Generally people build characters based on something that interests them — a skill that captures their attention, a costume, a bit of history, a snippet of personality they want to explore! They think about who they will play with and what that will be like. Very rarely do players truly sit down and think about what would help them access the parts of the game that interests them.
Factions and skill mechanics help somewhat with this as joining the thuggish bravados will probably tie you into combat or getting several engineering / hacking skills will get you closer to the techie side of the game.
But aside from that, it can be hard to know what connects to where or to think about how character choices might push you away from what you’re after. You may have joined the Diplomat’s Guild and have a full set of negotiation skills, but if you play someone always spoiling for a fight and trying to declare war, your character might not be invited to the gently-gently diplomatic soiree off in a back room. Instead you might find yourself with frequent invites to bar room brawls and war room planning, which might be just what you’re after. Or it might not be.
Continue reading “Build your Character to fit your play style”
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”
This article covers in-game “Hard No’s” where the PLAYER actually really does WANT the situation to happen but their CHARACTER draws such a clear line in the sand that the desired events don’t happen. They might, for example, want an in-game romance but have their character react so badly to the very idea of it that no one pursues the option. The player is then confused and annoyed as to why their character arc isn’t progressing as intended.
The Obvious Hard No
The half-orc barbarian, Allisa, stands outside the entrance to the cave, with her arms crossed. “I won’t go inside that wretched hole,” she says roughly to her three fellow adventurers. When the others give her reasons to enter, she shakes her head. “I don’t care about any of that. I’m not going!”
The others give in, confused as she chose to come along on this encounter, and offer her a few tentative options (guard the entrance, come with them or head back to the tavern) before entering without her. She feels neglected and left out. She’s become the victim of her own in-character Hard No.
Continue reading “The Accidental Hard No”
There are a lot of LARPs where the responsibility for creating a character falls entirely, or at least mostly, on the player. This can be a lot of fun. You might get a basic role (i.e. cantankerous businessman), a basic setting guide or a full rule book with skills to select. Every LARP is different! But there are a few general rules of thumb that’ll make your character way more interesting.
Continue reading “Getting the Most Out of Making Your Own Character”
- Leave space to introduce new elements into your character’s history. Leave space for new character ties, plot connections and opinions. Oftentimes you’re better off with a series of dot points, especially on the history documents you send to your Game Masters. While you can still send your backstory as a short story, attaching dot points to that will help the GMs pick out the elements that are most important to you, and can be really helpful when they need to find a name. Also be aware that not every Game Master has the time or inclination to read fiction, or lengthy backstories, but some will.
When you are going to a LARP game, you will either be given a pre-generated character or will be asked to create your own.
- Read It Twice. Read it once when you’re first given the character information, mainly to have a basic idea of who you are and what you’re about and to see if you’ll have any issues with it as written. Then read it again closer to the date so that you can refresh certain details.
- Highlighter. Go over the character information with a highlighter or start underlining things with pencils that look important or interesting. Some details might suggest goals, background ties or quirky ways of looking at things that you might overlook on a straight up read through. By taking the time to highlight it, you can also quickly check your sheet for cool stuff to focus on during lulls in the game.
- Reach Out To Other Players. If you have a few characters listed on your sheet and some way to contact those players, it’s a good idea to do so. If there’s a pre-game meet-and-greet, definitely try and go along to it. It’ll allow you to deepen those character ties, come up with some cool anecdotes and really figure out how you feel about each other before you arrive. If they’re a long-lost sibling or arch nemesis, it’s a good idea to try to memorise their face so you can immediately respond to them as soon as you see them in character.
- Personal or Team Goals. Most of these characters will be written with various goals in mind that will often be written out in list form. It’s a good idea to take a close look at them as often other characters will be written with the assumption that you will pursue what’s on your sheet. Be mindful, though, that there are often hidden goals suggested in the rest of the document so it’s worth taking a look at the other sections as well.
- Create gameplay. Players will tend to gravitate to where the action is so you can make a big difference by coming up with interesting plot points yourself. This could involve hosting mini-social-events like tea parties, attempting to sell off items and equipment, or by sharing the information you know and asking lots of questions. Anything that encourages interaction will keep you involved in the game.
While you certainly don’t need to go to the effort of redesigning your own body language, it can be worthwhile for those who wish to have their character give a very different impression than themselves. The following tips are all exaggerations of any particular style so feel free to mix and match to create the right level of tone and consideration. Remember that all people are unique and different and that the following tips are more about how a person is perceived than about what the individual is actually thinking or feeling.
People may also change their style depending on situation so a character who is normally Cocksure might tend toward actual Arrogance when dealing with, say, their students but become Nervous around Citadel and Shy around people they are romantically interested in. Also note that there are cultural distinctions in play here both in the game and in the real world. An arrogant Nixie might look more like slight overconfidence while an arrogant Orc might mainly come across as aggression.
Continue reading “13 LARP Body Language Tips for 13 Personalities”
When players feel they don’t have enough plot, what they normally mean is there are serious issues preventing them from getting much out of the plot they do have. There are often a number of reasons why they can feel this way and there’s a bunch of things that can be done to change it. Here are some reasons why you might be feeling disconnected to plot:
Someone might be trying to protect the plot for emotional reasons or just might not realise your relevance to it. This might even involve higher ups within your character’s team actively removing your character from the plot line. This issue can come up when the GM weaves people into the same plot from different directions. Someone wants to protect their loved one but that loved one is the only witness, and possible culprit, of a situation you want to investigate. Naturally the other character wants to protect them but you really need answers….
Continue reading “Plot Barriers Part 2”
Most often when I hear complaints that a player doesn’t have enough plot, what they normally mean is there are serious issues preventing them from getting much out of the plot they do have. In some cases I’ve been able to show entire laundry lists of plot connections that a particular character has, but the player will sincerely feel that they don’t have any plot worth a damn. Often this boils down to one of several issues:
The player can’t do much with their plot hooks because other characters aren’t paying any attention to it for whatever reason. Interactivity in LARP is key so without other players buying into it, it can’t become part of the focus. This often boils down to other characters not realising the relevance of the plot you have to their character’s situation. Folks are often bombarded with stuff to do at most LARPs and during the quiet times they are busy trying to *find* stuff to do. This means that they won’t always pick up on the ramifications of what you’ve just said.
Continue reading “Plot Barriers Part 1”
One of the most common complaints in any LARP is how to get your hands on more plot. Plot being defined as compelling connections to the greater world or the overarching themes or wider narratives of the game. It involves being able to make a meaningful connection to how the game plays out. Being involved in plot is a two-way dance between GM creations and player actions and if you want to become more tied within the weave you can take some of the following steps.
First check if you have any plot. You don’t have any plot? Are you sure? Sometimes it’s worth checking with the GM if you think you have no plot as you may be surprised at the large plot hooks that your character may have which you may have forgotten about or overlooked. Significant chunks of time between sessions can often leave key facts by the wayside. Seriously I’ve seen players overlook massive game-changing information and connections they had because time had obscured its relevance.
If you really don’t have any plot, contact the GMs (ideally between sessions) and ask them if there’s anything your character could be connected to or even suggest certain plotlines you’d like to be tied into. Your best bet is to be relatively vague about this because GMs will be trying to find ways to connect you to existing plot even if in an unexpected fashion rather than create something entirely new. If they create brand new plot for you, great!, but they might not be able to do so in a way that is immediately relevant.
Continue reading “Getting Your Hands On Plot”