Regardless of whether it’s your first weekender, or your twentieth, there’s bound to be some things you can do that will help you out for the long haul. Weekenders are often packed full of exciting stuff and it’s easy to neglect your basic needs in your search for more fun stuff and involvement. However your mind and body needs what it needs and if you neglect it too much, you could find yourself becoming more irritable and emotional.
NURTURING YOUR BODY
Sleep! If you don’t get any sleep, you’ll be tired and grumpy and have an awfully hard time keeping up in fights, investigations and political scenes. Even if you handle exhaustion pretty well, if you get much less sleep than your normally should you’ll feel the pinch somewhere. Even if you don’t get much sleep, at least get a few hours. Three hours are better than none, after all.
If your game involves bunk beds, if you’re on a bottom bunk, it can sometimes help to put up a privacy screen in terms of a little sheet that you tuck under the top bunk. Now snug in your little cave, you can sleep more cosily. Of course if you’re on the top bunk, well, you’re the king of the castle. Take a few deep breaths and embrace it.
Continue reading “Self Care At Weekenders”
People’s brains can only hold so much information at any one time. This informational capacity is impacted by a low of factors including health, emotional state, hunger, stress and dehydration. Overload this, and people’s brains start to fry. Not physically, but in a confused grumpy kind of way.
Now this isn’t to say we should avoid having a high cognitive load in our games. That would be silly. Some people are attracted to solving puzzles and coming up with solutions or just love lore! And some of the most popular tabletop games have entire books full of mechanics to remember (like Dungeons & Dragons). What it does mean is to be mindful of the cognitive load requirements of your game and how they can impact on people.
Continue reading “Cognitive Load in Games”
Sometimes what looks like a design flaw, can be embraced by players if they knew it was coming and planned accordingly.
While players tend to get more upset, understandably, about missing out on vital logistics facts, folks can also get quite annoyed when certain gameplay expectations aren’t met. This isn’t to say these gameplay elements are problematic, in and of themselves. Different players enjoy different things and sometimes so long as players know what to expect, they can often adapt and plan accordingly. So let them know.
1. Will there be any lulls? While lulls happen in any LARP, some games will have periods that are guaranteed lulls. Maybe the NPCs will be fed at the same time as players, so meal-times and the thirty minutes before and after that will be quiet. Or maybe the entire session is set at a quieter pace than others in campaigns, so characters can focus on relationship building and self-reflection. Knowing this in advance means players can let down their guard and bring gameplay elements to keep them busy.
Continue reading “LARP Gameplay Matters To Communicate”
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.
No matter how grand and powerful and scary the plotline you create, everyone is going to have a different level of investment in the outcome. And that level of investment can be 0.
NEW FLASH: Not everyone does have a stake in the plot.
This can occur in any kind of roleplaying game but it’s more common in larger games like LARPs where you can have dozens, even hundreds, of people all playing alongside and against one another. No matter how grand and powerful and scary the plotline you create, everyone is going to have a different level of investment in the outcome. And that level of investment can be 0.
So how can you keep an eye on the investment factor?
Continue reading “Who Has A Stake In This Plot?”
Caught your attention, didn’t I? One of the most commonly discussed issues GM’s often have is regarding the idea of “murderhobos”. Characters who kill with great abandon and who litter their campaigns with corpses. Now the term “murderhobo”, while technically correct, isn’t particularly fair because few players actually want to roleplay murdering someone.
They don’t want their targets to have pre-existing lives they’ve been plucked from, don’t want to see family members on the news making pleas for anyone who knows something to please come forward, and if their “victim” has a dog who will soon be sent to the pound, you can bet your bottom dollar that dog is getting adopted and looked after with every kindness. Or more rarely shot dead by players who are finding this play on their heart strings irksome and wish to discourage it.
Also be mindful that wanting to play trigger happy characters or even fully-fledged serial killers aren’t bad things. Hell, most games actively encourage it by linking loot and experience points directly to your kill count and by golly can it be hard to run a game where your PCs are trying to arrest everybody or give CPR to your Big Bad.
Continue reading “A Player’s Urge To Murder”
This rule is the most important but the hardest to follow through considering the limited resources available to a Game Master. It’s also tricky because the players are often moving through a complex world and there’s always going to be entities, groups and even individuals who are far more powerful than them.
Encourage interactivity. Always. If you can find a way to make something dependent on player actions, go for it.
Share the spotlight. This is where skill variety, character ties or factional connections can really shine. Find a way to keep everyone involved and connected in the story.
Even when NPCs are talking to each other, player involvement should matter. If two NPCs are going to have at each other, keep it short and snappy and let PC interactions dominate the discussion. If they throw out a few comments here and there, make those comments matter.
Continue reading “RULE NO. 1: Don’t Diminish The PCs! “