I
guess this last year I've made another ungenius realization. In
short, planning plot and storyline for events is work. If I were
reading this I'd think "duh" just like you are, but when
you actually start doing it you see its more tricky than one might
think. When my creative partner and I started doing this I'd never
Game Mastered a table top campaign before. It always seemed
overwhelmingly difficult to know everything before the players did,
and anticipate and manipulate their actions. When things started
rolling with our playtest group I learned quickly there were a lot of
the same skills, but with many more limitations.
First,
your adventuring party was a lot more than four or five people, and
when everyone needs something from you it slows things down. Having
two of us helped, but when one doesn't know what the other is doing
that can cause more problems. I think one of the unexpected
advantages of Mystic Crossroads has been that most interactions don't
require GM intervention. The rules covered most player vs. player
circumstances so calls for a ref are fewer than other games I've
seen.
Second,
since you need someone play every Non-Player Character you have to
limit your NPCs to the bare minimum. You can pull player away from
their own Characters to a degree, but that's not usually what they
came to play, and you want everyone to have a good time and get what
they came for. That generally means no invading armies of ogres or
complex plots to work through, or does it? What we've tried to do is
select from the PCs that are already in roles we'd use an NPC for and
feed them information that is important for what we hope to transpire
in the game. In the best circumstances you get the best of both
worlds; all players can be PCs while those supporting NPC spots are
filled.
Third,
players will never NEVER do what you plan them to do. This is the
case in table top, of course, but in larp you're herding a dozen or
more cats instead of five. You can only give so many hints about plot
hooks. Sometimes the fish just won't bite. We've planned out action
packed linear hack and slash adventures with NPC monsters, puzzels
and treasure to have players totally ignore it and go in a completely
different direction. They hung around town and bartered and bantered
with each other and none of our plans were ever seen. I left those
games feeling like I'd totally failed, but all the players said they
had a great time doing whatever the hell they were doing.
What
I learned is not to overcommit to a storyline or single crawl. I
can't own the story I think is going to happen, because it will never
happen the way I expect. I can't leave NPCs in the woods waiting for
PCs who won't show. Instead I have to start the ball rolling and just
see what people do. NPCs have to be characters just like everyone,
only I get to write their motives and objectives instead of a player.
That's when they become "real", making their own decisions
and interactions unscripted. There's a point where players write the
story for me and I just have to pay attention to what happens and
build from there. I have to be ready to change direction and keep a
good plot going.
|
from Shards of Orn larp |
This
is all really hard to plan out alone. It's a big reason we pulled
back from weekly games to monthly, and I was so burnt out by then I
still didn't get it together. As this year has started up, I've
started doing what I noticed another game group has done for years.
On a week between their games their leaders, or plot development team
meets just to discuss what happened in last game and where to take it
in the next game. Everyone builds on each other's ideas and by game
time they're all on the same page more or less. I'm sure other groups
probably do this. It makes complete sense when you need many people
directing plot, but I'd never seen it. We just had our first meet
this month and I'm already more confident about the year than I was
any time last year. I'm really excited and I hope things work well.
No comments:
Post a Comment