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Festival of the Larps 2017 happened this past weekend, and I wanted to note down a few things.

I very much enjoyed my time there, like I always do. I've never had a bad time at Festival. It's a very special weekend for me, as it's Brandeis's home larp con and I've not only been attending it for over ten years now, I've been involved in its organization for a lot of that time. I really love larping at this event.

But this time around I was so tired that I didn't get quite as much out of it as I usually do. I had periods where I would mentally check out of my games where I was a player just because I was so exhausted. I liked everything I played, but wasn't quite as sharp and on the ball as I usually am. Still, it was all good, and I don't think I ruined anything for not being at my best.

Friday night I played Alleged Entertainment's The Day We Came Home. I generated a handful of character sheets for this game, but I knew little enough (remembered less) that I could play without being spoiled. It's basically examining issues around immigration in a sci fi setting with the format of a political game. Not my usual style of larp, but it's a good example of its genre, and I'm glad I gave it a try. Also Tegan, one of the writers and GMs, totally blew my mind with her advice for how to address missing PCs due to drops: "If you need something from someone who isn't here... get it from someone else." A revolutionary and practical shift in mindset when cast issues arise!

Saturday afternoon I played Primal Spirits, where everyone is the innocent avatars of animal creatures in the early days of the world. I was Rabbit, which pleased me, as I applied a lot of my theory of rabbithood from my favorite novel, Watership Down. All the world was my enemy, and when they caught me, they would kill me-- but first they must catch me. I had a rather primitive sense of justice and had to come to terms with my children's status as ultimate prey animal. Again, my tiredness curtailed my play a little, but in collaboration with Peter Litwack I came up with a pretty clever trick to make myself come out on top in a race with Horse-- the winner would be the fastest to reach an apple, which I buried in the ground at the other end of the track. Because I was the faster digger, I won! Frith, a rabbit trick!

That night I ran the larp version of Silver Lines. I love, love, love that game. It's a very solid mystery, and physicalizing the various in-game locations with props translates it nicely from the tabletop form to the live-action one. I missed having Jenn as my co-GM, like I had at Intercon, but it's manageable with only one person; you just have to play all the NPCs. It really makes me want to write more games in this style, set at other points in the Hawking story timeline.

I did have one problem post-game that I didn't handle well. I had one player who had a stronger than usual emotional reaction to her journey in the game. I should have just shut my dumb mouth and listened, but she kept relating it back to how the game was written. Even though I knew better, I kept trying to interrogate her to see if she had legitimate criticism I needed to incorporate into an edit, but I think it just made her feel judged. I should have just listened and let her express herself. As it was, I felt kind of like a bully.

The last thing I played was supposed to be a cowboy game called Once Upon a Time in the Wild West, a prepackaged game from a professional larprunning company called Questoria. Sadly they had a lot of players not show up, so they had to sub in a short, smaller parlor game in its place. That was actually fine by me, because being so tired, I didn't mind a quicker larp. The new one turned out to be a murder mystery set at a seance, which I enjoyed enormously-- not least because I was the only one who solved it correctly! I love mysteries; I've been studying them and writing them a lot lately, so I'm actually glad the game turned out the way it did.

So yeah, overall, good weekend, though I was sorry my overall dragginess, particularly mentally, made me less sharp than I usually am. Thank you to everyone, particularly con chair Adina Shreiber, for all the hard work to make it happen!
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Tonight at 7pm you can sign up for games at this year's Festival of the Larps at Brandeis University!

This is the totally free weekend-long larp convention in Waltham! It runs from the evening of Friday, April 28th, to the afternoon of Sunday, April 30th!

The schedule of signups is as follows:

- Monday, 20 March 2017, 7pm EDT - Sign-up for one game
- Tuesday, 21 March 2017, 7pm EDT - Sign-up for a second game
- Wednesday, 22 March 2017, 7pm EDT - Sign-up for as many games as you want!

You can check out the schedule of games to find a larp you might want to sign up for by clicking here!

I myself am running my five-person mystery larp Silver Lines on Saturday night of the event, which is set in the Mrs. Hawking universe and a ton of fun. It's so small I'm pretty sure it will fill fast, so I suggest you get in quickly if you'd like to play. :-)

As for tonight, I think I am going to use my first signup for Somewhere in the Wild West on Sunday afternoon, as I love westerns, but I'm still making up my mind. There are lots of awesome games, so I really think you should take a look and plan to come and join us at the end of April!

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We had another successful Festival of the Larps this past weekend, one of my favorite weekends of the year!

I ran my short silly Wodehouse-inspired game, Woodplum House, twice this weekend, and I was pretty happy with both runs. As always, as long as the players are laughing and silly, it's a success, and by that metric I was quite satisfied. I think the Saturday morning run was the highest-energy and most amusing runs ever. They latched on to the "presence haunting the house" plot in a really great way, and somebody even came up with the idea to hold a seance! I like that so much I'm going to write that into the character sheets. It's perfectly in character, suits the fashions of the 1920s time period, and gives great opportunity for humor and silliness.

There were a few challenges this time around. Some of the characters are technically gender-flexible, but had never actually run as anything but their originally conceived of gender, so I saw for the first time how that functioned. Some of course worked a bit better than others. The socialite is just as biting, but I think is more amusing as a lesbian than as a straight man. The raucous American heir from Texas is fine either way, though perhaps a bit weirder as a woman. The only real problem, as usual, was making sure I caught all the pronoun switches in the materials. Particularly for the solving of the mystery, which involves a logic puzzle, this can have important-in game consequences.

As usual, I spent a great deal of my game NPCing the prize pig, who is afflicted at game start with an unnamable porcine ennui. I have gotten quite good at laying on my side, squealing sadly to myself. Due to an unfortunate drop, I also ended up playing Cedric Tweed the valet on Sunday. I prefer the character to have a player, but it was a surprisingly functional role as a GMC-- given that the valet's job is to respond to people's needs and concerns, you can act the character and the game master role quite easily together.

So it required a bit of improvisation and messing about on my part, but I like seeing how I rise to the challenges presented by any given GMing condition. As long as I can keep my players having fun, it's a good test for my game running skills. I think I did okay. :-)
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Signups open for Festival of the Larps 2016 TOMORROW!

Sign up for a total of 1 game at 7pm on Tuesday the 8th!

Sign up for 2 larps total on Wed the 9th!

Open signups on Thursday the 10th!

Here is our awesome schedule of games so be ready to join!
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IT'S THAT TIME, LARPERS! Let's get ready for this year's Brandeis Larp con, Festival XI: THIS FESTIVAL GOES TO ELEVEN.

A larp weekend needs games in order to make it great, so that means WE NEED YOU! Fill out this convenient bid form to offer up a game to GM on April 1st-3rd at Brandeis University. I've bid one game already, my short Wodehouse parody game Woodplum House, and I may bid more if the mood or need strikes me.

We need great things to play in order to make the weekend great! So please, step up and bid your awesome games, and make this con EFFIN' METAL.
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The last thing I played at Festival this year was Saturday Market, which despite the title was a light Sunday morning game written by [ profile] natbudin. I was impressed by the fact that he wrote it by himself as an unofficial entry into the most recent Iron GM competition. It's a horde game about customers coming to a California farmer's market. I'll play anything Nat writes, so even though horde games tend to not be my thing, I wanted to give it a try.

Apparently I was the only person who signed up who was willing to be a character who spends the entire game high, so I did. At first I'd planned on going lower-key with it. I pulled up the hood on a ratty hoodie, wore a pair of sunglasses, and carried in a bottle of eye drops and a bag of salty snacks. But as I probably should have been able to predict, "subtle" pretty much went out the window as soon as I started talking. I actually think I gave a pretty good performance. I kept up a virtually constant barrage of stream-of-consciousness "meep and deaningful" musings on a number of topics that mostly managed to avoid cliches. I mused on life, the universe, and everything in sufficiently vague and ultimately meaningless terms, and I did not use, in any form, the term "expand your consciousness." But as I should have guessed, eventually I found myself staring into the void of existential angst and started raving, and when I yell for extended periods, it starts to give me a headache. That, combined with the need to constantly improvise more things to say, meant I burnt out hard after only an hour. I had to go lay down after that. Ah, well. It was fun while I lasted. People laughed, which was my goal. I am a performer, after all.

It's not a deep game, but I enjoyed it. Could use a little tweaking to give it a touch more substance, but I love an opportunity to just go off on the acting like that, and it definitely delivered. And that was my Festival! A varied, interesting one indeed. I hope everybody had as much fun as I did, and that we do even better next year.
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The first of the two games I played at Festival was Sky No Longer Blue, a science fiction amnesia game by [ profile] laura47, [ profile] ocelotspots, and Peter Litwack. There's not a ton I can say about it without spoiling it, but I was very impressed with it.

It takes place on a spaceship (well, not actually in space, but it has that kind of feel) with a high level of attention to making the space feel diagetic. The ship has workings and dimensions, often that need to be interacted with and maintained in order to travel from place to place. It had a lot of atmosphere, kind of like the Alien movies-- there was a sense of threat coming from somewhere, but you didn't fully understand where it was or what was causing it. I was impressed that they were able to achieve that.

I liked my character, and I very much enjoy having an in-game challenge where I need to manipulate others and lay groundwork so that I can do the thing I need to do. In life it's not acceptable to be like that, but I kind of get a kick out of knowing I'm capable of it in a safe context. I liked that they gave you enough information in the environment to make deductions and get information; that aspect was very well designed. The beginning of the game was a touch slow for me, as the ship required fixing, but I had no relevant skills. Also I knew what I needed to do but needed to wait for certain things before I could do anything. That was a bit frustrating, waiting for other people to do things so I could act on my ideas. But other than that, the game is well-designed, really atmospheric, and I enjoyed it.
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This year's Festival of the Larps has come again, reminding why again it is one of the most special weekends of my year.

For this year's Festival I wrote a new game, Woodplum House, a two-hour comedic larp in parody of the works of P.G. Wodehouse. I love debuting new games at Festival, as one of the so even though I've probably been too busy for an extra project, I decided to throw one out anyway.

When Brockhurst did not fill in time to properly cast, I decided to switch it out for another run of Woodplum on Friday night. That was late enough in the process, however, that even with last-minute digging we were still two players short. I was really nervous about that, as I hadn't really given any thought to modularity when I was writing it. But I believe good GMing demands being able to compensate under less than ideal circumstances. So I selected two characters I think the game would still be functional without and tranferred some aspects of their personality and in-game activities to other PCs or to the world at large. It wasn't perfect, but it enabled players to have enough to interact with. I was really relieved to see that it worked anyway.

Both runs went well, though the fully-cast one was a little smoother. There is a fair bit of plot in the game, at least for a silly two-hour, but for most of it, the payoff is not intended to be the achieving of goals so much as getting into situations that provide opportunities for silliness and hilarity. The players in both runs were funny, creative, and silly, which is what I hoped the game would bring out of them. I spent a lot of time in both runs playing the role of Persephone, his lordship's prize pig, who at the top of the game is too full of porcine ennui to win the blue ribbon at the fair. The biggest source of humor in the game, I think, are the Dark Secrets, of which every character has three, and the corresponding Rumors about said secrets that fly thick and fast through the game. I think I did a particularly good job of writing those, as people cracked up every time they got a new one. This is a game where if the players are laughing, things are going well.

I think my favorite moment was when the valet, played by [ profile] readerofposts, and the maid, played by Pink Emily, accused each other in the parlor, each pointing out that the other didn't have an alibi. I was especially glad to amuse [ profile] captainecchi and [ profile] electric_d_monk, who know Wodehouse well enough to assess whether I captured its spirit. And my friend Kevin, with whom I did a play a couple years ago, came with a friend to try out larping and had a good weekend. That made me really happy.

The game could probably use some smoothing out. I do plan to edit it at some point, but not right now. It has a few small little mechanical things in it that are a bit clumsy, but it probably has plenty to do for a silly short game.
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As is typical, I am loaded full-up, partially by my own creative dynamism, partially by my own foolish hubris. At the moment, here is what I am focused on:

- My staged reading of my ten-minute play set in the Mrs. Hawking timeline, Like a Loss, to be held at Bare Bones one week from today.

- Festival of the Larps, at which I am running two games, Brockhurst and the new short funny game Woodplum House. Brockhurst still needs lots of players, so please sign up so it can run!

- Putting on the encore production of Mrs. Hawking, to be performed at the Watch City Steampunk Festival on May 9th. This is my most major project right now. I’ll be auditioning for the roles I need to replace— Mary, Nathaniel, Mrs. Fairmont, Sir Walter, and Colchester —this Monday and Tuesday night.

Hmm, actually a shorter list than I feared, but still plenty of work. Those are the time-sensitive ones. Like a Loss will wrap up by next week. Festival is in April, while Mrs. Hawking debuts in May.

I’m not writing quite as much lately, as I’ve made the decision to focus more energy on pushing the pieces I already have than generating new ones. But there are some things I want to be working on, even among these other things.

- Woodplum House, obviously, as I must run it at Festival and which is only about half-done right now. Probably dumb to assign this to myself now, but I wanted to have something new for Festival.

- Base Instruments, the third Mrs. Hawking story. It’s proving very challenging to design the theatrical mystery, but I want to complete the first trilogy by the end of this year.

- The sequel to Adonis. I know it’s not exactly a priority, given how much else I’ve got to do, but I feel really excited about it.
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The first round of signups for Festival of the Larps opens at 7PM this evening! I am excited to see how players make their choices. Remember that you have to sign up for the convention before you are allowed to sign up for individual events.

I hope some of you will consider playing in either or both of my two games, Brockhurst on Friday night or Woodplum House on Saturday morning. Brockhurst is a story-heavy narrative game of fairly standard form, set in a great house in Yorkshire during the First World War. Woodplum House is a light, frothy two-hour comedic game in a fanciful 1920s setting like Blandings Castle or the Jeeves and Wooster stories.

It occurs to me that other than the stark difference in tone-- Brockhurst, like most of the greater Breaking History universe to which it belongs, is a period drama, while Woodplum is a silly absurd romp --there is no reason why Woodplum could not be part of that same world. Heck, Woodplum takes place in 1922, less than ten years after Brockhurst, and in Shropshire like the Blandings stories, making it not difficult not to contradict anything in Brockhurst's Downton-Abbey-inspired Yorkshire. And nothing in the nature of the universe is all that different from anything that's possible in Breaking History. Again, other than the rather ENORMOUS tonal difference, there is theoretically no reason why Woodplum couldn't be devolving into freewheeling absurdity while Josie Jenkins is cutting it up in Chicago, or while the next generation of the Bellamys is working out their place in the changed world.

What am I going to sign up for, you ask? Well, I think I'm going to try not to take up too much space as a player, since the counts this year are a bit lighter than they've been in some years. But I would like to play Sky No Longer Blue on Saturday night, since I've never had the chance before. So that will likely be my action for tonight. Other than that, I may play nothing, or maybe I'll help fill a game that needs a player. We'll see how it shakes out!
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The schedule of games for Festival of the Larps is now available!


From the website:

"This year, Festival sign-ups will be tiered. On:

On Thursday, March 12th you can sign up for one game at 7pm.

On Monday, March 16th you can sign up for up to two games at 7pm.

On Wednesday, March 18th you can sign up for all the games you like, though still only one per time slot!"

I will be running two games. The first is Brockhurst, my Downton Abbey-inspired game, on Friday night, fresh off a very successful Intercon run. The second is a NEW game, a light silly two-hour comedy of manners in the style of the stories of P.G. Woodhouse! It's called Woodplum House (in tribute, doncha know) and it's going up Saturday morning.

So take a good luck at the many excellent games on the schedule and get ready for signups! Can't wait to see you all there!
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I am a truly hilarious person. I just get done with a huge project, producing and directing Mrs. Hawking, breathing a sigh of relief that I'm not longer that busy, and what do I immediately do? Jump back into MORE PROJECTS.

To whit:

Preparing to run Brockhurst at Intercon O at the end of February.

I am serving as GM Liaison for April's Festival of the Larps.

I am writing a new (albeit short and tiny) larp for Festival.

I am also running Brockhurst for the third time at Festival.

I am auditioning for [ profile] crearespero's combined poetry-theater performance Annabel Lost.

I am trying to get Mrs. Hawking put on at the newly restored Waltham Steampunk Festival in May.

I am working on Base Instruments, the third installment in the Mrs. Hawking series.

Probably some other stuff too. But that's certainly enough for the moment!

I am a crazy person. But I feel best about myself when I'm productive. A huge chunk of everything I do is devoted to chasing that rush. ;-)
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Hey, larp fanatics! It's come time again to bid games to build the schedule for Festival of the Larps 2015!

The festival is going to be on Brandeis campus from April 17th-19th. And we need games! So go to the Festival website to put in your bids. Personally I recommend larger games of around twenty players, but of course games of every size have a place.

I personally am bidding a NEW game-- because I'm a nutter --called Woodplum House that I mostly wrote this weekend! It's a small silly 2-hour, 10-player comedy of manners! The blurb:

"The English countryside, 1922. Welcome to Woodplum House, the ancestral home of the prestigious Lilywhite family in the charming rural village of Stoke-on-Stump! Lord Nigel Lilywhite is hosting a lovely garden party preceeding the afternoon wedding of his only daughter Emmeline, with only a few choice intimates in attendance before all the guests show up for the ceremony. But in this silly comedy of manners, the polite social occasion will be turned upside down by lovers' quarrels, raffish pranks, and scandalous secrets of misspent youths. There may even be a mystery or two to solve! Join these genteel aristocrats as what should be a civilized afternoon tea erupts into high-spirited comedic escapades!

A 2-hour light, comedic game in parody of the works of P.G. Wodehouse, with no actual characters harmed. Expect roleplay-heavy gameplay with a high reliance on schtick and absurdity, with some interpersonal puzzle-solving."

DOESN'T THAT SOUND LIKE A CRACKING GOOD TIME? Also I'm incredibly proud of naming the village Stoke-on-Stump. It's perfect and hilarious.

I also want to bid at least one other game. But which one? The obvious choice I think is my most recent large game Brockhurst, the Downton-Abbey inspired one that ran last year and will run at Intercon this March. It's 19 players, and since it would only be third run I think it would fill again.

What does everybody think? Anybody have any votes? What should I run? What would you like to play in?
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This was Resonance’s seventh run, and still managed to the first game to fill at the con. It’s gotten very good word of mouth, but I don’t want to allow it to coast, so I was nervous anyway. We ended up with a lot of last-minute drops— a circumstance that plagued Festival this year —so [ profile] bronzite and Hyde kindly agreed to fill in. I’m also very grateful to [ profile] lightgamer and Bernie for helping GM, as while it’s not a hard game to run, it really needs several sets of hands just to move all the paperwork involved in the scenes.

We ran it slightly differently than usual. We kept it moving fairly quick, transitioning in and out of the scenes basically as soon as the conversation started to lull. It was slotted for the six hours it is usually given, but we really only needed four or so. For me this felt better, as it seemed to keep the game from ever dragging. We also gave different instructions for the third act. It’s usually run with a fairly heavy plot hammer, and I wanted to try and run it without it. So instead we said “You have this limited time until (X game-ending thing) happens. What do you do with it?” It actually had fairly decent results, perhaps not exactly what our design intention is, but the players seem satisfied.

Also one player commented on a design aspect of the plot and she put into words something that had been nagging at me. I’m not sure it is something that really has practical bearing on the game, but I may bring it up to my co-writers when I have recovered my brain.

It's a damn good game, though. We saw some great roleplaying moments, particularly from Dave K, and it definitely justified while it still fills so fast.

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My second event of Festival was the one I’d been most nervously anticipating, the first run of my newest game, a collaboration with Bernie, a Downton Abbey-inspired period game I called Brockhurst.

That this game came off at all was something of a wonder. It was written in two and a half months, the fastest I’ve ever completed a four-hour larp. It has nineteen characters, and I wanted it to be as thickly plotted as possible, as I am a hard-core narrativist and wanted lots of story to keep people engaged. The size, the short period, and the high standards I went in with made it difficult enough even without my family problems hanging over me, so I had a lot of anxiety over getting it done, and fear that it wouldn’t come out any good. I certainly couldn’t have done it without Bernie’s help, who signed on to be a coauthor and ended up having to also be my personal wrangler when I got down about things. We spent pretty much every waking moment of the week leading up to the game finishing, printing, and packing it, and it was an incredibly high-stress experience.

I suffer from a fallacy where I tend to believe my writing’s quality exists in proportional to the ease with which I wrote it. As in, stuff that was easy to write must be good, stuff that was hard to write must be bad. Those things do not necessarily correlate, but I struggled so much to get this thing done in time that I couldn’t shake the fear that it was boring, had no plot, wouldn’t work, blah blah blah. I was incredibly paranoid that people wouldn’t have enough to do.

But once thing got going, people seemed pretty busy and happy. A lot of people really got into their characters and came up with some fabulous things. We had a fabulous cast, which helped. This was [ profile] polaris_xx’s first larp, and I really wanted to show her a good time, so the good cast helped. [ profile] bronzite also very generously agreed to step in and fill a drop. All awesome people doing awesome, awesome things. Bernie was proved right on a bunch of casting choices he insisted on that I hadn’t initially been able to see. When people who enjoy larping together get the chance, they can make their own fun, but they also seemed to get their teeth into the stuff I wrote. That was gratifying. We even saw proof of concept of some ideas that were kind of experimental, such as the telegram mechanic.

Most of the characters seemed to have fun; we heard a lot of very enthusiastic reports after the game. We had one character not present in the game due to the player getting a migraine, which I worry had consequences on other’s characters’ times. There was one player in particular whose experience was spectacularly bad, and I feel really bad about it. I think there were lots of factors at work, and I will have to examine that character closely to determine the problem with it, but the other character’s absence was likely part of it.

It was also neat to get to watch the presence and interpretation of characters from my other stories. Because Brockhurst takes place in 1915, it was possible to have Mrs. Hawking’s grandniece and grandnephew Beatrice and Reggie Hawking present, as well as Marcus Loring, Rowan’ cousin, and Jamie Harper, the grandson of Zachariah Harper, Tall Bear, and Negahse’wey from The Stand. Admittedly Marcus and Jamie were among the toughest to incorporate into the overall plot, and probably require more editing than most, but I do like the idea of them. The Hawkings seemed to work just fine, and it was neat exploring two characters who I’d only ever really thought about as babies previously. And hey, if anyone was made more interested in reading any of the original stories, I’d be happy to pass them along.

So overall I’m pleased. Not bad at all for a first run, given how quickly it was written, and how much outside garbage I was dealing with during the writing. Thanks so much to all the lovely people who played the game. You made all the effort worth it.

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My first game of the weekend was Saturday morning, Midsummer Mischief run by [ profile] captainecchi and [ profile] electric_monk.

I had a lot of fun in this game. I played Constance Keeble, the horrible sister of Lord Emsworth, and it was a perfect cast. I am by nature a mean, nasty person, and I was carrying a lot of rage and frustration from the previous week, so the opportunity to be the bad guy who was awful to everyone was very welcome. I wore a slightly outdated costume that was more of a look for the teens rather than the twenties, with a big hat and a horrible mink stole I found in a thrift store.

I had goals and things—mostly about controlling my unruly, embarrassing family so that they wouldn’t marry poor people — but I was much more interested in simply being this character. So I stomped around ranting at people, criticizing their behavior, and loudly bemoaning the distinct vein of idiocy that ran inexorably through the Threepwoods. I’ve been reading the Blandings books quite a bit lately, so I knew the tone, and was particularly pleased to see people nailing the portrayals of their characters. Favorite people to interact with included were [ profile] oakenguy as my dear brother Clarence Threewood, ninth earl of Emsworth, who got his Lordship’s pleasant vagueness exactly; [ profile] witticaster’s hilarious nailing of the Honorable Freddie’s unique speaking cadence; Hyde’s perfect and slightly creepy Efficient Baxter; [ profile] zapf’s mix of loyal devotion and acid bitterness in Beach; [ profile] lightgamer’s getting Galahad Threepwood’s accent and biting wit dead-on. Favorite moments: detailing the fate that awaited Beefy Bingham if he married my niece; to wit, that he would forever commingle his bloodline with the Threepwood font of idiocy. Telling Gally that his monocle gave his face the nastiest expression, to hear in return that he preferred it to my hat with the aspect of a runaway fruit stand. Backhanded sniping with my sisters played by [ profile] in_water_writ and [ profile] ninja_report. Forgetting the names of the nobodies my blasted nieces and nephews were marrying, and so referring to them as Shiftless Peasant and Backalley Slattern. I also enjoyed instructing Huxley, the horrible little boy hilariously played by Nick, to find the air gun and shoot one of my irritating relatives, I didn’t care which.

I had a lovely, light, silly, frothy time, and it helped raise my mood from the exhaustion and frustration brought on by all the work to get Brockhurst ready to go for its first run. Thanks to Lise and Matt for being so good as to run it for us!

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You may have noticed how little I've written lately. Well, that was because for the last week basically any spare moment I had were given over to finished up the writing, printing, and packing of Brockhurst. Festival weekend now has been satisfactorily concluded with all responsibilities delivered.

I plan on spending the next week recovering. I am exhausted more than usual-- NEVER going to run other games the same weekend I'm debuting a new one EVER again. I will be writing up my con report, but otherwise I plan on doing a hell of a lot of flopping, and not a lot that's productive.
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This week is signups for Festival of the Larps!

Tomorrow, on Tuesday, March 18th you can sign up for one game at 7pm.

On Wednesday, March 19th you can sign up for up to two games total at 7pm.

On Thursday, March 20th you can sign up for all the games you like, though still only one per time slot!

I would also like to remind you that my brand-new Downton Abbey-inspired, English-estate-during-WWI game Brockhurst is debuting on Saturday afternoon of Festival, and I would be delighted to have you all sign up.

I will also be running Resonance Saturday night and Break a Leg Sunday morning. The first is an intense, on-rails, scene-based science fiction game where the choices you make in game determine the character you are playing. The second is a light silly two-hour game about a dysfunctional theater troupe trying to scrape together a show.

I myself intend to sign up for Midsummer Madness on Saturday morning, and that will likely be the only thing I play. Maybe you'll be lovely enough to join me!

Don't forget, you have to sign up for the con before you can sign up for games when they open tomorrow night! So excited to see how these things turn out!

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The Fiestaval schedule is available for viewing! [ profile] inwaterwrit did a lovely job of arranging it, and I am pleased to say there are LOTS of interesting games on it.

I would like to cordially invite all of you to play my new game, Brockhurst, a Downton Abbey-themed WWI-era larp that takes place at the Servants' Ball on Twelfth Night. It will be running Saturday afternoon, and it promises to be a high-plot, high-character adventure will opportunities for dramatic scenes and great costuming, so I hope you will join me.

I am also running Resonance, the experimental-form select-your-own-character game I wrote with Alleged Entertainment's [ profile] natbudin, [ profile] emp42ress, and [ profile] simplewordsmith. I will be assisted by the lovely and talented [ profile] lightgamer and Bernie. If you haven't yet played this game, it's a really unique, intense experience, and I think we did a beautiful job of crafting both the story and the emotional journey. That will be happening on Saturday night.

Then, Sunday morning, will be Break a Leg, my short silly game about a dysfunctional theater troupe based on my play Merely Players. It's great for something easy, silly, and hilarious, so if that strikes your fancy, I would love to have you in the game.

As for playing, well, I will be so overwhelmed from running that I think I will only play one other thing. I think that thing will be Midsummer Mischief, a funny comedy of manners set in the world of P.G. Wodehouse. That will be Saturday morning.

And that will be plenty of lovely con for me. What will YOU be signing up for?

breakinglight11: (Cavalier Fool)
The website is now live for Fiesteval, Festival of the Larps 2014!

We need lots of games, and we need them soon. A message from inwaterwrit, our lovely con chair:

"To guarantee your accepted game is on the schedule when the schedule is first posted, please make sure your bid is submitted no later than Friday, March 7.

If your bid reaches us after that, your accepted game will still be on the schedule before signups if your bid is in no later than Friday, March 14.

After the schedule is posted, the sooner you bid, the faster we can accept and schedule your game! If your bid is accepted after the 14th, we may not be able to post your game to the schedule until after signups have opened."

I myself have already bid two things. One of them is Break a Leg, my short humorous dysfunctional theater troupe game. But the other one will be ENTIRELY NEW. The blurb:

"For centuries the British aristocracy set the standard for civilized living in the western world. By 1915, the house of Edward Bellamy, Earl of Brockhurst, finds itself extinct in the male line and the inheritance has fallen to earl's eldest daughter Claudia. This year's Servant's Ball held at Brock Hall has become the social event of the season, drawing all manner of parties interested in the future of the earldom. But as they struggle to uphold the foundations of their traditions, the world around them is changing. The rising middle class is challenging the supremacy of the old order, and the outbreak of the Great War threatens to shake the lives of everyone, from the most exalted nobles to the humblest of their servants. Theirs may be a culture of elaborate manners and ceremony, but times of strife will tear through the polite facade to the complicated workings within.

Brockhurst is a highly social, low-mechanics larp based mostly around narrative roleplay involving family secrets, social upheaval, historical politics, and interpersonal maneuvering. There will be opportunities for dancing as well as some characters to be involved in war-themed strategic challenges. Inspired by the PBS television series Downton Abbey, Brockhurst is the game of high society manners and intrigue set against the picturesque background of a British earldom in the time of the First World War."

AREN'T YOU EXCITED? Of course you are.

Help me make this con the most fabulous it can be and bid your game!


breakinglight11: (Default)

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