When Nero Cincinnati made the decision to leave the world of Nero and
venture out on their own, the first question that was asked was “What happens
to the story?” The question echoed in
our minds and brought on a moment of silence as we all considered it. What WOULD happen to the story? We couldn’t in good conscience just leave it
without resolution. Too many people, too
many players, too many characters couldn’t be left without an ending to their
story.
Almost immediately, we began talking amongst ourselves. What about the towns? They had their own stories to tell,
also. What should we do? What COULD we do? The idea came quickly. A Campaign Event. A final blow out that would allow for the
story to end… or at least for there to be an end to this chapter of it. The Campaign Team had already been working to
put the new plot arc in place. All it
would take was a few tweaks here and there and voila! A final chapter in the
story of the Kingdoms of Solus, Coradar and Izendorn.
We had to work fast as there was only a month after the last town
event in February. The Campaign Team was
only newly formed and our ability to fly by the seat of our collective pants
was already being tested. The team of
four began meeting immediately and often.
We had to re-work our current plot arc to fit the story we wanted to
tell and our props guy immediately started work on some new pieces of
costuming. We scheduled meetings almost
every week; though we often spoke several times between the formal
meetings. Our original idea was
eventually scrapped and that particular arc was left to be a place to start in the
new world. A whole new story that would
incorporate bits and pieces of old stories was falling into place.
We were determined to have something for everyone: the high levels, the low levels, the players
who loved epic town battles, the players who preferred smaller encounters. We
agonized over how to incorporate everyone into the overall story but still
provide opportunities for all types of players.
It was in this moment that we realized that the Campaign Head had chosen
his team well. It became clear that we
were just as varied as the players we sought to entertain and the Campaign Head
drew upon our individual strengths to provide the amount of epic awesome that
was required. We wanted to pluck heart
strings, to evoke emotions that would be tough to deal with and create a sense
of loss while providing flashes of hope.
In the end, the story was simple.
A gray mist was moving in and enveloping areas of the three
Kingdoms. Time was unraveling and Void
was creeping in with the help of a being known as Chronophage. An Eater of Time. A beast previously thought captured had been
released and was consuming everything in its path. People had already died or been lost, some
PCs, some NPCs, but all of them people that other characters knew and cared for. Tension was already building. Citizens and adventurers were called to an
Outpost to stand against the tide of Nothing.
When even that failed, a final retreat to the most fortified Keep in the
Kingdom for a final stand. New
adventurers would be recruited to escort refugees to places of safety. Experienced adventurers would be asked to
stand firm on the front line so that others may escape. When defeat was inevitable, a new realm would
make itself known and welcome any who sought a place of peace. Alternate means of escape would be provided
to those who wished to remain on Tyrra or travel to other realms.
Now that the story had been written, it was time to put it into
action. Flurries of emails were fired
back and forth. Everyone that wanted a
piece of the story would be provided one.
A daunting task, to be sure, but one that was necessary. More than 100 emails were sent out and answered in the space of about
two weeks. Depending on character affiliations,
bits and pieces of information were given out.
Some folks received the same as others; a few players received unique
information. Many players sought to
follow up and investigate, much to our joy.
Our hope was that the players would take all these snippets of information
and put them together so that in the end the final picture would become
clear.
Then it was asked: what about the other towns and their
plotlines? Shouldn’t they be given the
opportunity to wrap things up, as well?
Of course they should! But…
how? Goodness gracious, how could we
make it all fit seamlessly together? The
decision was made to allow each town a block of time to run any final
encounters. Portals could be opened from
the Outpost to any of the remaining towns and the leaders of those towns could
come through to request the aid of adventurers. The plot teams were encouraged
to plan for their own NPCs, but would of course be permitted to borrow Campaign
NPCs based on how many we would have available at the time. Only two towns took us up on the offer, which
made things easier on us. The other towns opted to end their stories in other
ways.
Costuming and props were next on the agenda. We had recruited two amazing staff folks to
help us with executing this huge undertaking.
Numerous foam masks were designed and created. We called upon them to help us determine what
we had available to us in storage that could be used or modified for our
purposes. Portals needed built,
something more than just some spinning glow sticks. PVC pipe was bent and runes cut into it. Multi-colored string lights were run through
it so that the runes would flicker magically. Our props guy was furiously
sculpting and building what would be an amazing piece of costuming for the
final boss. An insectoid head, a working
jaw, scaled plates for the body, EL lights wired into the wings. I believe there was a time when we thought it
wouldn’t get finished, but it did and it was a glorious thing to behold.
Then… the weekend was upon us.
We settled in for a long, strenuous event. 170 people arrived on site. It was the largest event Nero Cincinnati had
ever run in its entire history. Every
cabin was filled and thanks to a large tavern building, sections were blocked
off to provide even more sleeping space.
On a camp that has beds for roughly 70, it was a tight squeeze, but
thankfully everyone was kind and respectful to each other when it came to
sharing space.
It seemed that every encounter we ran had the chance to be epic and
intense. This was something we had hoped
for, but were so surprised when things just happened that way on their
own. Players and characters were
communicating and by Saturday afternoon almost everyone knew exactly what was
about to happen.
There were a few hiccups along the way, but it was to be expected. A few things didn’t go exactly as planned,
but that only encouraged the staff and NPCs to work that much harder to make
the next encounter better. Speaking of
NPCs, we had an army of folks who helped us out immensely. Everyone worked well together and did
everything they were asked without complaint, even when they reached a point of
exhaustion. We were all tired, but our
NPCs and staff worked so hard to make this the best event in our Chapter’s
history. To them we owe our thanks and
appreciation, without doubt.
The final fight was the most exhausting encounter of which I’ve ever
been a part. It began before midnight
and carried on until the wee hours of the morning. There were a couple mechanics to help
progress the story and shift the direction of the battle. To some it seemed like a plot save, which it
was not, but others viewed it as the continuation of the story we were trying
to tell. There was no treasure on this
encounter and no treasure box at the end of it.
We wanted the adventurers to deal with the emotional tension we had
already built up and bringing in the Duke to distribute treasure would have
interrupted that. Because we didn’t want
the notion of platinum, gold and magic items to bring down the tension, we were
careful to put out all of the event’s treasure beforehand. This allowed for a chance to role-play with
fellow players regarding the bomb we had just dropped: Solus was at its end and it was time to
leave.
In the end, we were giving characters four options: stay in Solus and risk dying/resurrecting to
the Void and the Mist, take the portal to a newly discovered realm, take a ship
out of Solus and return to Evendarr (or other points on Tyrra), or take a
second portal that would lead them to any number of other realms. While IG it appeared that people had limited
options, OOG the possibilities were much more numerous. A fracturing of the spirit would actually
allow a player to choose ALL of the
options, even if their character
chose only one.
It was at this point in the event that we saw all of the emotion that
had been building up over the weekend pour out in so many different ways. Some folks were rather matter of fact about
their decisions. Some were torn between
friends and loved ones that were choosing to remain on Tyrra and others that
were going to a new realm. There were
tears of sorrow and of loss, but also a sort of hopeful excitement about what
other adventures might await them beyond the portals.
It wasn’t until the Closing Ceremonies, something that Nero Cincinnati
had never done before, that we realized that we, the plot and staff and NPC
team, were feeling all of these emotions as well. A few words were spoken by the Campaign Head
and the Owner, an expression of gratitude and appreciation for everyone that
had not only been at the event, but who had also helped make Nero Cincinnati
the amazing place it had become. Not
because of the game we played or the props we used or the stories we told. No, Nero Cincinnati had become an amazing
place because of the people that worked for the Chapter and played at the
Chapter. So many friendships. So much love.
I was content in that moment that my time with Nero was coming to an
end. I had made my own decision to leave
the game and move on to other experiences.
It wasn’t until 170 people stood up to applaud, to show their love and
appreciation for what we had accomplished that I felt the loss. Tears sprang to my eyes. The Campaign Head had to lower his face to
hide his welling emotions. I saw more
than a few glassy eyes among the staff and NPCs.
Then it occurred to me: This
wasn’t a loss. These people weren’t lost
to me. They had become my friends and
loved ones and I would still get to enjoy larping with almost every single one
of them. The team that had been built
wasn’t going to be dissolved. We would
simply be writing stories for a new realm.
This wasn’t the end. It was
simply the closing of a chapter.
A few thank you’s are needed:
·
Jenn and Bill Tobin for letting me share my
experience with the final event of Nero Cincinnati.
·
Eric Bauer and Rob Dreyer for giving me the
opportunity to be a part of Nero Cincinnati from its beginning to its end.
·
The Players who brought the world to life with
their amazing ability to pluck even MY heart strings.
·
All of my love to the Campaign Staff team: Tim Saluga (Campaign Head), Stephen Looney
(master of the low level mods and keeper of the monster cards), Chris McGrath
(props guy), Matt Bair and Christine Bair (our two recruited staff folks) and
every single NPC that volunteered their blood, sweat and tears to make the
event as great as it could be.
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