Monday, January 27, 2014

LARPers Anonymous As It Played Out

Peaky Midwest Playtest

I was not able to hang around the next day for the playtests as I had to work. I did hear about how the games went and was pleased to find out that our game held up well. What I was surprised to hear about was the emotional impact the game had on some of the players. It was unexpected to me and also gratifying that something I helped create made such an impact on players. I ended up talking with one of the playtesters much later on and found out how much of an impact it made. Even though this is only a game, the issue of mortality forced her to get her affairs in order, just in case.

Tapas de Larpas

There is a couple that hosts games periodically and one event they host is a weekend of gaming in which small and/or experimental larps can be played/playtested during Memorial Day weekend. All three of the Peaky games were run and this was the first time I got to see it and co-GM it. Since I had already heard about the effect of the game on some people, I kept a box of tissues around just in case.

This was also the first time we had a chance to build some sort of casting form. It turned out to be rudimentary but it got the job done. I knew all the players and had no concerns about the game not working. But what I wasn't expecting was some of the scenes that developed and there was one scene that played out as I expected. I also found out there was a minor flaw (not enough information in the character sheet) but that was corrected later.

The game is supposed to start like a 12-step program, where everyone gets a chance to air their grievance, which is provided on their character sheet. It was also stated to the players in the character sheet to take only 2-3 minutes so others would have a chance to get theirs' out there. Well, after about 10 minutes, it turned into a verbal free-for-all. Conversations were going everywhere and not everyone had their say and small groups were starting to break from the main group and form on their own. It was designed that groups would form but it took place earlier than planned for/expected. Go figure. Gamers will do what gamers want to do.

Other things that were added on the spot was periodic interruptions by the GMs as other gamers trying to setup for their run. This helped put pressure on the players to get through the plots. This wasn't really planned for but it did add a little more realism to the game.

No one had a bad time but emotions did run high and deep. One player was emotionally exhausted by the end of the game and it took her over a half hour to get back to her normal self.

Since three of us writers were there at Tapas, we met up later that weekend to decide what next to do with the game. There was talk of running it three times concurrently at Intercon M and also talk of some edits and possibly adding another character. But one thing we recognized is that this game has a number of triggers so we had to come up with a warning sheet. Over the next few months I was able to create a warning sheet to be part of the game plug and also completed the edits that were discussed.

With that work done, I bid the game for Intercon M. It was accepted. Little did I know what I was in for!

Intercon M

This turned out to be my trifecta. It was my first time as a lead GM, by myself, with the first game I wrote. I would have preferred someone else to have been there as an observer but I got thrown me in the deep end to see if I could swim. The good thing is that the game is almost bullet proof. However, I am not.

I first had to deal with the convention committee in order to get the game added to the schedule. I was very much the beginner in this situation. I had to meander around trying to get the game added, figure out the gender balance, get the game write-up completed, etc., etc. None of which I ever had to do for Intercon. I did get help from members of the Con Com and from others who had experience with it. And so, I was able to squeak in my game just in time to make the first draft of game selections. Once registration opened up for all games, my game filled. Exactly 10 players, no more, no less.

I then had to redesign the casting form to get the kind of information I needed to cast the game. I had some help with that and it worked well for me. I was able to get the forms out and received the replies. Then I had to figure out the casting based on the responses. There was about half the people in the cast I didn't know so it was tricky getting it cast effectively. But, as it turned out, it worked well.

I then worked on a GM briefing document. It was good for a first draft. It covered most of the expected issues.

Before the convention started I got an email from a player who had some concerns. She has issues and she was concerned that they would be in game. I let her know that it was backstory and to be discussed, not actually in game. That relieved her and she became enthusiastic about the game.

Once I got to the convention site and had a chance to look at the room, there was a little extra work but it served its purpose and worked well for the game.

Then came the start of the game. I had my notes and my camera (as I was going to take pictures during the game) and totally forgot my notes and just got the game started. #facepalm The game started just like it did at Tapas. It took longer but the groups did splinter off and proceeded to play the game.

I did interrupt early on the get people's permission to take pictures and there were no problems with it. #READTHEDAMNBRIEFING

The emotions didn't get as extreme as Tapas but the kleenex was still needed. There were a number of memorable scenes, some funny, some emotional, some unexpected. Again no one had a bad time. And pictures were posted for people to see after the convention.

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