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I have joined with several other talented larp writers and players to form Game Wrap, a new journal dedicated to articles on exploring live action roleplay as a serious medium of expression. And now we are looking for people to submit bids for articles to include!

From Brian Richburg, who is also on the editorial staff:

"Game Wrap needs your larp essays and larps!

Game Wrap is a new yearly publication focusing on the art and craft of live action roleplaying games. We’ll be releasing our first volume this winter, in both a pdf and a print on demand version. Game Wrap will contain articles about larp theory and practice - the process of writing and running games as well as playing in them. We also publish analyses of larp as an art form, educational or therapeutic tool, and pastime. Alongside each volume, we will also be publishing the full text of one or more pre-written larp scenarios, accompanied by reflective essays and discussion from the authors.

All forms and traditions of larp are welcome!

We’re currently looking for both essays and short, pre-written larp scenarios for our first volume. We’ll be accepting abstracts from now until July 1st. If you're interested in writing an article or publishing a larp in it, please submit your abstract on our website.

Game Wrap is a publication of New England Interactive Literature, the organization behind the Intercon larp conventions and the annual New England Larp Conference (NELCO).

Please feel free to post or pass along this message!"
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Signal boosting, from a message passed on to me by [livejournal.com profile] denimskater:


Arisia LARP Town Hall
Thursday May 7th from 7-9pm at MIT in the Whitaker Building (Building 56), room 154.

Help shape the future of LARP at Arisia. This Town Hall style event will be an open discussion on the challenges and rewards of running LARP content at Arisia. Can Arisia do LARP well? If so, what needs to change? If not, should Arisia do LARP at all? Open to all of the Arisia community (attendees, volunteers, participants, and those who've never been to Arisia before, but are interested!)

Kris "Nchanter" Snyder, the Arisia 2016 convention chair, will be available prior to the meeting starting at 6pm for people to chat with her informally on any topic pertaining to Arisia

Topics covered at the town hall are likely to include:

* Ideal blue-sky LARP scene at the convention. (E.g. what would the LARP community want to see at a January convention in Boston, and what is a realistic LARP presence that could happen in the next 2-3 years.)
* Space and time constraints that Arisia has.
* Boffer vs Theater, One Shot vs. Campaign, Cast vs. Horde games – How to get more diverse game styles involved
* Support for more experimental LARP layouts, like multi-room things / across the hotel.
* Setting expectations for what is expected of the LARPs that participate at Arisia

Hope to see you there!

-Kris "Nchanter" Snyder
Arisia 2016 Convention Chair
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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 [livejournal.com 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 [livejournal.com profile] laura47, [livejournal.com 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 [livejournal.com 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 [livejournal.com profile] captainecchi and [livejournal.com 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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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!

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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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Saturday night I played in Spring River, the newest from Alleged Entertainment, written by [livejournal.com profile] natbudin, [livejournal.com profile] emp42ress, [livejournal.com profile] simplewordsmith, and [livejournal.com profile] v_cat. I always try to play their stuff, at least when I'm not on the writing team myself, as they do some excellent innovative stuff with the form of larp. I was actually invited to be on the team for this one, which I regretfully had to decline due to other commitments, but the upside was I got to play in it.

The premise of the game is that every player is one personality trait within a complete character, so four of you make up one complete person who must battle it out to figure out what decisions your shared person will make. While not on rails, there are few secrets in the game, and you are actively encouraged to temporarily drop out of character to plan what the most dramatic trajectory for your person. By the end your character will have lived a mostly complete life as determined by how the various personality traits determine their choices.

I was cast as Noah's Hedonism, a role that I was not immediately sure how to approach. I didn't want to go creepy or gross, and I didn't want to box myself into something repetitive that wouldn't be applicable in all situations. Like, if I chose to interpret it as fixated on, like, animal appetites, like always wanting to go off and have sex or eat or something, it would get old fast and I wouldn't have much to contribute to actual conversations. So I decided to go with the idea of "I want what I want when I want it," with no ability to suck it up and deal in situations I didn't want to be in. Being obsessed with pleasure, in this case, meant always wanting to do the comfortable, pleasant, easy thing, rather than ever work, struggle, or suffer. I found this to be a workable perspective in the context of the game.

It was clear from the beginning that I was the worst part of Noah-- the weakest, the most immature, the most wrong. I believe I existed, from a game design standpoint, as the force of conflict in Noah's brain, as the others were his Idealism, his Nuturing, and his Competitiveness. I played it like a self-centered teenager, and whiny, loud, and actually pretty funny, advocating for the easy, fun, impulsive choices. This had the effect, I think, of establishing me as both really absurd, and always wrong. I think that made sense, as I knew I was the shoulder devil of the group. All that seemed to work, and I think I did a pretty good job of it. I even think I was the only person to make in-character use of the fact that we were all tied together at the wrist. When they were having a boring conversation I didn't want to be in, I pulled as far away as I could and slumped on the floor so that they couldn't forget my deadweight pulling on them; when I wanted them to go my way, sometimes I tried to pull them over towards me by it. But I have to say, I ended up having probably the strangest moment I've ever had in a larp because of it.

There was a moment where my team seemed inclined to go down a path that I as Hedonism felt was not just a pain, but CATACLYSMIC for our character. We'd become too workaholic, our stress was huge and we weren't really enjoying our life, our family, or anything. Since this was such an extreme moment, I decided that was the point that Hedonism would throw a fit. I mostly had just whined and made demands up to then, so I thought the time had come to escalate. And that's where the strangeness started. They literally ignored me. They didn't just tell me they weren't going to do what I wanted; they started talking to each other and paid no attention to me at all. So I escalated. I actually started yelling things like, "I NEED YOU TO TAKE CARE OF ME." And they STILL ignored me, despite the fact that I had, albeit in a whiny obnoxious fashion, descended into nakedly begging to be addressed. That was the moment that Phoebe was yanked outside of the character of Hedonism for a moment and became really aware of the circumstances. And believe it or not, I experienced my first-ever moment of bleed in a larp.

I'm pretty much ninety-nine percent bleed-proof in larps; I am a technique actor, not method. But, if you know me at all, you probably know that about half of everything I do is influenced by the desire to prove to the universe that I am not lazy or needy-- basically trying to avoid anything that could ever be construed as hedonism. Not that it's exactly the same, but I never want to be the kind of person who imposes on other people for their own comfort. As Hedonism in that moment, I was doing exactly that. It was totally in character for Hedonism, but not only would Phoebe NEVER demand to be taken care of, but she's fairly convinced that it's the fastest way to give people contempt for you. So they'd never actually indulge that. So Phoebe had a weird moment where she saw people ignoring Hedonism's BEGGING for care and it confirmed for her that deep-set fear and belief of, "Wow. Even if you're desperate, you really can't expect help from anyone. They won't be there." And that caused that weird emotional bleed through where Hedonism's situation made Phoebe have a little moment of upset.

Now, it totally made sense for my scene partners to act that way. As I said, my performance taught them to regard Hedonism as both absurd and always wrong. And while it made sense to me that Hedonism wanted to be heard in that moment, I was not feeling like other players were being unfair in any way; I certainly didn't care that I wasn't getting my way. Ultimately, Hedonism pointed out that they NEVER gave in to what Hedonism wanted, and it was about damn time. It led to the other characters realizing that they'd never fed their desire to feel good and have fun and it had boiled over. I think it's notable that while many traits, such as Nuturing/Overbearing in Noah, had both a positive and negative aspect specified to them. Hedonism only had the negative, but it occurs to me that the positive side of it could be considered to be "Self-care." And that part definitely got neglected in Noah! And you know, having that be a crisis point actually gave an interesting turn to our character's story. He NEEDED to struggle through this problem, and that conflict shaped our arc. As [livejournal.com profile] natbudin pointed out, it led to a startlingly diagetic representation of a midlife crisis.

So I really liked this game. While I'm not really in larp for bleed, I prefer to just tell compelling stories, it was interesting that this happened to me. And I loved the acting challenge the strange role offered. So I highly recommend this game, which will be running at Festival this April!
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Friday night at Intercon I ran my most recent game, Brockhurst, a Downton Abbey-inspired larp that ties into my greater Breaking History universe written in collaboration with Bernie. I was a bit nervous, due to some weird issues the first run had at last year's Festival. There were some problems with power dynamics, and certain players had a hard time getting into their characters. There was some indication that it was out-of-game stuff affecting it, or bad casting matches, rather than nececessary fatal design flaws with those parts of the game, but you can't be sure with only one run. So after some thought, I decided I wasn't going to edit the game in any substantial way, in order to have another data point for assessing what needs work.

I'm glad to say I think things went really well, certainly better than the first. I even think we may have achieved a full cast that had fun, even if maybe not everybody loving every minute. Certainly nobody brought any problems to me, though certain plots went better or worse than they did last time. The villain roles were yet again cast with very clever people, who damn near ate the whole game, but not to the point where their opposites felt like they had no agency. [livejournal.com profile] bronzite was also a huge help. I shouldn't have been surprised, as Bernie told me it was like this when he ran it last time, but he ended up occupied with manning the telegram message-sending system pretty much the entire time. He did a great job with it, and it was a big weight off of me to know that it was being handled so well.

I made two small tweaks to the way I ran things, both of which were suggested by previous players, and I think they helped. First, I made an announcement at the end of briefing that even though everybody is roleplaying bosses and servants, people should not abuse that power dynamic. Nobody has the right to boss anybody else around, and nobody has to take orders they don't want to take. We're here to have fun, so don't be a jerk. I think it helped, as it didn't seem to ever be a problem. The other thing was I had the dancing happen first. I was told it might help mix the players who might otherwise might not find reason to blend. Again, I think it helped, maybe even with keeping the upstairs and downstairs people on a more equal footing as the tone of the Servant's Ball dictates.

The game needs a little editing, but not nearly as much as I was worried it might. There are still a handful of character who could probably use a little more. No character is thin, in my opinion, but it's such a high-plot game that some characters a bit light by comparison. So I could use maybe an extra plot or two. Also, I think I need to make some evidence of the various mysteries that cannot be destroyed. A consistent problem is that when the villains are clever, they can fairly easily conceal all signs of their misdeeds such that the characters on their trail will never get a hold of them. Not exactly sure how to do that, but it's a direction for the edit. Maybe I'll be able to get that done in time for the Festival run. At any rate, I was really pleased by how happy the players seemed to be, which made me feel more secure in the game.
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Home from Intercon, and as I feared, put-off responsibilities are crashing down on me, but I had a lovely weekend. Intercon really is one of the high points of my year, and this was no exception. I will now write about it in pieces, out of order, beginning not with the Friday night run of Brockhurst, but instead about the first game I played, The Dying of the Light.

About the right balance for me at a larp weekend is to run two things and play two things, preferably equally distributed across the weekend. I wanted to play The Dying of the Light because of the writer team— [livejournal.com profile] wired_lizard, [livejournal.com profile] mllelaurel, [livejournal.com profile] staystrong62805, and [livejournal.com profile] bleemoo —and because they beat Agent Bobo of the Resistance in the Iron GM of two years ago by something like a third of a point. It’s a high weirdness game, the sort where nobody is what they seem, which doesn’t usually interest me anymore, but this was a particularly well-done example.

Without spoiling too much, I was a chaos character, working to bring about the end of the world, and I believe, unless I’m mistaken, to have been the first player to actually make that happen. I love characters that give me an opportunity to have a socially acceptable outlet for my deeply-ingrained desire to lie and manipulate that I usually have to suppress in order to not be a terrible person. I told hideous untruths to my son with a monster inside him in order to enrage him enough to bring out his beast, then set him against my enemies, and then turned away any attempts to subdue him out of feigned motherly concern. At last, when everyone learned they had to execute him in order to save the universe, I told him to run and not look back, while using my shape shifting powers to impersonate him and die in his place. When they believed he was out of the way, they would think everything would be okay when in fact I had beaten them. Thusly, I lied and screwed my way to the end of everything, and it was very fun. I love being villains and manipulators, and it pleases me when I do a good job of it. I do not to be that person in real life, but frankly I get a little charge knowing I can pull it off when I want to. I also got to exchange bitchy bon mots with my ex-wife, and if there's anything I can do besides lie, it's be a Mean Girl. ;-)

As for how it compares to Bobo, the two games are honestly apples and oranges. DotL is a beautifully executed example of a larp form that is very difficult to keep from being tired at this point in the development of the form, while Bobo is experimental and innovative. Both are very well-thought out and provide an engaging play experience, but it is very possible to hate either of them if the form is not to your taste. But I was impressed at how well they made that larp style work, and I definitely had a good time in the game.
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Very excited for Intercon this weekend, but due to the various committments in my life, I'm unfortunately going to be a bit stressed about the time I'm not getting things done. Over-committed is of course my typical state, but I've taken on certain things recently out of necessity even though I didn't particularly want to. I'm costuming a production of Tartuffe that opens the weekend after this one, which is a nice experience and normally I'm very happy to do this sort of job, but I'm busy enough that I probably wouldn't have gone for it if I didn't really badly need the money. It's not super-convenient for that to be away all weekend for Intercon, but I'm just going to have to deal. :-P Also, for the first time ever, I have elected to not get a hotel room, in the interest of economizing. I hope this isn't a huge pain, but I really can't swing it this year.

It turns out that due to a crisis his family is dealing with, Bernie isn't available to come up this weekend to help me run Brockhurst. [livejournal.com profile] bronzite is kindly stepping in to take his place, for which I am very grateful. It is mostly unedited from the original version. This will be only the second run ever of Brockhurst, and I've always believed you need at least two goes-through to decide if your design is functional. One player may have an unusual experience, making a given design choice succeed or fail, but if it happens to two or more, than you can make a pretty accurate assessment. The first run in particular seemed plagued by outside problems that I think were a factor in how people experienced the game, and I'd love to see how things go in the absense of that. At the very least, two data points should provide a better metric of what's working and what needs addressing when I seriously edit.
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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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Most larpers have heard that story of when Don Ross got a whole cast apping for wizardry and romance in a game that had exactly one of each. In response, he eventually ended up writing a game called Young Wizards in Love, where everyone was a wizard with a romance plot.

Bernie and I cast the run of Brockhurst to happen at Intercon O today. It was actually easier than the first run, and I think we came closer to pleasing all the people this time. But as always, there are always clusters of players who all want, or don't want, the same thing, and it can be tough to make sure there are enough of the appropriate characters to go around. Apparently the game this particular cast wants to play is actually Young Childfree Pacifist Edwardians in Love, as everyone wants romance, to NOT have anything to do with World War I, and to not have to take care of an in-game baby.

The WWI thing, while frustrating, I can understand. I don't think I adequately describe what that plot will entail on the casting questionnaire. I think people think they will be playing a war game, which is totally not what it is. In reality that storyline is about making narrative choices that affect what happens on the front, which in turn affects the lives of the soldiers as well as the characters in-game. I know it's my fault for not explaining it well, but it's frustrating that something that has such a major thematic influence-- the MAIN THEME OF THE GAME is how the world is being blown apart and reformed because of WWI --seems to many players like a tacked-on mechanic.

The other thing, the fact that nobody wants anything to do with the baby, is less comprehensible to me. Both times, almost EVERYBODY has wanted NOTHING to do with this motherfucking baby. It is clearly explained that it is in-game only, as in not real, and will not take players away from interaction. It is a DOLL, and it barely even has any mechanics attached to it; it maybe needs the most cursory of attention once an HOUR. It's purely a narrative device. I can totally understand and sympathize with people not wanting to deal with real children because of disinterest or discomfort or something. But having such a strong objection to a babydoll while playing pretend for four hours? Do not get why it's such a big problem.
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As I've mentioned, I costumed a production of She Kills Monsters at Dana Hall this semester. One of the coolest set properties in the show were the heads of the Tiamat, the final boss in the story of the play, made by Mr. Peter Watson, the technical director at Dana Hall. They were dragon heads on long poles, each individually operated by actors.

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As they didn't see the need to keep all five, Mr. Watson very kindly gave me one of the heads after the show. They were so cool-looking I really wanted to keep one. I thought maybe I could find a use for a dragon head prop, given all the theater and gaming stuff I do. I chose the silver one-- nicknamed "Ben" by Eva, the girl who operated it --because I thought it might take best to repainting if I ever wanted to alter it to another color or look.

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It's currently sitting in the trunk of my car, like a grisly dragonslayer's trophy. :-) At some point I'll need to write a game I can use it in. I don't know what it might be or how it might be used-- now is certainly not the time to be thinking about such things --but I think it's too cool a prop not to reuse.
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At 7PM the second round of Intercon signups go live!

I'm going to shoot for the Saturday afternoon run of The Return to Gray, a post-WWII small-player-count historical larp written by twilighttremolo. It sounds very interesting and intense, and I know of at least one person I'd like to play with already signed up for it. It's only got a handful of slots, however, so I'd better be quick on the uptake.

Brockhurst, my Edwardian/WWI-era Downton Abbey-inspired game running Friday night, currently has four players out of a total of nineteen. I'm hoping it will fill this round, but we'll see. I'm confident I won't have any trouble ultimately having enough players, but it's validating to see people eager to play. Hell, Resonance, which I'm not running but for which I was a writer, is also running Friday night, is on its eighth run and still managed to max out in the first round. :-) Her Eternal Majesty's Privy Council on Sunday morning only has one player so far, but silly Sunday games always are people's last concern.

Intercon also needs more games, as the con is growing in attendance and it's harder to have enough player slots. So if you could bid your game for Intercon it would be greatly appreciated! Running a game is a great way to enjoy yourself in a timeslot where no other game appealed to you, and it gets you a comped membership to the con!

Otherwise, be sure to sign up tonight! Make certain you set your alarms!
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I almost forgot in the flurry of activity surrounding my show, but tonight Intercon O signups open at 7PM! Here is my current plan.

I am running Brockhurst, mine and Bernie's Downton Abbey-inspired WWI-era historical larp, set in the Breaking History universe that also contains Mrs. Hawking and The Stand, on Friday night! I hope you'll sign up if you haven't played. Or, if you have and nothing else appeals to you in that slot, I'm looking for GMs to help me run it! Let me know if you're interested.

I am also running Her Eternal Majesty's Privy Council for the Continual Funding of the Mad Arts and Sciences, the council-style horde larp parodying the steampunk subculture I helped write with AE Games, on Sunday morning. A very funny, silly game, which I never saw the first run of it, so it will be fun to finally witness how it goes!

I would like my first signup to be for Spring River, the latest offering from AE Games. I always enjoy their work, so I'd be excited to play it. Unfortunately I may not be able to be near a computer at 7PM when things open. I've asked Bernie to help me if he's able, but we'll see. Fingers crossed that I can get in one way or another!

That might be it, I'm not sure yet. I wouldn't mind a light Intercon, but I'm open to the possibilities. :-)

Don't forget to sign up! What are you hoping to get?
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The schedule for this year's SLAW, the mini larp con at Worcester Polytechnic Institute, is up! It goes from Friady, November 21st to Sunday, November 23rd, and I will be running my larpy tabletop one-shot, The Bloom of May, on two occasions that weekend! There are only FIVE slots per run, and it will be going on 7PM on Friday and again at 2PM on Saturday.

Click here to view the schedule of games!

The blurb for my game:

"The year is 1934, and as Fairfield, CT comes out of the Great Depression the divide between the worlds of the rich and the poor has never been greater. Still, there is more going on in this quiet red brick town than meets the eye, and everyone, from the grandest society families to the humblest of their servants, has their secrets. In this roleplaying-heavy story-oriented one-shot, play as characters from all walks of life as these worlds collide as the desire to solve a decades-old mystery entangles them all.

"The Bloom of May" is a four-hour story-oriented blend of larp and tabletop game with pre-generated characters. The genre is dramatic mystery and it takes place in the real world. It is entirely mechanics-free, heavy on plot, and intended to be focused on interpersonal roleplaying and a collaborative telling and unraveling of the plot. Contested actions are decided by GM fiat. Characters come in the form of larp-style prose character sheets."

For fans of my work, or those interested in becoming fans, this story takes place shortly after the events of my screenplay The Tailor at Loring's End and includes some of the same characters.

I hope you'll come out to SLAW, and consider signing up!
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Bernie and I celebrated our first anniversary of dating this week. Our real anniversary is in May, but my mom died like the day before and I forgot all about it. So we finally remembered and decided to celebrate. We went out to Forum, the restaurant where my brother Casey works, and had a wonderful dinner. We don't go out very often, especially not to fancy places, so it was fun to get dressed up and have such a special meal. Casey took good care of us, and it was really nice of him to make sure we had such a nice time.

Bernie's gift to me was a Sherlock Holmes-themed game where you explore London to solve a murder mystery. We played it for the first time last night, with [livejournal.com profile] lightgamer [livejournal.com profile] morethings5 and Sam, and it was a blast. Your objective is to find the solution in fewer steps than Sherlock himself did, which encourages choosing your information sources strategically, but also to learn enough to get the full picture of what was going on with the victim and the crime. I loved the conceit of figuring out where to go and who to talk to in the city to gather information, plus examining newspapers for possibly relevant stories. It made me want to write my own mystery using the rules of this game-- I'd set it in the Hawking universe, and maybe change the conceit to the players all being members of the Hawks and learning their craft from the master. Mrs. Hawking is more of a spy than a pure detective, but she definitely uses the techniques of deduction, so I think it would be easy to adapt her sort of capers into the form. I'm very grateful to Bernie for finding this game and I think we're going to have a lot of fun with it.

I still can't get over how happy I am to be with Bernie. I feel like I can share all the aspects of a relationship with him, from the fun exciting parts that you enjoy together, to the mundane everyday parts that are improved by the other person's presence, to the difficult unpleasant parts where you need strength and support. There is honesty and genuineness, and even when things aren't perfect, I always feel respected and valued, and like we have methods to deal with the problems. There are no red flags I have to ignore or get past. Maybe it's silly how that still seems so miraculous to me, but even though things finally feel like I'm in the right place, I still can hardly believe it. 
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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 [livejournal.com profile] bronzite and Hyde kindly agreed to fill in. I’m also very grateful to [livejournal.com 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 [livejournal.com profile] polaris_xx’s first larp, and I really wanted to show her a good time, so the good cast helped. [livejournal.com 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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