Thursday, May 9, 2013

Packets: Not All are Created Equal

One of the big differences as a player transitioning into an Accelerant game, is packet construction.

For those of the uninitiated, many Larps use spell packets to represent hurling spells.  These are not entirely unlike the flags that are used by referees in football.  The construction is designed to allow for them to travel a good distance, be fairly safe, and to be easy to transport.  Some games that are less concerned about transportation instead use spell balls, that have about the same weight and size of a tennis ball, but that's a totally different story.

In many Larps, we're also concerned about biodegradability, since we're often using them on boyscout camps, and no matter what you do, you're going to lose some and you don't want them to be a burden.  So the primary component is birdseed.

But that's where similarities end.

So, in NERO and many other games, these are the only rules.  As such, the meta has evolved to the point where power players have designed the packet to be as powerful as possible.  This means that players pack the birdseed extremely tight and cut the tails to allow the greatest accuracy and distance as possible.  But the trade off is that the packets are more dangerous.

I know I got a chuckle out of a few there.  But seriously, a well packed birdseed packet can do (and has done) serious eye damage.

To counter this, Accelerant actually has a rule regarding how tightly packed a packet can be.  Specifically, the cloth needs to be a little stretchy, and you need to be able to almost touch your fingers together if you pinch a packet between them.  This may lower the effective distance, but it does a great deal towards protecting players' eyes (and minimizing game downtime, a major goal of Accelerant).

I'm sure it will take players some getting used to, but it's a transition that needs to be made.  Your eyes will thank you for it!

Wednesday, May 8, 2013

The Great Human Debate

I'm a member of C.A.S.T.L.E's facebook group (the newest Larp in Cinci, OH) and there is a bit of discussion going about the Human race/culture group.  It got me to thinking about the advantages/disadvantages of playing a human and thought I would bring it up here.

There are some distinct benefits to playing a human -
1. There aren't any make-up or prosthetic requirements.
2. It's easier to "put it together" I think costuming wise.  You can wear any period-style clothing and still fit in, which is super nice.
3. It's great for newer players coming to check out the game.
4. No (typically) culture/race disadvantage (double for x skill, for example). 

Disadvantages -
1. Many games don't include a racial/culture benefit for playing a human.
2. While we play in Human lands (typically), a lot of times plot teams revolve certain plot around racial packages and such, and it can leave the Human culture players feeling a bit left out.
3. There's definitely a stigma surrounding playing a Human in many Larps.

Tuesday, May 7, 2013

Animals and Larp

Animals in Larp.  Not the fake bears, or plushy beanie babies people have become akin to, but real live breathing animals.

Many larps do not allow animals for a variety of reasons - insurance, safety, possibility of getting mauled by a rampaging horse/dog/cat/bird.

But a number of Larps do allow PC's to bring animals.  I googled it and was surprised by the variety of dogs, ferrets (yes ferrets), horses, and birds that you can find coming to events with their human companions.  They can add tremendously to the ingame atmosphere of almost any game.

BUT.

Is it worth it?

Boarding animals to attend a Larp event can get pretty pricey.  Boarding my two dogs runs about $80.00 an event.  Some friends of ours have three large dogs and it is WAY pricey.  Luckily, mine are small and yappy, which apparently equates to cheap boarding.  

I've brought my dogs to Exiles before and it wasn't an issue.  I was worried about them running off and boy were they barkie, especially during combat, because they were so excited.

They can, very much, add to the ingame atmosphere.  Have a game with Familiars? Totally rad.

Maybe it is just my old age, but I'm terrified of having animals at Larp and them getting hurt/hurting someone.  In the end, I'd rather throw the extra bucks and board them.

In the case of my yappy yappy dogs, they come back exhausted from playing all weekend.  I get the added bonus that I missed them and am happy to have them back - for the 45 seconds it takes before they go insanely barking at the passersby outside. :-)

What do you think? Should animals be allowed at Larp? Case by case?  

Nearly 7500 Hits and Counting!

Hi guys! First, thanks for all the support.  It's been a great 2 months.  So far, we've had nearly 7500 hits and still going strong.

One of the reasons we started this blog was to help promote some cross-larp community whatnot.  We've reviewed/written about a number of different Larps, but would very much like to get some more involved!  Read C.A.S.T.L.E. (wrote C.A.S.T.L.E)?  New Nero chapter owner/player? Play Heroic/Amtgard? Etc.  We'd LOVE to get you to do a guest post for us.  Please don't hesitate to contact us.  If you are a little unsure, we can walk you through the process and help you choose a topic.

Also, we haven't had any giant fights.  People have discussed things like *gasp* rational human beings! Kudos!

This post also serves as a reminder that at 10,000 hits we will be giving away a nifty, hand-made item of some sorts.  My guess is that it is going to be a leather mask.  Want dat shite? Then send us an email here to enter.  We have quite a few entries so far.  We'll ship in the U.S.  Outside, you get to pay :-)

Thanks guys!

Monday, May 6, 2013

Creepies and Crawlies....

Alright, boys and girls.  Get ready for a horrifying blog post about bugs and plants of Larp.  This is mainly focused on the Ohio region and some things to watch out for.  As I was researching and googling, I had to stop because I felt all creepy crawly.  ICK.


But, it's always good to know what to look out for.  I was surprised on the information I found regarding spiders and ticks.  I didn't do snakes.  Why? Because if you see one, avoid it.  If you mess with one and you get bit, I'll laugh at you. Seriously.  If you don't see one and get bit, go to a hospital. Seriously.  That's the section on snakes. :-) 
 
Note: I am not a doctor.  I got this information from various (seemingly) legitimate websites from the state and various organizations.  


So, if you want to get some tips for the creepy crawlies and itchies, read on, brave adventurer!

Friday, May 3, 2013

YouTube Friday

A lot of people associate different songs with different cultures/races across the genres.  I've worked a lot with the Erlunn (now Ra'hanaen since The Shattering) and I always think of Enya when people traveled within the Forest of Shadows once.  Even used this song once for an Elven funeral taking place further in the wood from where the PC's were.

Also, totally ridiculous cheesy picture for the video.  Bonus!



What songs do you associate with different Larp cultures and races?  It can be a song that you could actually play at an event (would love to see some of these!) or just a "theme" song for the Larp race/culture.

Thursday, May 2, 2013

Anti-Nero/Game Rhetoric...

Lately I've noticed a marked increase in the anti-nero rhetoric.  And it is pretty vehement.  Quite a few people have mentioned, numerous times, how much they hate the rules, hate Joseph Valenti, hate the plotlines, lack of immersion, etc.  Sometimes it is loud and very vocalized.

I'd like to throw out there that you don't have to like Nero, you don't have to like Joseph Valenti, but we should remember that a lot of us travel in the same circles and quite a few still play Nero.  I think sometimes we forget that and it can lead to a lot of hurt feelings.

While WAR left Nero for a number of reasons, that does not mean that we hate Nero or its rules set.  We saw an opportunity to be involved in a different kind of game and took advantage of it.  We may have had our differences with the National organization for Nero, but that doesn't mean that dislike the chapters still running, their owners, or their players.  A lot of our players still play Nero and I wish them great times and wonderful events.

Players, owners, etc. can have issues with Nero and National, but still provide constructive criticism.  We don't have to be venomous or bullying, or purposefully try to make people feel bad for playing the Larp of their choice.

Really, quite a few of the posts and whatnot that I have read over the past several months go beyond trolololol'ing and in to the realm of being mean for mean's sake.  I was pretty astounded at some of the stuff I read.  If it were directed at me or a game I was running, I would be totally devastated.  

And while I may have focused on Nero for this particular post and topic, because that's what I have heard the most of lately.  Though it isn't limited to that.  Different Larps have different styles of game play and not every Larp is for everyone.  There are some Larps that I have absolutely no interest in going to, because I like a particular style of game or genre, but that doesn't mean that it isn't other peoples golden unicorn of Larps.

Again, this isn't just about Nero.  There are a lot of Larps that have recently started and people tend to get pretty anxious right out of the gate, understandable, but remember that remaining and phrasing questions or concerns in a positive manner can get much more accomplished. 

Not to mention all the volunteers that donate time, money, and energy to running the game.  So why not avoid making people feel bad?  There's a difference, again, between offering actual constructive criticism and being a jerk about it.   

Have I lost my cool and totally ranted my head off before about a Larp? Hells ya.  Many times.  I try very hard not to do it in public and I never do it on the internet.  I am very emotionally connected to Larp.  I put a tremendous amount of effort in to it.  So I take some stuff that happens personally.  But I recognize, too, that sarcasm and hostile posts will only serve to make the "fire" of the situation worse.  Having a calm and measured discourse, listing out specific points/likes/dislikes is MUCH more likely to be received in a more positive light and mayhaps action will be taken.  If it isn't, well, not too much you can do.  Being a total d-bag though solves nothing.  It makes people totally ignore you and everything you have to say is totally wasted - even when you might have valid points.

In the end, respect and restraint can go an awful long way and win you quite a few supporters. 

What do you think? How do you handle the situation when you seriously disagree with the management of a Larp/rules of a Larp/etc.? 

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).

Monday, April 29, 2013

Allegiances - The Down and Dirty

We've had a number of very excited people asking a lot of questions about how Allegiances work.  WAR Accelerant - The Shattered Realm does not use transformations.  Instead, we have come up Allegiances.  There are some key differences between Allegiances and what other systems use.  

Allegiances are, by their definition, your character aligning yourself with a specific plane, person, totem animal, etc.  It is a High Magic spell that once cast upon you is permanent.  It is also "active" all the time.  This means that while they may not be as powerful as transformations in other games, you have access to the abilities granted you by your Allegiance all the time.  

As per the Allegiance High Magic Spell:

-->
Allegiance

Sphere: Unbound

Essence: 5 Spring, 5 Summer, 5 Autumn, 5 Winter, 5 Neverwas 

Prerequisite: None

CP Cost: 3

Duration: Permanent

Target: Person



This High Magic spell allows a person to begin the path of focusing their character’s allegiances.  Upon the completion of this ritual, the target must state “Imbue <Trait> by Magic.”  This represents a group that they are giving their allegiance to.



Possible Traits Include: Animal, Lycan, Faerie, Race, Undead, or you may choose one of the races or planes as a Trait.  You may never have more then one Allegiance at a time.    



This Imbue grants the target the ability to use “Speak” at will to the chosen type (if they cannot already do so).  The character will now seek out a quest to become a beacon of that Trait.  While this skill will most likely improve the disposition of those you speak to, it does not prevent the type from attacking.  As your Allegiance continues you will receive an individualized hidden Header for no CP and skills that are available for purchase with CP.  New skills added to the Header will be decided upon by campaign plot in conjunction with the rules committee as you pursue your Allegiance ingame.  You may end the Allegiance at any time by speaking with your master or by having an Unravel Magic cast upon you.  When an Allegiance is ended the CP from the Allegiance Header will be freed and you will no longer have access to that Header.  If you decide to pursue a different Allegiance, a new Allegiance must be cast and the quest begins again.



Often, powerful beings associated with that group (enemies or allies) will seek out the target of this ritual.  Allied beings may offer help or even offer to take the target on as an apprentice.  However, enemies of that Trait may seek to cause harm to the target.


What happens once I have an Allegiance cast upon me?
When you have the High Magic spell Allegiance cast upon you it lets you find someone of the chosen type (as spelled out in the High Magic package) to align yourself with.  A master or a group, for instance.  They will teach you the ways of your Allegiance.  You'll rp with the person you find (your responsibility) regarding what your hopes, dreams, and unicorn wishes are.  Once you find a master, you will gain access to a Trait skill associated with that Allegiance.  For example, a Greater Gypsy would receive the Greater Trait.  You will also most likely get one additional skill.  You've found your master and they have rewarded you.

Keep in mind that as you receive skills for your Allegiance Header that this Header is for you!  It is considered a Hidden Header and you can no make Wands and such from the abilities found in it.  

The Header itself will cost 0 CP - you spent essences in place of CP in this instance.  (Yes, that's a zero.  Dunno why it looks so tiny and forlorn).  As you gain skills some may also cost 0 CP, though most will have a small CP cost associated with it.  The skills will be the same types in the rulebook - passive, attribute, or daily.  Once in a while they may be monthly, per event, or x ever.   


I've Found a Master - Now What?
After you've found a master, some will direct you to your next step.  You'll want to rp with them a bit and figure out some goals.  These do not necessarily have to be plot directed or overseen.  Since Allegiances are permanent (MOST OF THE TIME - see below) and so many people will have them, it puts more of an onus on the player to follow their path ingame, rather than having it be dictated to them by plot.  What this means is YOU, the player, will be pushing your path forward.  Skills and abilities are awarded for rp and carrying your Allegiance forward.  They are not awarded constantly and it will be something to work towards.  After each event, drop a line or two (no books please!) to acceleranttransition@gmail.com.  We will keep track of everyone's Allegiance and what you've done towards unlocking your next skill.  

Some examples on carrying your Allegiance path forward.
If you have a Faerie Allegiance, perhaps you might book a book of Faerie Lore together ingame.  Every event, you go to the Plane of Faerie.  You establish contacts, explore new areas, etc. and everything goes in the book.  That might get you something.  Or if you have a Sun Allegiance, perhaps you would be a strategist.  And you bring armies and such, maps, schematics, notes on battles, strategy, whatever with you to every event.  Or you have a master and Allegiance from the Plane of Earth, awesome, maybe you collect different types of rocks and gemstones.  Or have a badass forge that you rp at all the time.  Maybe you follow Moon and collect fingernails from your enemies to make a necklace from.  Point is - it is up to you.  Maybe you'll investigate Summer portals in the area and work to close them because you follow Winter.  Perhaps you're an Undead hunter and will seek out vampires and collect their teeth.  If you follow Autumn, you might regularly advertise for knowledge and enter in to debates.  It's up to you how to follow your path.  Anytime you do something that you feel is particularly noteworthy drop a line to acceleranttransition@gmail.com.  Everything will go in a a repository and as time goes on, you'll get access to new skills.  The campaign team, in conjunction with the rules committee, will help design something tailored for you.  You won't be getting skills every event, maybe one or twice a year, but they are yours and they are there forever.  If you don't do anything ingame and follow no quests, you won't get anything.

What are the benefits of doing Allegiances this way?
Mainly, it brings the roleplay in to game much more.  Since it is on you, the player, to roleplay your path it opens up a whole new realm of possibilities.  It also allows plot teams to interact and help guide you along your path (give suggestions if you are stuck), etc. without placing all the burden on the plot teams to keep it moving forward.   

How do you represent your Allegiance as your character?
This is up to you.  You should wear something or have something about yourself that clearly delineates the path that you follow.  You can have it hidden, but if someone comes to town that also follows your Allegiance, they may not be able to quickly find you. 
 
Is it possible for me to lose my Allegiance? If so, how?
Yes, it is possible, but this will only happen in very rare circumstances.  There are a few ways this can happen.  First, if you have a Greater (Race/Culture) Allegiance.  Say Elven.  And you decide to cast New Lineage and become a Miydrandan Dark Elf.  Well, you would no longer have access to that Allegiance.  There are a few other ways to lose access to Allegiance abilities or lose the Allegiance entirely:
      1. You completely go against your Allegiance: Say you have a Summer Allegiance and all you do all day long is seek to spread Winter and open Winter portals, make agreements with Winter Elementals to help them, etc.  That is a no-no.  
      2. If you, for some reason, kill your master: They channel the power for your Allegiance.  If you kill your master you will probably lose access to the Allegiance. 

In the end, Allegiances are all about pursuing and pushing forward character goals with some plot oversight and help.  It helps provide wonderful opportunities for roleplay.  And now, you are able to perhaps pursue Allegiance plot by pushing forward regular event plot and mods.  But remember, we won't know what you are doing unless you tell us, so be sure to keep us apprised of what you are doing by dropping us an email after the event to tell us of the more noteworthy things you accomplished as your character! (acceleranttransition@gmail.com).

Friday, April 26, 2013

YouTube Friday

In tribute.

I very much would like this to come to fruition and finally get out of production.

So I tip my hat to you, Knights of Badassdom.


Who else votes yes?

Thursday, April 25, 2013

Organization in an NPC Shack

Most of the people involved in a Larp are creative in one way or another.  We put a lot of attention in to our props, plots, rp, and costuming whenever possible.  One of the things that can....well....slide by is organization within the NPC shack.

It's boring.  It's a bit of work.  And there is always something better (and more fun) to do.

However, prepping before your Larp season begins and brainstorming some ways to keep your shack organized can make the event go WAY smoother and lessen a heck of a lot of stress.  Here are some tips for getting the shack organized - and keeping it organized.

1. Have a logistics table - Have a table dedicated just to logistics.  This is where your computers, printers, cutting board, scissors, pens, pencils, and production hangs out.  Any necessary forms for check-in should be organized in a binder on this table, too (legal release, production forms, High Magic records, cheat sheets, etc.).  Binders are essential for organizing all your forms and sheets, otherwise they will end up scattered all over the table and you'll have to reprint them.  A good production box, with pre-printed tags, can be really, really helpful, too.  It makes check-in go smoother, especially for late arrivals.  Keeping this table clean is a must.  You won't be able to find what you need and it will just make more work for you after the event.

2. Have a plot table - I have a ton of personal stuff that I have purchased that I bring to events.  Heck, this year I have a bin AND an organized drawer pull-out thing full of stuff.  The plot table is really, really a must.  NO ONE should be at the plot table except for the plot people and staff people.  Here, you'll find on one table (we have two :-) the following: monster cards (with a bin for people to drop their used cards in to, so they can be refiled in the monster card box); personal computers/electronics, and event treasure.  On the other are all the personal reps brought by plot/staff - masks, unique items and treasure, plot sheets, mod sheets, the timetable for the event, etc.  This keeps stuff from getting all mixed in with the regular NPC wreckage and it's important to remind people to return stuff from where they got it.  It's why we can have nice things. 

3. Monster Card Box: with a box to put used monster cards.  Let's you find cards easier and it keeps stuff from getting randomly shoved all over the shack.  It helps get monsters out way faster, too.

4. The Even Timetable: We instituted this at Lumberton last year, and wow, did it make a difference.  For three plot meetings leading up to an event we divide the event in to chunks and figure out what goes where when.  It lets us all see what the other is doing, tweak one another's ideas/add stuff, and see if we have a "hole" during the event that needs to be filled.  It also lets us see how much rp vs. combat we have when and lets us adjust as necessary.  It also helps keep us on track at the event, especially when we are tired and a bit brain dead.  Just look at the sheet!  And finally, it lets us clearly see who is getting plot/spread it around, to make sure everyone gets involved in some way.

5. Costuming Table/Make-Up Table/Prop Table: It's important, too, to have the NPC costuming and props have a specific area.  NPC's can return what they use to the general area.  Helps keep the shack from spiraling in to "where did that one thing go?" and tearing through 20 boxes looking for it.

6. NPC Speech: I highly recommend an NPC speech at the beginning of the event.  Just a little 15 minute speech.  Remind NPC's they aren't there to kill PC's, but to have a good time and give others a good time.  Remind them about the importance of staying ingame, roleplaying their parts, having a goal whenever they leave the shack, make-up/costuming, etc.  And to have a good time themselves!  It's also a great time to remind them of any issues (like effects that were misplayed the season before).  A lot of times it is easy to forget that NPC's are there, busting their ass, for you and the players.  A lot of the focus is on the PC's for the event.  As a plot person it is your job to remember that they are there to have fun, too.  Having an NPC speech lets you take a minute and see who is actually there NPC'ing for you, to thank them and show you appreciate them.  It lets you communicate they are important.  Why have a PC speech to remind everyone playing and then not do the same for NPC's and expect them to just know it?

7.  Keep It Clean:  NPC's will need a break from constantly going out.  They tirelessly role out of the shack and sometimes really need just a minute.  No problem!  Let them grab a drink, sit down, and relax.  Once they chill for a second, ask (nicely) if they wouldn't mind putting monster cards back in to the box, picking up the production table, etc.  Something they can do while sitting, relaxing, and chatting.  Helps keep things clean and organized for Sunday morning and the final Saturday night push.

8. Placement: One of the most important things is to get stuff where it goes.  There's nothing more frustrating then when my stuff ends up all over the shack.  I can't find anything and it creates unnecessary lags.  I know other plot/staff/npc's have mentioned this time and time again.

9. Monster Card Creation: Have your monsters printed/drawn up ahead of time.  It will save a huge amount of time during the event if you don't have to mess with it.  Taking 30 minutes to get your cards printed or drawn up is a massive waste of time.  Everyone is guilty of it, but if you can do it beforehand, do it.  You'll be amazed at how much faster stuff gets out when you do!

What do you do to help keep your shack organized? Do you find it helps the events run a bit smoother?

Wednesday, April 24, 2013

Hipsacks from Flowtoys

I just have to throw up a quick review for this belt.  Mad props to our buddy Tyler who turned me on to this little gem.

Flowtoys is a site that sells stuff for people like fire dancers, poi spinners, dancers, etc.  What's great, is that they understand the need holding a bunch of stuff when you're moving around a lot.  And so they sell this badboy.

My other buddy picked one up for me, knowing that I wanted one, and I must say, it did not disappoint.  All the pockets made it super easy to keep thing separate when I was NPCing, and a few of the pockets are the ideal size for tags, small tins, packets, and what not.

I've only had the chance to use this as an NPC, but I imagine it's going to work even better for me as a PC.

My one complaint about it is that it rides a little small.  I had to loosen the shoelace that connects the belt, and may even want to get a longer shoelace because I'll be wearing layers of other stuff.  Also, the golden "laces" on the big pouch look like they're just painted on, but that's pretty easy to fix.

You can pick this guy up at Flowtoys.com for $40.  Feels like a steal to me at that price.  

Tuesday, April 23, 2013

Blurring the Line: Puzzles at Larp

Some things dance the fine line between what can and should be done at LARP.  You see, on one hand, we're supposed to be acting out as our character, and what we do is what they do.  However, there are often things that your character might be interested in doing, but you simply can't represent it easily.

For example, picking locks.  Sure, you can put a cheap lock on a mod and ask a player to actually pick it.  That's fine.  But what about an elaborate lock system with many tumblers and possible fake outs.  There's almost no way that your run of the mill Larper is going to be able to pull that off with run of the mill Larp tools.  So you can try and do some dexterity puzzles.

Or what about an intricate ritual?  You could simply say that someone has to do so and so for 15 minutes.  But honestly, that gets pretty boring, considering the player really knows he's not actually casting a spell (although the atmosphere and depth of the situation can help that).  So, in order to make it skill based, throw a puzzle (or puzzles) that determine the length.

So it's clear that there is a time and a place for puzzles.  But at the same time, each puzzle used to represent something else ends up breaking the immersion of the game, because instead of working a complex lock, everyone sees you play operation.  Or instead of a ritual, you're doing mazes or whatever.

So if you're going to be running puzzles, remember these tips.

1. Keep it Similar
There are lots of puzzles.  Some require intellect, some require deep analysis, some require dexterity, some require cleverness, and others require plain old luck. When picking a puzzle to represent an activity, try and pick a puzzle that falls in line with what you're doing.  A thief picking a lock should almost always be performing some kind of dexterity puzzle, while an introspective mage shouldn't have to put a bunch of wooden pieces together to form a cube.  Try and pick a puzzle that fits the IG activity.

2. Remove Anachronistic Elements
While Operation makes for a great dexterity puzzle, the big red and the dude with the glowy nose most likely don't fit the genre.  Try and do whatever you can to remove/disguise any modern elements.  Applying some layers of an earthy tone paint can go a long way to save immersion.

3. Don't be Afraid to Take it Off-Board
What I mean by this, is you don't have to put the puzzle on the module every time.  Sure, with locks and such it makes sense.  But if players have to translate some kind of runes to get a password to open a door, you can give them the stuff to translate ahead of time.  As the commentors at Collabnarration said, the standard deviation for someone doing a puzzle on the spot is huge, and you can find yourself victim of a module that is drastically longer or shorter than intended.  So for things that require a lot of busywork or have a high variability of time to solve, see if there's any way to feed it to the players early.  This also helps create the Zero NPC moment.

I personally love puzzles, but I know not everyone agrees. How do you feel about puzzles in your Larp? What awesome puzzles have you used/seen?

Monday, April 22, 2013

The Jingle Jangle of Larp Banks

Some people lately have been discussing Larp banks as of late and one or two people have asked why WAR uses a bank system.  For those of you unfamiliar with it, the bank system functions like this: plot puts out coins, typically with a unique stamp on them (copper, silver, gold, etc. and they are colored to match their name).  Players collect the in-game currency throughout the duration of the event and then hand it in at the end of the event.  The coin can be used for all sorts of things in-game.  Once they hand it in, it gets added to their character sheet or "bank."  Players can take out up to 100 gold at check-in. 

Why do we have a bank rather than just letting players keep their coin?
The main reason to have a bank is to save the chapter money and to help keep event prices low.  Coins can get pretty expensive.  Besides the camps, coin is probably the other top expense.  With a bank, we only have to order every couple of years.  Players aren't able to make every event, they lose coin, it disappears in to the nether.  It also lets us keep a decent idea of what money people have in-game, which can be important to certain plot lines and recognizing we are handing out too much/not enough.

But, but, it doesn't make sense....where is it going "in-game"? 
The simplest answer is literally an in-game bank set up by the guild.  It makes sense, adventurers can't simply go and "bury" their lootz in the woods.  It isn't the real world.  And it's campsite, so actually burying all your stuff probably isn't a good idea.

What if a player wants more than 100 gold? 
If players need more than 100 gold during the duration of the event - say they make a large purchase in-game, etc.  they can simply talk to someone at the "bank." It can be marked on your sheet for easier transactions or we can give you more if you need it for something in particular.  We aren't being a-holes about it - we just need enough to continue putting out treasure and such.

I pay to play the game, doesn't that mean that the coin I get is mine? 
In a nutshell, no.  It's a prop that we use throughout the game to help make it more enjoyable and add a fun feel to the atmosphere.  The treasure box you get on a mod gets returned at some point during the event.  You find an NPC weapon, you return it.  It doesn't go in to your loot box.  Think of going to the Harry Potter Experience.  You pay money, they give you a rob and wand to use that you return at the end of the experience.  If you don't, you get charged more :-)

Why not use paper money instead? It's cheaper! And players can keep it.
Well, there are a couple of reasons.  Paper money is easier to replicate.  It DOES get expensive if you are printing in color.  It doesn't hold up as well, and frankly isn't as cool.   

In the end it is the individual chapter/Larp's decision.  What do you think? Is the bank really that big a deal? Would you be willing to pay $5.00 more an event to keep coin?

Friday, April 19, 2013

Mythodea

Advertising is super important in the Larp world - giving an accurate and exciting view of the various games that we all love to play.

There's nothing worse than a bad Youtube video to send the hordes giggles and laughing in the other direction.

One group that does it right is Conquest (Mythodea).  I actually got chills watching it.  Although, I do have to say, I have no idea how the lady kept her dress up in the one scene.  Lot's of theatrical placing of duct tape?


Keep in mind that while it looks awesome, there's some pretty good editing in there.  Great shots of people in full-on costume.  A creepy overvoice.  And maybe best of all the use of real camera equipment.  It doesn't look like it was filmed in a backyard.  It looks professional.

Anyone up for Mythodea at some point soon? :-)

Thursday, April 18, 2013

The Importance of Cross Gaming

Back when I blogged for LARP Ohio, we always used to sing the praises of players who crossed games.  Sometimes, it's hard for us to step outside of the realms we're familiar with and step into a whole new world with new rules and new people.

But the benefits of cross gaming can be absolutely eye-opening.

When I started LARPing, the only game I played was NERO.  I had played it at a few different chapters, and even that got me started on seeing what kinds of games are out there, because no two NERO chapters run the same game.

From that time, I've played and staffed Exiles, a completely different game from NERO in almost every way, as well as playing Wastelands, a post-apocalyptic game based around airsoft combat.  And that's not even counting the few times I've participated in convention games (PST Productions) or played Amtgard or Dagorhir.  I'd like to think that I have at least a mildly varied history when it comes to LARP.

And each one of those things gave me a different take away, both as a player and as a staff member.

Exiles showed me the importance of environmental effects taking a bland module to something spectacular.  Every event aspires to have at least one vehicle module, where common events are joined with some varied mechanic (trains, riverboats, stagecoaches) to make a lasting impression without a lot of major work constructing NPCs.

Wastelands helped me identify, as a player, how to be better with situational awareness as well as resource management (both from internal resources and for money).  The Airsoft aspect made it super important to understand where enemies are and to handle it swiftly, because failure to do so ended in mild discomfort and sure destruction. And with it being a post-apocalyptic game, money can be hard to come by, and generally interacting with other PCs is the only way to get by (unless you're the money, then you can do what you want).

Amtgard and Dagorhir simultaneously taught me that I'm a good fighter, but also that I'm not the best fighter.  I tended to fair better than I thought I would, but in many instances I was extremely humbled by the skill and speed of some of those players.  It really helps put things into perspective.

Have you gone out of your comfort zone to play a different game?  What did you learn from doing so? Let us know in the comments!

Wednesday, April 17, 2013

A Plot Person's "WAR" Chest

I've been doing plot for over fifteen years.  It started out as a binder, where I drew up extremely detailed plots.  Like, really detailed.  Up to 15 or 20 pages for an individual plotline.  I wanted to make sure every possible contingency was accounted for.

That stopped after about four years.  I realized that I can't expect PC's to follow my plotlines from point A to point B to point C.  It isn't fair to them and it totally cuts their creativity.  Trying to plan for every contingency was a nightmare and incredibly time consuming.

Tuesday, April 16, 2013

WAR Accelerant: The Good, The Bad, The Ugly

Alright, so the title is a little melodramatic.  All and all, I think the event went really well!  But there's always some things we can improve on!

The Good:
There were a number of things that I think went very, very well!

Staying IG: Players did an amazing job staying in-game.  I kind of expected our players to have a tough time, going from a largely narrative type game, but I never actually heard any OOG chatter, aside from clarifications.

Plot: Speaking of IG all-the-time, the plot team had a huge leap to take, trying to tell their story.  And from what I heard, most players indicated that the story was very clear to them.  So, clearly, the plot team was able to adapt and overcome any jitters they may have had about the game.

Watchers: The Watchers worked almost exactly like I expected them to.  We were able to observe without breaking immersion (most of the time) and provide some insight.

The Bad:

Rules:  It's new to a lot of our players, but there was a ton of confusion about how certain effects work.  I think we had a lot of players skim the core rules and read the headers, which is a no-no!  If there's one thing you should read, it should be the core rules.  I will most likely be doing an effect spotlight for Accelerant after that event.

Prep: There were a number of mods where we didn't adequately prepare for it.  In particular, there was one where we needed a portal set up, and we forgot the plug for the rope lights, and then no one put up the information sign telling people with knowledge how to close the portal.  But again, I think that's something that will shake out with time.

PC/NPC Ratio:  I'm not sure when it happened, but I distinctly remember sending about 15-20 NPCs down for one of our mods, which was good.  But as the night dragged on, somehow our numbers dropped to about 6 active NPCs.  We had a few people who sat around more than they should have, and that was unfortunate, as the rest of us started busting our humps and were too tired when it came to the last mod.

The Ugly:

Core Version: We ran into an issue where players were not playing by the same core rules at the event. Long story short, the rules we originally got were 5.1, and we found out about 2 weeks before the event that 5.3 was latest (and got a copy), and 5.4 was coming out.  Some of the veteran players were playing with 5.4, which completely blasted the game balance in regards to grants.  Made things very difficult.

Sick: We had a couple of sick people in the shack.  Jenn came down with a fever, and Jeremy R. was still getting over pneumonia.  I had not had more than about 4 hours of sleep for about a week prior to the event.  In general, we weren't in good enough shape to get what we needed to get done.

All and all, I think it was an amazing job by everyone, and the bad and ugly are really just grasping straws.  I always seek to improve the experience, and I think those are the core things that we can address to do so.

What was your good, bad, and ugly for the event?

Monday, April 15, 2013

Our First Accelerant Event....The Shattered Realms

This past weekend we ran our first WAR Accelerant event ever - The Shattered Realms, Rage Hollow.

And wow, what a good time. 

Bill will do his after event wrap up tomorrow, but today I just wanted to thank everyone and give a general overview of the event. 

All the stress of the last several months, all the work everyone put in to it, seemed to come together almost seamlessly.  Were there misplays and mistakes? Heck ya, but the Clarification skill worked great.  No holds, no utter complete confusion due to the new rules that stopped gameplay.  We even got through check-in and in to game at a normal time (10:45).

Plot, staff, and NPC's did a GREAT job adapting to the new system and working within it.  I know they were nervous, but they really did do a wonderful job of adapting.  The NPC's roleplayed their parts and people knew what they were - the leather masks made by Beth Jurns helped a lot with this and saved our faces from constant and continual make-up.  I was really impressed by their non-typical treasure - from favors and letters, to the market-day spring celebration complete with an improvisational performance of the rescue of King Balladan from the Fortress of Kaas.  People saw the storylines and they put them out in a variety of ways.  They tried to do a little something for everyone - a little rp, a fight...something...

The PC's had tons of new and awesome phys. reps. Megan, who plays a Khala, had a wonderful Alchemist Lab set up.  Brandon had a badass Weave Tap.  So many people had new costumes!! And so many other reps and wands and knickknacks.  And the PC's brought their A-Game with the roleplay.  It was intense seeing them ingame the whole time and a lot of fun.

In the end, it's about the community.  My friend Brad, who I haven't seen for years game out (and hopefully enjoyed himself).  We were chatting at one point and he said while he was so happy and surprised by the atmosphere.  It reminded him of 1996, back when we first started.  Everyone was jovial and happy, willing to help, and it was just a good feeling.

And that's what it's all about.

What did you enjoy about your first Shattered Realms game? Ready for Lumberton? 

Friday, April 12, 2013

YouTube Friday - WOW Funeral and Griefers

So, this video circulated a while back.  After talking with a few friends, I realized that some of them hadn't seen this video before.  We watched it, of course, and had a moment of laughing - cause we're terrible people.  Couldn't help it.  It was so bizarre and odd it was funny.


The music is perfect, the beginning is a tad long....basically, a girl that played WOW (World of Warcraft) died in real life.  Rumor has it (completely unconfirmed) that she played too much WOW and had a stroke.  Urban myth? Who knows.  It's terrible that she passed away.  As tribute, a bunch of people ingame got together and WOW put an Avatar of her character in to game for them to pay their "respects." In an act of ultimate trolling, several guilds joined forces and, well, completely wrecked it.

However, it got me to thinking about Larp (imagine that) and griefing of players.  This guild, for all intents and purposes, got together and purposefully &*#$ up people's day - in a moment of solemnity - for the hell of it.  Super douche move.  I mean, really.  And it made me think of how people tend to do this in Larp, too.  They do something specifically to mess someone's day up - not because it follows what their characters would do, but because they think it is funny.  Why mess up someone else's moment for the heck of it? What do you get out of it? Just because they don't play the game the same way you do doesn't meant that it isn't without validity.  And you are basically getting a kick out of making someone else feel bad.

So, I pose the question to you - have you griefed other players for funsies? Is it a problem at Larp? And how should plot/owners/players handle the situation?

Also, see you tonight at Accelerant!