Showing posts with label Props. Show all posts
Showing posts with label Props. Show all posts

Tuesday, July 14, 2015

Engaging LARP Players to Help Immersion

While some LARPs prefer to keep most matters on the level of player imagination, some attempt to re-create elements of the game world to engage their player's five senses to help them better connect with the situation.  Since most LARPs don't earn enough of a profit to utilise top-notch venues or purchase epic props, and most LARP GMs don't have either the personal finances or storage space to provide it themselves, it's important to tap into the resources of your player base to get that higher end game.

                Note that I don't mean you should start handing out invoices or demanding people purchase various goods and if no one has what you're looking for than you just need to go without.  Expecting players to pony up the funds for items you want isn't fair either.

                Oh no, what I'm talking about are using communication and gratitude to ensure that players have the opportunity to assist with game immersion and are rewarded for doing so.  If you need something for your game and you have a steady membership, ask if anyone either has the prop or has ideas for how you might cobble together a basic version of the prop.  If no one responds, that's fine.  If they do, fantastic.  Thank them and take their ideas on board.

                This is a really good idea for small things that may still be costly to have to keep providing.  If you need something to represent herbs, seeing if anyone has a lavender bush that they're willing to cut bundles off is much more cost-effective than going off and purchasing lavender yourself.  If a toy version of the item can work, such as a stethoscope, you could always put out a call out for that as well in case people have the item in their toy chests.

                Sometimes players may be able to loan you larger items as well so don't fear asking if someone has a portable barbeque, trestle tables, table cloths or Christmas trees that they don't mind bringing to the game for a night.  You'd be surprised what people have knocking around in their sheds and if you have the storage space, you might find they're willing to literally give you extra chairs, tables and the like.  Many players want to invest and feel like they're a real part of the LARP's success and will go to great lengths to help the LARP if you give them the chance.

                When you're running a LARP campaign, I'd also recommend being flexible and inventive with the items they bring.  In other words, if a player is super excited about making an edible jelly heart, find a way to include that in the game.  Don't make the session rely on it if they haven't done it before as no one needs that pressure, but consider it for either atmosphere or a standalone puzzle.  If you keep saying "no" or being uncertain about offerings, your players will stop making those offerings as they may start to feel like the offerings themselves are unwelcome and that's not a good place to be.

                You want to get the players used to thinking in terms of how they can pitch in with you, give them a sense of ownership of the game and you want to help them get their creative juices going.  If they're only ever responding to lists, they'll either switch off or even just forget to mention their own creativity abilities.  Plus it can be a really good way to get your own inventiveness going when a player brings something nifty to your attention.  You'll be surprised by what you can come up with.

                Where people donate or provide items for game, you should certainly make a point to thank them by name on occasion.  It doesn't have to be a public thanks every time, especially if the player doesn't like such public commendations, but certainly show your gratitude on behalf of the game.  This is far more important to most players than any experience point burst and I have had success in my game going by this alone.  This isn't to say that you can't reward people with experience points as it's a nice and tangible way to say thank you, but you shouldn't rely on it.  At the very least, a more public reward makes the other players realise that it's an option and helps create an "All In" mentality where the players themselves feel like partial owners of the game rather than passive consumers and customers.

                And this last point is equally important.  As a LARP organiser, you are almost certainly a volunteer and while their assistance is helping you realise your vision, your vision is meant to be a framework within which they can design their own characters arcs and play their own paths.  Sure, feel sincerely thankful for being part of such a great community full of wonderful players that want to pitch in, BUT don't take on a humble, submissive, I'm-Not-Worthy mentality unless you want a quick road to resentment, bitterness and burn out. 

                It's hard to feel good about something when you sink unpaid hours into it and yet expect yourself to beg for scraps of player assistance.  It's a destructive and unhealthy habit encouraged by too many GMs online to combat the old school and equally unhealthy God GM arrogance.  You are a volunteer.  It is good to ask for help.  It is good to delegate.  Don't be mean about it, respect your players limitations in time, money and investment, and you'll be fine.  No one likes an unnecessary martyr.  Breathe and ask!

                Building a LARP community around your games where everyone is welcome and able to contribute is a far better model than using a customer service model where volunteers must sink in hours of service provision at the beck and call of consumers.  But that's a whole other tangent worthy of an article of it's own.

Thursday, May 16, 2013

List of 10 Investigative Clues In An Office Setting

When developing adventures it's always nice to have an idea of the sorts of clues you might be able to place in different locations.  While it helps to have an idea about what sort of leads you want to leave (i.e. clues to a megalomaniac's scheme), or the sort of detritus that might be left by an event (i.e. clues of an embezzlement and hasty office pack up), it also helps to know what sort of things could be in a location that could give you that hint in the first place.  So here we go:

1. Bomb Threat Checklist
This could be used as a prop for the players to fill in while their character receives a bomb threat or a previously filled in version could be used as evidence.

2. Contact Lists
While employee records are generally hard to find, contact lists may be left in an unlocked cabinet and will provide access to names, contact numbers, and sometimes a brief piece of information on responsibilities.

3. Timetables
Timetables include a list of activities and their timing.  This might include names and contact details (especially if it's a shift timetable) but not always.

4. Accident Report Forms
These forms are used by employees after a workplace accident that resulted in an injury.  They report details on the location, timing, witnesses, and results of the accident - including any actions taken to treat or rehabilitate staff members or ensure that it won't happen again.

5. Hazard Report Forms
These forms are used when a hazard has been identified as likely to cause injury to property or people - either because it could lead to direct harm, litigation, or significant harm to company proceedings.  This could provide information on unsafe work practices or equipment.  They might hint at sabotage, poltergeist activity in a particular office, or simple neglect if that machine causes injury later.

6. Risk Management Checklists
A Risk Management Checklist is a list of possible risks to an organisation from a particular device or event (i.e. rain is a risk for an outdoor concert) as well as a series of strategies to mitigate that risk (i.e. access to an indoor area or maquees).  This could provide evidence that the organisation was aware of a risk yet did nothing about it.

7. Corporate Policies
A Corporate Policies sets out what the business expects employees to do under certain circumstances and are either writte, or at least approved, by upper management.  These can be used when attempting to manipulate an organisation into doing what you wish it to be doing as most organisations attempt to cleave to these policies.  They can also be used to operate the internal machinery of rules and use them to your own advantages.

8. Newspaper Clippings
An employee might keep clippings of advertisements, articles on the organisation, or on a particular person.

9. Handbooks
A handbook is a procedural manual that sets out what you need to as well as providing additional information on the topic.  While handbooks are generally pretty mundane, they might be interesting if they are for security personnel or a cyberpunk corporation that favours secrecy and dodgy practices.  Generally dodgy practices will be evidence in what isn’t said rather than what is said.

10. Post-it Note
These might include passwords, cryptic warnings, contact information, or appointments and could be found anywhere about a cubicle or office.

I might do another ten last week.  This was fun.

Thursday, March 7, 2013

James Tyler (nWoD Vampire) Meet Tatters of the King (Call of Cthulhu)

Some of you may have followed the antics of James Tyler, wannabe Hunter and conman Daeva, as he traveled America to slay evil supernaturals with his plucky pal, Peter Walsh.  If you haven't, you can see the adventure summaries of this solo campaign over here.  I haven't bothered with an Actual Play because a lot happens in a short amount of time and I have far too many Actual Plays on the go already.  Therefore, I decided to do it a little differently and share with you all of the materials that I'm using for the next campaign arc.

I've been wanting to use the Tatters of the King campaign for awhile and after having success running Delta Green adventures with James Tyler, I figured to give this one a go.  It helps that it's set in late Autumn / Winter in England where it gets light quite late in the morning and dark quite early in the evening so appointments can be arranged at those two times with other people.  It still takes some work to come up with reasons they can visit folk nocturnally but as Peter Walsh can do things during the daytime, if it's not too interesting, I have him do it while the player character sleeps.

So anyway, Tatters of the King is a campaign by Chaosium that is set in the Call of Cthulhu mythos.  That mythos isn't true in my New World of Darkness (NWoD) but with some fancy footwork and the inclusion of Demon: the Fallen into the NWoD canon, I feel pretty confident that I can piece together something that both allows me to run the campaign largely unchanged while still justifying it in NWoD ways.  As the campaign involves some pretty Changeling-prone elements like the artistic reaction to the Hyades, the stranger, and perhaps even Carcosa itself, I thought I'd interweave a few elements into the background in preparation for a later campaign following a resurgence of heavy True Fae incursions in London.  This will only really hit the ground once Tatters of the King has been concluded, but it's always worth doing some early grounding. 
So what are the articles you can look forward to seeing?

Well, on Mondays you can find articles on Tatters of the King:

The Investigating Team
Call of Cthulhu Monster Statistics
Byakhee
Unspeakable Promise & the Unspeakable Possessor
Advice for running Tatters of the King with a Vampire
Tatters of the King Worthy Links
The True Meaning of Carcosa, Hastur and the King in Yellow
King in Yellow, Hastur, the Wyrd, and the Origins of the True Fae
Visiting Carcosa
Good Uses for Props

On Wednesday, there will be a short run of Vampire posts before returning to your usual programming about Game Translations post-my-wedding:
Special Events on the Kindred Calendar
The Sweet Salon
Props & Sensory Maps
Thoughts on the Campaign
Vampire Noir Adventure Creation: Themes
How It Feels To Be A Vampire

On Fridays, you can find articles on the Changeling side of the London game:  

History of the Azure Eye Freehold
True Fae Stories
Jack Frost
True Fae Spotlight
The Red Queen Summary, ActorProp, Wisps, Locale.
The Snow Princess Summary, Actor, Prop, Locale.
Jack Frost Summary, Actor, Prop, Wisps.
Custom Tokens, Hollows, Ceremonies & Pledges
Autumn Court Festivals 
Changeling Advice
The Ghost Road becomes the Road to Arcadia
Props & Sensory Maps

Feel free to re-visit this article as all of the posts will be linked here as they come up. 

Monday, July 16, 2012

Autopsy Report Template

A while ago I designed this for the use of my players for when they did a blow-by-blow autopsy. Yeah, that's the kind of way I roll. Unfortunately, I never had a chance to use them as there was rarely a good point to take them through it step by step. So I figured I'd give you all a chance to use it. Feel free to share it around - just mention who did it and where you got it. Also, please let me know in the Comments if you used it, how, and if it worked out.

Autopsy Report Template Page 1.

Autopsy Report Template Page 2.

Autopsy Report Template Page 3.

Autopsy Report Template Page 4.

Wednesday, April 18, 2012

Editable Old Newspaper

You can find a cool site for editable old newspapers over here. Now I know what I'm going to spend the next few weeks doing. Or maybe not, the Pathfinder folks aren't quite in a city just yet.