This morning, in that wonderfully clear time between waking up and getting up, my mind turned to the honourable demo.
With UCL's sci-fi society suggestion that I should do a demo/howto for their fresher's week as a way of attracting folk (and getting them over their LARP-phobia) my mind threw up an alternative.
You see, Fading Suns has a very dense and well thought out setting, that can seem intimidating. After all, without understanding underpinning issues such as the sin of Technosophy(1) and the Doctrine of Martyrs(2) or even the names and virtues of the Prophet's (may He ever walk in light) seven followers.
You see, I don't think that a standard show (basically standing round in costume collecting interest, showing someone how to boffer fight and registering members) isn't going to work if people are already ucertain about LARP already.
I need to do something different. Fortunately, all I have to do is look at the setting.
You see, the Fading Suns setting is full of strange and interesting bits of colour. For example, the (mostly) illiterate Avestite sect distributes its doctrine not only through preaching but by the distribution of little comic books. The idea is based on the US's Chick tracts (I'm not going to link unless asked - they're disgustingly offensive little piles of dogma), although the Avestite ones are much less heinous in tone and mostly involve two boys. Basically, one is good and receives his rewards, while the other is bad and suffers appropriately for it. Very primary-school ethics.
This is their method of teaching basic dogma and morality, but it would be fun to invert that idea and make a small comic strip that shows the fun of LARPing. It takes the two boys from the dogma and has one LARPing with a lot of (morally OK) fun, while the other goes clubbing and gets the clap. OK, I'm being silly, but you get the idea. At the back is a page detailing how to get involved.
And I might have to distribute them as an Inquisitor, with flamer of holy purgation, gasmask, fireproof robes - the whole outfit.
Another idea is to actually give sermons illustrating certain points of the setting - the fading suns, the sin of technosophy, the life of the Prophet (may He ever walk in light) - little touches like that.
A third one would be to dress up as a member of the Town Crier's Guild and go round spreading the news of the LARP, interspersed with news items from the setting.
(1) Essentially the sin of 'Love of Technology'; relying too much on machines as opposed to the miracle of the human body/mind, use of cybernetics to enhance characteristics, etc.
(2) The doctrine that, as a certain level of technology must be mainted to keep insterstellar society, it is only right that the upper levels of society take on the sin of technosophy in order to prevent the masses sufering from sin. And they get to use the cool toys.
Showing posts with label social. Show all posts
Showing posts with label social. Show all posts
Tuesday, 17 March 2009
Wednesday, 18 February 2009
Scheming the Plotting
So now I've started thinking about plot.
In LARPs there are two basic forms of plot; the linear and the social. For the uninitatied, a linear LARP is where the plot moves in a linear fashion, like a TV show, often moving the players physically as well, setting up events along a pre-determined trek through woods, for example.
Social LARPs, on the other hand, are very diferent in that they are mostly static. Instead, the plot is created by players choosing what goals they wish to pursue and then interacting with others to achieve their goals.
I had wondered about finding some way of shaking things up though. Rather than just handing out goals it would be nice to find a way of randomising things without them becoming so random that they become silly.
One idea that I like is to provide major and minor goals and award Victory Points when these goals are met. The idea is essentially to create a dynamic political situation, whereby factions that excel will find themselves altering the balance of power. Obviously this will not really affect the first game beyond providing a 'winner', but if the game is to continue, it will need to have this mechanic built in from the start.
This is what I am thinking of:
The LARP rules cover for a system of contracts which allow parties to enter into binding agreements. These are described by levels, with the agreements becoming more epic with every level. I was thinking of simply stripping out the reciprocation and using the contract level as the goal's level - and value in VPs. I was also thinking of putting them into categories, so that some could be random, while others would be fixed. For example;:
Caste Goals: These are for the good of your caste (Nobles, Guildsmen, Priests) and involve playing the Great Game against the others in order to bring about your caste's vison of the galaxy (neo-Feudalism, Republic and Theocracy, in that order) These are high-level goals, like 'destroy the Prince's godless advisor's credibility so that the Prince will again listen to his Confessor', or 'stop the Church from clamping down on radio sales'.
Faction Goals: Unsurprisingly, these focus on your character's specific allegiance within their caste (Reeve instead of Guildsman, for example) and are more concerned with the day-to-day stuff. These might be a Battle Brother may seek to dissuade the Synod of the need for an Inquisitor to investigate his Chapel, or a Decados might be trying to find a Hawkwood's vice in order to gain control over her. These can be against any other faction they struggle for supremacy within their caste.
Personal Goals: These would be optional, randomly selected little goals concerned with the character's personal life - romance, marriage and other, little mysteries. Maybe a letter has been misdirected to you and talks of a conspiracy, or a friend wishes for you to approach a woman on their behalf, just to show that life isn't all plotting and scheming.
I shall have to think further...
In LARPs there are two basic forms of plot; the linear and the social. For the uninitatied, a linear LARP is where the plot moves in a linear fashion, like a TV show, often moving the players physically as well, setting up events along a pre-determined trek through woods, for example.
Social LARPs, on the other hand, are very diferent in that they are mostly static. Instead, the plot is created by players choosing what goals they wish to pursue and then interacting with others to achieve their goals.
I had wondered about finding some way of shaking things up though. Rather than just handing out goals it would be nice to find a way of randomising things without them becoming so random that they become silly.
One idea that I like is to provide major and minor goals and award Victory Points when these goals are met. The idea is essentially to create a dynamic political situation, whereby factions that excel will find themselves altering the balance of power. Obviously this will not really affect the first game beyond providing a 'winner', but if the game is to continue, it will need to have this mechanic built in from the start.
This is what I am thinking of:
The LARP rules cover for a system of contracts which allow parties to enter into binding agreements. These are described by levels, with the agreements becoming more epic with every level. I was thinking of simply stripping out the reciprocation and using the contract level as the goal's level - and value in VPs. I was also thinking of putting them into categories, so that some could be random, while others would be fixed. For example;:
Caste Goals: These are for the good of your caste (Nobles, Guildsmen, Priests) and involve playing the Great Game against the others in order to bring about your caste's vison of the galaxy (neo-Feudalism, Republic and Theocracy, in that order) These are high-level goals, like 'destroy the Prince's godless advisor's credibility so that the Prince will again listen to his Confessor', or 'stop the Church from clamping down on radio sales'.
Faction Goals: Unsurprisingly, these focus on your character's specific allegiance within their caste (Reeve instead of Guildsman, for example) and are more concerned with the day-to-day stuff. These might be a Battle Brother may seek to dissuade the Synod of the need for an Inquisitor to investigate his Chapel, or a Decados might be trying to find a Hawkwood's vice in order to gain control over her. These can be against any other faction they struggle for supremacy within their caste.
Personal Goals: These would be optional, randomly selected little goals concerned with the character's personal life - romance, marriage and other, little mysteries. Maybe a letter has been misdirected to you and talks of a conspiracy, or a friend wishes for you to approach a woman on their behalf, just to show that life isn't all plotting and scheming.
I shall have to think further...
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