Thursday, October 7, 2010

YouTube Thursday: The Colony

I started watching this show in its second season on the Discovery Channel. The plotline of the show is that some sort of worldwide catastrophic event has occurred, and a small cross-section of the population has to rebuild and survive with the limited resources around them.

It wasn't until I watched about 5 episodes when it dawned on me. Discovery Channel as tricked the world into watching an Alternate Reality Game (ARG), a form of LARP. And they don't even know it.



They disguised it as a reality TV show, except there was no voting off of players and no prize winners at the end. At first, they just had to focus on surviving with their resources, but then they started testing their security... by attacking with NPCs. It got to the point where the players were going on modules to investigate the bayou and, well, I'm not going to spoil everything. You're just going to have to watch it.

If you haven't already started watching this series, I highly suggest you start. If not for the fact that these people do some ridiculous shit (like building a windmill out of scrap), then do it to support ARG and LARP within the mainstream media.

Wednesday, October 6, 2010

Fighting Fit: How to get there

Larp fighting is a reasonably intense hobby. On any given weekend I may swing my foam sword thousands of times or throw hundreds of packets. I may have to run or die, I may have to jump or climb, we play a physical game. Generally speaking the larp crowd is not in particularly great shape, but what if there was a workout that revolved around larp fighting? What if every day someone gave you something different to do to make yourself better at your game? Crossfit is a training theory in which a short 5-15 minute workout every day is used to increase overall fitness level while also preparing someone for a particular sport. Many variations of the crossfit theory are available on the internet and each one has a workout of the day, a short workout that focuses on the goals of the program. Generally all of the exercises are explained and demonstrated with short videos and then broken down into a new unique workout which goes up every day. A larp crossfit workout may look like this.

Monday Workout of the Day: Run fight Run
50 Jumping jacks
100 High Cross swings
100 Darkside Swings
50 Jumping jacks
Repeat 3 times for time post time to comments


Its short

Its sweet

And when you get done you will be briefly tired, but if done correctly you will be better at shooting high crosses and darksides and after four weeks or so, you will be in better shape. The time posted to comments allows for people who are competetive to compete with one another.

So what do people think about this? Would you do a workout like this? Do you think it would be helpful?

Tuesday, October 5, 2010

Dealing with Firearm Mechanics at LARPs

Editors Note: This post is not suggesting the use of any kind of real firearm at a LARP. Real firearms are not toys.

For more discussion on the subject, listen in to my guest appearance on the Mid-Level Crisis Podcast.

While we've got a ton of high fantasy LARPs around, there tends to be a lack of more modern or post apocalyptic LARPs, at least in the US. I find that the biggest reason for that is that adding a gun mechanic to the game makes scaling a lot more difficult.

Currently, I know of three different games that use guns, and each approaches it differently than the others. Those LARPs are Rising, Exiles, and Wastelands.

Rising uses NERF guns for the gun mechanic in their game. The base damage of guns is only slightly higher than the base damage of weapons, and ammunition is severly limited. The common zombie in that game would normally take three shots (or one aimed shot) or five melee strikes. The big benefit of range is the severity of damage in that game (if they get through your armor, you're a one-hit wonder). Their design is even damage with melee with limited ammunition.

Exiles uses rubber band guns. They do a pretty decent job of portraying the inaccuracy of weapons at that time, and bands are pretty safe. In-game, guns are the great equalizer. Even measly pistols do 20 damage (much more than most people can handle.) In addition, every shot carries a stun effect that knocks you out of the fight for five minutes, unless you're revived or you purchase a very expensive skill. Guns are IG items, and you can't fire them very fast unless you have a very nice gun. Finally, if you're hit in the gun with a melee weapon, you have to drop it. Their design is extreme damage with unreliable weapons with externally limited firing speed.

Wastelands uses nerf and rubber band guns, but they also use Airsoft guns. Guns in that game carry a smaller stun effect (1 minute) and do less damage than Exiles, but far more than rising. They have many limiters on what guns can come into game for safety sake (spring and electric airsoft guns, less than 250 fps, no post-factory mods), and you can only fire your guns once a second. Also, there are zones where you cannot fire your guns and you can never fire at individuals that are within 5 feet of you. Their design is increased gun tech and reduced effectiveness of guns, compared to Exiles.

All of these games have a tough time scaling around the gun mechanic. This is mostly due to the fact that guns are so much more effective (but not necessarily more powerful) than melee weapons in real life, and we have a hard time getting over the real life perceptions of weapons when designing our games. But I also think they've each got some clever ways of equalizing the game around firearms.

So how do we get past this?

Monday, October 4, 2010

The Week In LARP - October 4th

Last Week In LARP

For those of you who got to go out and LARP, let us know how it was. Drop a review for the event you attended in the comments!

This Week In LARP

Uhh... yeah. I think there was a bit of a miscommunication. I guess you can use this weekend to see the family who hasn't seen you in months, get a Jugger team started, or, in my case, celebrate your Wedding Anniversary.

NERO

No NERO Events.

Alliance

No Alliance Events.

Independent

No normal Independent events.

Triumph is having a potluck night on Saturday though! It's $5 and you get an experience point! Check it out on their site.

For the love of God, 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, October 1, 2010

How To: Jugging Chain

As I finally got a day off work, I decided to sit down for some nice relaxing video games and podcast or two. I was tipped off to the Mid-Level Crisis Podcast a while back, but I hadn't got around to listening to it until just recently, so I'm working through the archives. I got to their episode where they talked about jugging. Needless to say, I decided to be productive for a change and I did something I've been waiting to do for a long time - build a Jugging Chain.

We've got a number of people in this area who said that they'd be interested in playing Jugger or even starting a team on the USJL. The only thing stopping us at this point is the equipment required. Sure, we can make the Q-Tip and the Bludgeoner, as those are essentally common boffer weapons. And even making the skull and the spike is easy enough. But what's really tricky, is the chain. Here's what you'll need to make a bitchin' chain.