if you're not creating an environment where your customers are treated well and fairly, you're likely to go out of business.

So on the thought of "LARP as money-maker" - is there a problem with offering in-game items for out of game money? Well, in the world, if you have more money, you get better stuff. From that perspective, then it makes sense. Heck, look at the free to play mmo's that are everywhere - that's how they make their money. It seems things are shifting in that direction.

But a LARP, to many people, is more than just a business out to make a buck. First, they don't often make much money, so operating like they're Apple might seem silly. :) Second, the community becomes very close-knit, and is small enough that it's hard to say "it's not personal, it's business." It becomes very personal to the people who play, and they become very invested in the game and the society that grows around it. Making decisions based just off of the "it's a business" aspect can be tough if they're unpopular - especially at smaller games.

In the end, most people run games for the same reason they play them. They enjoy a story where they can act out an adventure, they like the role-play, and they enjoy the people. They want a good game. Most people aren't thinking of making money off of it. And those that are, I think they eventually want to share the profit with their "employees" - after all, it's the staff who make the game what it is! But I think that most games can't get that far.

The game should make enough money to break even, pay for upgrades, and maybe even pay out to the people running it (gas money? prop budget? Ahh, I can dream!). But is there enough capital, and is it worth it, to make it for-profit in the very business sense of the idea? Or is it enough to run the game, since the people running it are doing it for-the-love anyway in most cases, give people a good time, and put any profit right back into the pot rather than worrying about who's getting paid? Do you think that kind of game is successful?

As I said, I don't know how for-profit games do it. I'd be interested to hear how the LARP business works for them!

Thursday, February 2, 2012

Safe Words

Some people probably got to this post by looking for something totally different :) Anyway, Bill's interesting ideas from Tuesday got me thinking. What sorts of things to we need "safe words" for? Since the podcast doesn't appear to be up just yet, I thought I'd muse a bit on the subject.

Bill's post mentioned illness, and I think this is something that can be used for a number of situations, including being hurt, or just plain exhausted.

However, there are other times when I think a code word might be a good idea. One of the most obvious would be for when a player feels uncomfortable with a situation. In most games, I think that there is enough separation so that players feel comfortable removing themselves - and the Staff tends to be careful. But in games that are more adult and immersive, there's the risk that some content may bother people, and that they feel awkward about trying to leave the mod. But in any game there's a chance that a player has an issue we don't know about. I might go so far as to suggest incorporating this into every game, just so that players know that, if something happens, they have a way to indicate their discomfort without making a big deal.

The player can just quietly say it to the marshal, and Staff could have a few stock ways of dealing with it. For example, just having the character pass out, rifting them out, or otherwise removing them from the encounter; or just letting the player stay in the back.

Another situation might be to indicate role-play. The point is usually immersion, but there are times when it can cover up some awkward role-play moments. My character may know all about dwarven cuisine, but I do not. This can cover those situations where things aren't written down, but the character would know them (or have purchased the skills). You can just say the phrase and the interaction is understood, without the explanations or awkwardness.

I am even thinking about something to use for role-play between players. For example, I have a character who is on the hunt for a rich husband. We have other players who play wealthy characters, but I don't want them to get the wrong idea. Maybe having a mechanic that allows you to go semi-out-of-game to explain your role-play, without freaking the player out.

Of course, there are going to be some dramatics around the idea. And we don't want to start using these as shortcuts for when something really should be acted out, or when a player should have read up on something but didn't. But there are always those gaps between the character and the player, and putting a few of these safe words in can smooth those over.

Got any more ideas for "safe word" situations?

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?

Tuesday, June 28, 2011

Streamlining Formal Magic in NERO

Note: Origins Recap will be coming later in the week. Stay Tuned!

I really have a love/hate relationship with how formal magic is done in NERO.

On one hand, I think that the power level of formal magic rituals is where it needs to be.
- 5 minutes to 1 hour is a pretty good time window (although I would prefer a max time of 30 minutes).
- I like the openness of the roleplay.
- I like the high stakes event it often presents.

On the other hand, I hate the logistics of formal magic.
- I hate having to have an OOG marshal present, breaking immersion for something that is supposed to be heavy on roleplaying.
- I hate how clunky it is with what all is needed rules wise (at least, until I get a pocket formal rules book).

I understand the importance of making sure everything is done correctly. I understand the need of having a formal marshal monitor to make sure a backlash doesn't happen. I just don't want to have to grab an OOG marshal to cast a nothing formal magic like a simple enchant, mark (on a willing target), or any other non-plot related magic spell. And I don't want to have some man/woman hovering over me with a white headband on watching over me like a judge on American Idol.

So I'm trying to find a way to remove the need for a marshal for every spell. I think I have an idea based on changing the way Auto-Success and Dark Territory work.

Auto-Success
Auto-Success would no longer require a formal magic marshal present, as there's no way for something bad to happen.

The worst case would be if the formal caster took damage or stepped outside the circle. In those cases, the formal magic would be interrupted, but nothing would be lost. Perhaps lose the formal levels required for the casting, but the scroll and components would remain safe. The reason nothing terrible happens is that the caster is not releasing the full extent of their power, and therefore they have greater control over it.

Auto-Success would not be possible on several formal magics that involve:
- Agressive actions (DFMs on unwilling, Marks on unwilling, Obliterates, etc)
- Actions which already require plot input (Dream Vision, Delve History, High Horoscope, etc.)
- Anything else plot might deem important to monitor (defend the ritual modules, etc).

The reasoning behind this could be that a caster who acts against another's will has to put more effort into the casting. Additionally, information delving topics might require more effort. Whatever fluff works.

Dark Territory
Dark Territory would be pretty much the same as casting in Dark Territory now. Requires a marshal, and has a harsher rules regarding failures and more intense consequences when failures happen. Change some of the percentages to make dark territory magic more likely to succeed, since all the PvP magic should have a better chance of success (except Oblit, which can remain at the old values since it could never be cast out of dark territory).

I would suggest 40% Success, 40% Flaw, 10% Fail, 10% Backlash. The 20% failures could be dropped if it's deemed overly damaging to PvP.

Players who are identified as abusing the non-marshal'd style of magic would get a warning at first, and if they continue to abuse it would lose the ability to cast with Auto-Success. Not really any different than we have in the rules currently.

Results:
- Less formal marshaling when it's not necessary
- Makes casting in Dark Territory more enticing (than the standard 50% failure rate)
- Does not diminish PvP formal significantly (if failures are removed).
- Generally improves the formal magic casting side of the Formal Magic skill (by making it more accessable.

What do you guys think?

Thursday, May 26, 2011

Item Advancement

There's a lot of talk on the NERO boards currently about adding additional levels of weapon/armor advancement to the game. People are kind of up in arms about the fact that you either have a normal weapon that can break, or a magical weapon that lets you ride unicorns and smite your enemies forever... or something like that.

Item advancement is a tough topic for every game. You have to find a way to put the gear treadmill at a reasonable enough pace for people to stay interested. Make it too hard or too slow, people will get frustrated. Make it too fast or too easy, and people will get bored.

So what can be done? Let's look at the ways that some other games handle it.

D&D (3rd)
Magic items are super easy to come by, but somewhat difficult to make. They are pretty much required for handling some encounters. The major limitations are item slots and the fact that they become exponentially more expensive as the quality increases. This could be considered the baseline for item availability, as this was honed after years and years of dorks playing the game.

NERO
Magic items are harder to come by, and even harder to make. When you're at a good game, they shouldn't be mandatory, but they definitely give a significant boost to players when they have them. Sometimes, magic weapons are mandatory (but this should be uncommon). Plot is permitted to put items out, but not enough that everyone gets magic items at events. In addition, the way that items are put out often make them disappear, but that's a plot issue more than anything else.

Exiles
In Exiles, I would classify guns/technology as magic items. These are extremely easy to come by and they never expire, but are essentially required. Players can upgrade their guns/technology to let them carry more bullets or fire faster, but it becomes incredibly expensive towards the highest tiers of guns. Technology and magic items (they do exist) both require players purchase skills to use them, and those skills may not be available to all classes. Magic items are often 1/ever effects and technology items often cost a lot of money to power.

Wastelands
Items last a number of events that the players play. Guns are easy to come by and pretty much required. Like Exiles, better weapons are often defined by how many rounds they can fire and how easy it is to fire those rounds. I don't have a lot of experience in that system, so I can't really say how some of the more magical items work, but there are some minor trinkets and such that make lives easier (1/ever spells, full meditation, etc).

Mirror, Mirror
I'm not sure how easy it is to get magic items, but if you want one, you can get one by buying a skill (Signature Item). Your signature item will last forever and even if you lose it, it will come back to you (barring extreme circumstances). I don't believe having a magic item is required at all. Magic items give two tiers of benefits (minor and major), with minor ones acting like 1/event skills and major offering some constant effects.

I'm not going to pick one system that I think is the best. But I do believe, just by looking at these systems, that NERO is significantly behind the pack when it comes to item balance. NERO needs to do something to make items easier to make/find, and possibly reduce the power of those items. Reducing the power wouldn't happen without some significant overhaul, but making the creation process easier shouldn't be too hard. Drop the ridiculous component costs, un-tie extensions from a batch, and allow re-extensions, and you should see the magic item system become significantly more balanced.

Tuesday, April 26, 2011

On NERO National Membership

I know I have a history of starting some serious shit. I am really not trying to do that with this post. Instead, I'm trying to be constructive.



No, it's true. There's definitely been enough vitriol on this topic already, so I don't really need to start shit. Instead, I thought it would be a lot more insightful to talk about the various arguments and expand on them, including what I believe to be valid and invalid points and what could be done to fix the issues.

Here goes...

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?