Wednesday, May 1, 2013

Exiles - A PC Perspective

This past weekend I went and played Exiles, which is a wild-west Larp centered in Ohio that has a healthy dose of steampunk and fantasy thrown in for good measure.  You get to use rubberband guns, costuming can be easy and simple (or elaborate) to put together.  Also, when you die, you are DEAD DEAD, as in go start a new character, so it adds a nice level of fear.  Everyone is super friendly and willing to lend a hand.  This past event was the first event since the campaign event closer last year (helping Angels defend against the rampaging demons - HELLA fun) and revolved returning to Redemption Hills, once the morality star of the West, but since the Great War it has fallen back to lawlessness.  Land titles up for grab, strange creatures that required investigation, and of course, the dreaded Wastelands creeping ever closer.

This is a PC Perspective of the last event, I'm sure my husband, Bill, will do a Plot perspective once he gets back from traveling (as he is plot for Exiles).
The Pro's:
- Multiple Plot Teams - For this event, there were three plot teams who worked in shifts.  It was the first time they tried this and I thought it went surprisingly well.  Despite a few hiccups, there wasn't really a discernible break in the flow of the event as the teams switched and the same plot lines were visible throughout.  As in it didn't feel like three different plot teams running plot-wise.

- Mod Mechanics - something Exiles does really really well is they have mod mechanics, even if it is a small one, on nearly every single mod.  Many allow pc's to have "hero" moments, which I am a big fan of (like harvesting insectoid specimens - the doc's got to use syringes to pour water on styrene to reveal the "insect" inside (small pipe cleaners) and we had to collect so many of them).  They also have large mod mechanics - like having to keep a rope moving with a hanger on it to rep fixing an airship engine - or - having ropes we had to shimmy up and down one at a time while gangs of bandits used other ropes to "fly" out and attack us.  Bill ran one, I think, that involved riding horses to overtake a wagon.  The people in the wagon rolled barrels at us.  It led to a lot of hilarity.

- Roleplay - There is a good bit of atmosphere in the tavern, with Learnin' (XP) rewards for contributing to it by setting up a table.  I play a Spiritualist that can channel spirits and read tarot cards, and there was some fun rp with that.  J, who plays Marcus, had a great Alchemist table set up.  The entire open air tavern had cloth strung around it for walls, which always has a great feel.  The PC's roleplay was a lot of fun - especially hearing Lynch's background story.  Fun!

- Story - The stories over the course of the event were visible and clear.  The "paper" put out every event helps with that and has a super cool ingame feel to it.  It also lets you read something and discuss it during downtime.  Automatic topics of conversation that require no effort on the part of plot during the game itself.  PC's shared a lot of information and in such a small game everyone that wanted to got to take part (there is a 25 PC cap atm).

The So-So
- Roleplay - For some reason this event it seemed like PC's were more out of game than usual and at strange times.  I was guilty of it myself.  Quite a lot actually and it made the game less immersion-oriented.

- NPC's and Wait Times - Most of the wait times for mods were excellent - one wait time was an hour and a half.  Not sure what the hold up was, my guess is lack of NPC's, though some did volunteer to double hook for it.  Exiles has a "contribution" policy PC's have to NPC for a two hour shift or help for two meals in the kitchen.  PC's tended to go and double-hook in clumps and the evening shift kinda hurt from that as everyone went, for the most part, earlier in the day.  I think maybe a sign up sheet at check-in for NPC shift sign-up's would help with this dramatically - it would help even out who heads to the shack when and lets the plot team know when they are going to have that extra help showing up.

- The Deadliness Factor - On a scale of 1-10 I would probably give the deadliness factor of this event a 3-4.  I can't imagine the headache the plot teams ran in to with three people in the shack vs. 18 or so PC's.  Makes having a high deadliness factor, without ramping up the NPC levels to level ridiculousness, difficult to say the least.  One of the other big issues is there are few doctors (healers), I think there were two, and sometimes I think plot holds back a little on directly attacking them so they don't wipe the entire group in a game where when you are dead you are dead.  That has to be a horrifying nightmare - accidentally wiping a group of 15 pc's (most of your town) and then you are left with 15 totally dead pc's.  Ouch!  People dropped a good bit, but there wasn't really a fear of dying or of losing the mod.  There was really no pre-mod organization on the parts of the pc's.  I don't think I heard once "Alright, weapon-users in front, gunslingers shoot over them, gentlemen and doctors in the middle, be sure to protect them!"  Most of the time it was walk in, everyone scatters and does their own thing, and still win. 

All in all, it was a great event.  Exiles is always a fun game, with lots to get involved in.  As a smaller, capped event, it really lets everyone get involved and get some fun stuff from plot.  The classes and hidden skills really let you specialize and focus on the roleplay oriented with that particular class.  I've been playing Exiles for a number of years and love the genre, the feel, the people that run it, and the PC's that partake of it.

I would totally recommend it and will, of course, continue to go to future events.

Did you attend the event? What were your highs and so-so's? What other events went on this past weekend and what did you think?



7 comments:

  1. The long wait times don't really bother me at Exiles. they are much longer than at NERO events, but it is a different sort of game. It is more laid back and easy going, which I like.
    Until you wrote it I had no idea there was an NPc requirement! I do it, but I am sure there are times I have not. I thought I was just helping!

    I think the out of game talk is more related to the long spaces between events. Some of us only see the people there at exiles events so after months you tend to want to catch up. Not sure if there is an answer other than have more events, which has its own logistical issues. One of the things I heard was it was scaled back due to plot burn out, but I saw very little in the past year in trying to recruit plot people. I think that might the biggest weakness, it seems like sort of a closed group.

    Some sort of reminder tag or warning tag for talking out of game might be in order. So people could just hand out a little star or something for people that are keeping the atmosphere that gives them some reward? Just a thought.

    all in all Exiles stays IN GAME more than most games I see. the mood and atmosphere is largely driven by the PCs not the plot.

    The mod mechanics are really really good. I love the way they work, the way they give you more to do than just fight.

    I highly recommend Exiles to everyone. Come out and play. It is way more fun than you might think and leaps and bounds better than NERO!

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  2. Not sure who you are, it posted as unknown, but you have some great points!

    I think that rather than a tag, maybe just a phrase. I know they use John Wayne for oog sensitive issues. Maybe just a "Decorum" to remind people? In the tavern, at least, it was very out of game a lot of the time. I think part of that is you are totally right - atmosphere is driven by the pc's and we could do a better job (I was oog a lot too, lol).

    What are some things we could do as pc's to help further the atmosphere from a roleplaying perspective? A couple ideas off the top of my head -

    - a gentleman's dinner to discuss gentlemanly things and sip "brandy" and roleplay about the various things they are involved in, maybe discuss business ventures

    - maybe start a paper group to help with the ingame newsletter? Like take notes and write small articles on things during the event and send it to plot after? No idea on this...

    - bring back poker and games, "drinking" contests. Maybe a "wine" tasting?

    - Maybe, now that there are enough people, there can be groups that do things separately some so that we can talk about the adventures we've had with one another and work to piece things together through rp with one another?

    I'm not 100% positive the NPC is a requirement, I thought everyone had to take a shift but I may be totally incorrect on that. I thought that was one of the big differences, which I liked, between Exiles and other games.

    I totally agree more people should come and check it out! It's hard to compare to Nero or other Larps (I'm a fan of Nero), because the genre is so different and it is such a different style of game. I really enjoy the change up from the medieval fantasy and the "grittier" feel Exiles has.

    I'd love to hear some more ideas I can use as a PC to help stay ingame more....I love rp quirks, they help immensely.

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  3. At Numina, talking out of game is considered a form of Madness. If someone starts to talk OOG, other characters will let them know they seem to be coming down with madness, and if it becomes chronic, the good peoples are expected to cut down the source of the madness, lest it spread. I have never seen anyone actually get attacked because of it as a gentle reminder is typically enough to get people back in check.

    Numina has 4 events a year and there are several people I don't see except on site, but I limit my OOG talking to them to before and after the event. It mostly comes down to culture, and many players come from games/chapters that permit a higher level of OOG-ness. With proper conditioning by other players, everyone will "fall in line" with minimal effort.

    Whenever someone feels a very strong need to speak with someone OOG, they ask the other person something like "Could I speak a bit of madness to you for a moment?" This let's the other player decide if they are okay with breaking immersion and, if so, the players will move away from the rest of the game area to talk.

    I know that the more the people around you are OOG, the more often others will drop out. The last event I went to I had a terrible time trying to stay entirely IG due to it, though I know my next one (Numina) it will be unlikely if I drop character at all from open to close unless there is a major circumstance. Once everyone is conditioned and see how much more fun they have that way, it becomes encouraging to others to follow suit.

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  4. THE NPC thing is a rule but we're really lax on enforcing it, especially if we have NPC's. This game we really needed it since ZOMG to 3 is no fun, but we got a lot of people to help so it worked out.

    I know I was out of game for a while. This was not the right character for me, and some mundane stuff made it really hard for me to focus this game. Next game will be different.

    We've got some plans as well for keeping things flowing better. I think we actually ended up packing more plot into the event then Exiles usually does. Part of it was the 3 plot teams, which kept up the energy level, and part was limiting the amount of times PC's could go "shopping" and letting them buy from other PC's IG. We're talking about ways to get things moving faster and improve the down time on transitions as well. One thing we learned was that the time we were plotting for went super fast.... I think every team left plot on the table because we ran out of time. I know my team did.

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  5. Denise, I'm curious how you guys handled having plot left over. Did you go back up to run it? I was chatting with Beth and we were wondering how you and guys managed to keep it feeling cohesive throughout the weekend (i.e. it totally did NOT feel like there were three teams, like the plots continued and didn't just cut off when the teams switched)? Were you guys aware of the overarching themes and worked within them? Did you go back up and run? Did some mods get put on hold for next event? It really did seem to flow super well....

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  6. One of the ways that the event felt cohesive is Ryan and Karin and Nathan. They had some ideas on each other stuff and worked together and each team ran mods for the other group, either simple ones like bounty boards or more main plot related ones. We've also kinda compartmentalized plots with each team working on a specific type of plot with specific factions.

    For leftover plot, my team bumped it back to the next game. We had to prioritize what was vital to next game and what could be rewritten or discarded.

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  7. There was a bounty board?!?! I somehow completely missed it :-(

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