The more nitty gritties you can delegate, the more time you can spend on managing the event itself and dealing with all the little things that can’t readily be delegated.
The first hour of game is always chaos. Everything always takes longer than you expected and you will often have a dozen or more players or volunteers stopping you every so often to ask important questions. Therefore the more nitty gritties you can delegate, the more time you can spend on managing the event itself and dealing with all the little things that can’t readily be delegated.
Many folks are willing to help if needed, and most will even be flattered you thought of them. So don’t fear asking for help!
Naturally it’s best to give them as much notice as you can so they have time to prepare and so they won’t feel pressured to do it if they don’t want to. Plus, if they do say no, you’ll need time to think up an alternative. Of course, if it was unavoidable, most people will accept a last minute request for help.
Continue reading “The Vital Nature of Delegation”
Players are actually a fairly agreeable lot. If they understand why things are happening the way they are, or if they can predict it, they are normally fairly accommodating. They’ll step up and help out if they can. If they trust that you are trying your best and the situation is out of your control, if a crisis develops, they’ll help out or accept a long lull.
And if it turns out the game isn’t what they enjoy, so long as they’ve enough experience to know what they enjoy, then if that’s communicated accurately beforehand they’ll most likely understand why they didn’t enjoy it without getting angry. Then they’ll either drop out beforehand or dislike the experience but acknowledge that maybe, considering they hate romantic comedies, and despise romantic roleplay, perhaps that romantic comedy LARP might not have been a good fit.
Yes, you’ll get exceptions and you’ll remember those. It’s hard not to. But *MOST* people really do take it with good grace, and most of the exceptions just grumble a bit and move on.
Therefore it’s in all of our best interests to communicate as much as we can, as best we can, without overloading the players. Some stuff will be lost in the grind, some emails unread, but even that has its saving graces as most folks will acknowledge you made a good effort to communicate and they won’t fault you for it. The anger drifts away.
So now we’ve gone over the many reasons why it’s worth it to communicate, what are some of the things folks need to know? Well, anything related to their basic needs or which goes against cultural norms.
While LARP and tabletop games are very distinct mediums from videogames, there are certainly some elements that are shared between them. Both are interactive mediums, after all, and both (typically) have a designer who has created much of the setting background.
There are very few rundowns of what happens at a LARP from a GM perspective so I thought I would provide a schedule for a very plot-heavy and semi-directed session of the Triway Chronicle. So here it is!
Tactical (combat) Route (4:30 – 5:00):
Continue reading “LARP Session Example Time Sheet”
- Safe House Manager: Wallrider awaits them who can give them context on the safe house.
- Three Robots.
- Zeds Group A (first and last): One Group Leader and several zeds who could cut across the circular path so they could attack the PCs upfront and afterward.
- Zed Group B (second and third): One Group Leader and several zeds who could cut across the circular path so they could attack the PCs upfront and afterward.
- Lootable Corpses: Three non-combat players.