It’s been a while. I’ve sat on an idea of mine for a little over a year, and I’m finally having the excited conversations with other LARP friends that keep pushing me to develop it. It’s a good feeling.
I’ve also been writing material for a different LARP that my friends are running. This means taking limited information about national histories, and group goals, and maybe a sentence or two about group flavor, and turning that into 400-500 words of group background with coherent flavor. It’s a rewarding exercise, something I haven’t done recently but have plenty of experience with. Plus, it’s wonderful being able to just produce creative work and share it with people immediately.
I’ve stopped doing that here, for a number of reasons, and I regret that sometimes. Maybe I’ll change that again in the future.
As for the fun LARP ideas I’ve been having, they’re tied to a combination of old story ideas I’ve mused over for about five years and a set of scene ideas that have inspired me in the past two years at Wayfinder. The basic concept: PC groups of treasure hunters and historians return to the ancient places of their ancestors in the Shunned Lands to recover lost relics, and in the process discover both why their old stories refer to a prior golden age and why that golden age ended in catastrophe. The rest of the game is all about facing the consequences of releasing the disastrous remnants of that ancient history.
My excited conversations have mostly been about puzzling through how to produce specific scenes, and what we’d need to make them work. It feels really good, engaging with my WFE friends like this outside of the camp season. That collaborative problem solving and supportive creativity is something I always miss during the rest of the year, when I spend most of my time staring at words and trying to cudgel them into some more effective shape.
Perhaps I’ll be able to work more of that into my other writing routines, and carry that excitement forward.
Building a setting piecemeal is sometimes difficult, but often fun and rewarding. By playing mad libs with your setting, you’re able to cram together a wild group of ideas that fill out your underlying concepts and give the whole thing its own distinct flavor. My favorite example of this was Continue reading →
This post follows Be Boring and Be Hungry. It’s all about making characters for roleplaying games, and how to think about RPG character creation from the perspective of a writer.
Playing RPGs recently, one friend of mine was struggling with how to make and play her character. It was not her first time playing RPGs, but she felt less experienced than most of the other people at the table and was anxious to make a good impression and make good story contributions. She has a writing background, and is familiar with arcs and storyboards and how to make a good dramatic narrative. But she was foundering as we sat at the table, sinking beneath the weight of making a character who would be interesting enough to the rest of the players, a character who would have a complete story. She couldn’t see a way to do that, couldn’t see a way to tell the stories that seemed right for the character she had, and couldn’t reconcile her knowledge of how to tell stories with the structure of our RPG.
So many of the stories we tell, so many of the stories we read, are about reluctant heroes and passive adventurers. But those character tropes are woefully misleading and destructive when it comes to driving collaborative story-telling. Characters like that work in fiction because the creators of that fiction spend a tremendous amount of time finding ways to force the characters into action. That’s time and effort that you don’t see or recognize when you look at the story as a consumer. It’s time and effort that can suck energy out of gaming groups.
This is about defying those tropes, and having fun while doing it.
You don’t sit down at a diner counter and demand that the waitstaff convince you to buy food; you’re there because you’re hungry. You picked that place because 1) you already know they have something you want, or 2) you want to try something they have.
There are a number of covers I’ve seen for this book, and while they all ostensibly represent the book, the one above is the only one I saw in person that feels appropriate. It’s a very good book, definitely worth reading, and more than a little dark. Here’s the other one I’ve seen in print for a spot of comparison: