Back to LARP writing

I’m writing LARP material again!

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.

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News, LARP writing, Pomodoro

One of my writing group friends suggested I try writing in 30 minute sprints, with a little (also pre-measured) time off between sprints for breaks, other work, other projects. It’s a minimally different variation on the Pomodoro technique. I’m surprised I hadn’t learned this work method before.

I was hesitant to take their suggestion. I usually struggle to fall into the zone that I find so helpful for writing. Writing without being in the zone feels like pulling teeth, getting into the zone takes a while, and… round and round the problem goes. But I’ve been pretty desperate to get more writing done, so I tried it.

It’s fucking phenomenal. I don’t know why it’s working for me right now. And I’m not going to look a gift writing-hack in the mouth.

The other important piece of implementing this for myself has been stricter limits on what I can and can’t do before I start writing in the morning. Listening to music is good, physical movement is good, but reading anything is dangerous, and watching a video is right out (doesn’t seem to matter whether it’s news, documentary, someone’s Let’s Play, or what). I could probably find something that would be okay for me to watch (maybe a sped up painting process for a fantasy landscape), but that would require me to navigate past lots of other enticing videos which would drag my eyes in.

Safer not to risk it. More productive not to risk it.

This is a little awkward, since it means I can’t safely read news before writing. Not even the tech news I use to doublecheck my various sci-fi projects. I also have to avoid responding to any notifications on my phone, which pile up quickly. In fact, this makes it difficult to use my phone at all, even though it’s currently my alarm clock, morning music source, and timer for this approach.

But the upside to this improved morning mental hygiene is that when I set that 30 minute timer I make significantly more progress.

A little context.

I used to regularly produce 2k words a day, mostly without a struggle. Being in that rhythm felt a lot like any other fitness regimen: it hurt to get up to speed, and every so often one of those days would be a total drag. But when I was regularly writing 2k a day, it felt… familiar. Not necessarily comfortable, but certainly not onerous. And at the end of producing that 2k, I felt good. Energized.

Writing with this timer system, with better morning mental hygiene, feels like that. I’m reaching rates close to my 2k a day. It feels great. And when the timer goes off, I can do something else that’s been weighing on my mind before I go back to writing… because I’m free of the need to be writing. I’m not constantly should-ing myself, scolding myself for insufficient focus or insufficient productivity.

I think that’s the biggest lesson I’ve found so far. This external practice frees up my internal judgements. When the timer is on I know it’s time to go. When the timer is off I know it’s okay that I’m not going. That state of being okay with not writing is incredible for my state of mind.

I’ve felt able to let go and make more new stuff that isn’t connected to anything else (yet). That isn’t helpful to my pre-existing projects, but it feels good, like I’m clearing out old pipes that had rusted nearly shut with arterial blockage. Setting aside time like this lets me turn off the voice that’s constantly worrying about what I should be doing right now, what I should be doing next, and just make stuff.

I guess what I’m trying to say is… I’m really appreciating this. I don’t know to what degree this is better brain weather, or better mental hygiene, or a useful way to guide my brain in the right direction. I don’t especially care. I’ll probably try tweaking the lengths of work sprints and breaks, but I’m definitely keeping this.

It’s even helped me feel so much less stuck that I’ve felt free to help friends with material for their LARP. I’m putting together group backgrounds based on a few objectives and a thin thread of preexisting setting, and its rewarding to quickly share those with an appreciative audience. Helps to remind me that I’m competent at this, pulling voice and larger worlds together from a few scraps.

LARP Camp in the time of Covid

I work at a LARP camp. I love the community there, and my coworkers are some of my favorite people. And when it comes to making magic happen, I would be hard pressed to find a better group of collaborators. I think we do an excellent job giving kids both awesome experiences and tools to change their lives for the better.

Obviously, this spring and summer have been a little complicated because of Covid. We run day camps and overnight camps, we have one-day events, we organize games of capture the flag with swords. All those things happen in-person.

But I’m happy to say that Covid hasn’t stopped us. With some quick thinking on the part of our community, we’ve adapted. One of my friends threw together a discord server for our community as soon as the shutdown started (J. Dragon, the creator of indie horror RPG Sleepaway). Folks have stepped up to run games on our server, and there’s a good feeling of warmth and engagement there.

Better yet, we’re running digital camps this summer. I’d been worried about them at first; they clearly won’t be exactly the same as being together in person, and I’d feared that they wouldn’t capture enough of what makes our camps really sing. But after playtesting our first game last weekend, I’m happy to say that I think we’ve got something really cool to offer.

I was right that these digital camps won’t be exactly the same as our in-person ones. That’s inevitable. But our game writers have put together a really cool set of games for this summer, and I’m really excited about them. I’ll be working the first of them, from July 13th to 17th.

I’ve been playing RPGs since before I could read and write. I’ve played more LARPs than I can remember. And I’ve taught improv theater and LARP for years. These games are good.

Part of what has me so excited is that the games know what they are. They know their constraints, and they’ve embraced those constraints instead of trying to pretend they don’t exist. Because of that, the technological interfaces for our first game actually added to immersion instead of feeling like a barrier.

I love it when a game’s systems and fiction fit together and support each other. That’s a big part of what I like about Monsterhearts, for example. But having the underlying means of interacting with the game world be part of the fiction too is even more exciting. It offers the deep immersion that so many ARGs have sought to offer, blurring the lines between fiction and reality in a way that makes the whole experience far better.

Anyway, I’m excited about all of this. If you happen to be of age to be a camper, I suggest you check out the site.

Good deaths at LARP camp

I’ve been busy teaching children to die well with make-believe swords. More importantly, I’ve been busy showing them that “winning” a sword fight doesn’t make you the most interesting or coolest character in the scene. Relatedly, I died a lot.

Near the end of our adventure game, shortly after I had led the campers in an oath to continue my mission (defending the land from dragons), I died to the big bad. It was a scripted death. It was also, if I may toot my own horn, a good one. I was lucky enough to have not one but several people come and pay their respects afterwards. I think a few of our campers have realized that they can have a good time and make good scenes with each other, improvising a good scene rather than struggling to win.

I’ll be very pleased if that sticks.

Writing LARPs for Multiple Audiences, Quick Thoughts

I’ve already submitted the LARP I wrote about last week. Now I’m deep in finishing a second one in time for the deadline tomorrow.

While a more detailed report will have to wait, I can give you additional tidbits. And it just so happens that those tidbits play neatly into another topic: writing for multiple audiences.

The game I mentioned last week is about death and mourning, but I can’t be sure that every person who plays it will engage with it as such. Actually, I can be pretty certain that they won’t. Audiences aren’t monolithic, after all, and some of my players might not yet have experienced death as a personal thing. Even if they had, they might not recognize what I created as anything like their experience.

So I wrote a game that plays with all those themes I mentioned last week, and which has places for good fun outside of but adjacent to those themes—almost like two games running in parallel. My hope is that players who don’t feel the emotional resonance of connecting with and mourning the dead (or being mourned) will find reward in fighting and building relationships with the big scary monsters of the Land of Spirits.

In many ways, the game I wrote is reliant on the skills of my staff and players who start the game as monsters. They need to give the People, the folk traveling into the Land of Spirits, enough space to have their emotional scenes. But they also need to present a challenge to the players who are bored and spoiling for a fight. And I’ve made it clear that I want them to encourage the fighters to engage with them in status-and-respect interactions. The underlying idea is that the Player Characters aren’t the only ones who can be mourned; the mechanics I introduce around mourning and offering respect to the dead work for *everyone* in the game, including people who aren’t PCs. I want the monsters to reward the PCs who mourn them, even after fighting them, because I want the people who are distracted from dealing with mourning and connecting with the dead to be drawn back into the main themes of the game and be rewarded for interacting with them.

The warriors will mostly be self-selecting, so if there are people who want to fight they’ll have the chance. And if the PCs who fight monsters never mourn any of their foes, they’ll still have an opportunity for more fighting. Actually, the more they fight and don’t mourn, the more fighting they’ll get in the future. So while one group of players is connecting with and mourning the dead, getting their enjoyment from the more emotional content of the game, another group can have a totally different experience at the same time in the same place. I hope.

At present, my rules say that dead spirits who are bored can go to RE (our system’s personification of reincarnation). My plan is for bored spirits to come back as more monsters. I see an obvious failure mode here, if RE sends people who lack the requisite skills out as monsters. Game could rapidly devolve into butchery and loss if too-eager monsters murder all the PCs. But as long as RE knows the players well, I think we can avoid that.

With luck, maybe this will work!

Death, Mourning, and a LARP

It feels funny to say this, but… death has been a big part of my life.

Not in any ground-shaking, crushing way, but as something slow and omnipresent and always visible. I suspect my mom’s work with the elderly and in hospice influenced that. I learned that people react oddly to their own incipient death, and that they have many ways of coping with the loss of those they love.

I lost several pets before any family I knew died. Those experiences weren’t at all the same, but in some way the one helped me with the other. Now, most of my grandparents’ generation is dead. I’ve lost friends younger than me, a cousin, others. I was so choked up with an unwillingness to process grief that I took years to say goodbye after my first grandpa died. Saying goodbye to my friends hasn’t really been easier, except insofar as I know that mourning them is a cycle I will revisit many times.

This is something that I’ve thought about more in the past few years. Coco really drove it home for me. I knew after watching that movie that I wanted to create something that would help others learn how they could mourn, learn how they could remember even as they let go.

I’ll tell you more about this when I’m not racing a deadline, but I’m working on a LARP that I think might do some of this. I want to give my players a chance to experience grieving for others, and being grieved for, in its entirety. I want that to be a healthy experience, one that allows for connection and catharsis. And I want my players to have fun. I hope it works.

More details soon.

Good News & Current Projects

I’m settling back in to the East coast, my body is on the mend, and I’m waiting to find out whether or not I’m about to get sick again.  So far so good!

I don’t have a new fiction post for you today, or a new review, but I can tell you all about a fun thing that I’m doing for The Wayfinder Experience (a large scale improv theater summer camp… aka LARP camp for kids). I wrote a game at the beginning of this year that loosely uses the setting of the stories Trouble Close Behind, Bloody Expanse, and Hot Mess, and which follows the events of Bloody Expanse by seeing what happens to the town of Shepherd’s Brook many years later. Read on for more details!

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Godseat, a Wayfinder Adventure

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I should note, I have no idea whether or not this game will actually be chosen for use by Wayfinder.  In fact, I still have to finish writing it and submitting it.  I think it’s a pretty cool concept, and it experiments further with some of the player vs. player mechanics that I explored in the 2014 Staff game (along with my excellent co-writers, you rock).  In the interest of not spoiling you for anything, I’ll refrain from telling you too much about the flow of game.  Instead, this post will give you a brief overview of the setting and what the game is all about.

A Brief History

There are many gods and godlings, but there is only one Most-High.  The Most-High reigns over all from the Godseat, the Throne of Supremacy, the Seat of Knowledge, the Bringer of Good Tidings and Ill News.  Whichever being sits upon the Godseat is acknowledged as the ruler of all, but no one being can sit upon the Throne forever.  The prayers of faithful worshippers, and their propitiations, may sometimes elevate a new being to the Godseat, replacing the previous Most-High and beginning a new reign.  There are some times, perhaps once or twice a decade, when the cycles of the moon and the stars and the seasons coincide just so, when the prayers and rituals of worshippers take on special power in the area around the Godseat; these times are known as the Nights of Ascension.

Long ago, before the Years of Ruin, Continue reading

Adventurer’s Rest, WFE Intro Game 2014

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I mentioned previously that I would be working at The Wayfinder Experience, and just last week I finished up my first time working there as Story staff, running the game Adventurer’s Rest.  I had a marvelous time, though I was frazzled for the first half of the week and teetered between mild euphoria and continued anxiety for the other half.  I’d do it again in a heartbeat, and I think I’d be far better prepared for the incipient chaos and drain on my personal energy the second time around.

Now that the game has actually finished, I’ve got some good stories to share with you.  I’ll even spill the beans and let you know how the game worked and came into being, though I do hope that you won’t read it all if you want to be able to play it at some point in the future.  It turns out that, despite my certainty that game would be a mess, the players had a great time both getting into character and running around with swords.  After the fact, I could see several obvious mistakes that Thom and I had made when it came to balancing the game, but I think that things both went well and still have a great deal of potential for future sessions.

First, an introduction: the game of Adventurer’s Rest was designed to offer several things that I remember being rare in many other adventure games.  Most obviously, I wanted to make it possible for nearly every single player to use magic items and magical artifacts with special abilities.  Second, I intended it to show off just how completely overpowered specific class options are, in a tremendously underplayed class.  You see, Artisans at WFE rarely get much attention, since most people would rather be almost anything else (i.e. Warriors, Wizards, Rogues, or Clerics).  Artisans create talismans that are able to empower people, but they generally require very careful forethought and good situational awareness in order to be effective.  With those things, an Artisan can take on just about anyone… but without those things, an Artisan is likely to be steamrolled by nearly anyone else in the system.  I hoped that Adventurer’s Rest would encourage players to respect the class a bit more.

Finally, I wanted to give people an opportunity to play a newer version of something like the Techna game that I remembered playing for my first intro game at Omega in 1999.  There’s something very special about introducing the option of joining the villain’s team and working against the people that you had thought were your allies.  On further reflection, it seems clear that the Techna game that I played had been better balanced than Adventurer’s Rest (possibly because it had been run more times).  It’s also now clear to me that I’d like to have a chance to play Adventurer’s Rest at a camp where I can tell the villains to go wild without fear of ruining the players’ experience.  There are certain things that are difficult to allow when you’re running an intro camp and you need to design the game around introductory expectations rather than simply allowing the fiction to run its course.

Here’s a much overdue page break.  After this, I’ll start telling you more about the game’s inner workings.

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