/borrows soapbox

Date: 2006-01-30 04:55 pm (UTC)
I think I run larps in the same way. I've certainly used the odd bit of wibble before to create affects - see the larp I wrote with Cat for example where we had the sleeping flowers. Where I differ is that I feel that a character death is a failure on my part (excluding momentous player stupidity), I want to push them to their limits and leave them there. Finish on a one more fight and we're all doomed, not we we're lucky only to lose X players. I like them to win a victory, but without stacking the odds either way.

Oh and I don't think I've ever counted the number and types of monster in a game.

Well done on the statting - I can imagine it must have been hard. That's an inherit problem of trying to keep faithful to someone elses idea - especially one that resolves around characters of immense power. No one likes to feel that they're extras to the NPC's story on a larp, and I think you got the balance mostly about right.

With respect to the ideas [livejournal.com profile] magicaddict mention I'm fairly certain I've yet to run a larp where I've had to consider 'overriding theme of keeping things vague and undefined to keep "the society" happy'. In fact larps are where you can and should develop the world. You shouldn't have a problem as long as you stick to the basic rules of the world. You couldn't get away with the village of elven mage loving barbarians for example, but that doesn't mean you can't have evil life or order priests.

The problem is that if people don't trust you then they'll fight much more strongly against changes you try to make, and in any grouping with as much social history as Blades has trust has to been earned. Something which becomes much harder if your seen to abuse the trust your given - for example ask how many people would have wanted to play anything other than a Tim Steer larp given a choice.

The trick with adding detail and defining the world is putting enough in for people to interact with, but not so much that it becomes overwhelming or defining. No one wants to live in a Tolkien-esque world where we know the history of every blade of grass (exageration), nor does it add to the atmosphere of a game. It's the difference between a world you can roleplay in, and a story your witnessing. You need enough rules and constraints to help focus the creativity of the clubs members, but not so much you stifle and limit their ideas. The key is finding a happy balance that is good for everyone (and not just acceptable for everyone).

One question I've been wondering for a while [livejournal.com profile] magicaddict, if you would be so kind as to answer, is as follows:

You clearly feel the world is too vague for your tastes, so what other detail do want to have (be specific please), and what other detail do you feel you need to have to make the world better for you to roleplay in? How does that level of detail compare to the current one when introducing new people to the club?
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Doug Millington-Smith

June 2017

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