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:

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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?