Monday, October 4, 2010

The Week In LARP - October 4th

Last Week In LARP

For those of you who got to go out and LARP, let us know how it was. Drop a review for the event you attended in the comments!

This Week In LARP

Uhh... yeah. I think there was a bit of a miscommunication. I guess you can use this weekend to see the family who hasn't seen you in months, get a Jugger team started, or, in my case, celebrate your Wedding Anniversary.

NERO

No NERO Events.

Alliance

No Alliance Events.

Independent

No normal Independent events.

Triumph is having a potluck night on Saturday though! It's $5 and you get an experience point! Check it out on their site.

For the love of God, if you've got a game running this week and we didn't mention you, either drop a comment here or shoot an email to larp.plot.tips@gmail.com, and we'll add you as soon as possible!

2 comments:

  1. Nero
    Chapter: WAR
    Rating: 8

    Pros:
    - Production/check-in was done before game on, and game started on time
    - Roleplay of PCs/NPCs was excellent
    - Several large scale battles (10 NPCs vs town)
    - Tons of personal plot ran involving whole grps
    - Mod sheets and hooked mods ran
    - Newer NPCs became better at playing difficult cards as game progressed (few minor issue in beginning, but were a learning point)
    - Significant challenge to PCs (they were not babied, I think somewhere around 10 deaths)
    - Use of traps and creative use of traps

    Cons:
    - lack of nature magic
    - i would say rarely, but a few times there was NPCs needing stuff to do
    - i didn't see a town collective goal (you don't need one, but i like them :) )


    Things to do better next time:
    - Check in - Encourage ppl to pre-reg production, also when ppl check in get their production asap and have them sit down and do it immediately with the staffer (we did this and it went well)
    - Would like to see the PCs get exposure to Nature casters. I would say the majority of the players don't know 1/2 of the nature spells.
    - Something I was thinking about. Staff/Plot should make a box of monster cards (relatively low level stuff) and anytime the NPCs want to play something out of the box they can grab a card and go in to town. NPC won't be bored, the PC won't be bored, staff/plot resources won't be tied up. Obviously this won't work amazingly if limited NPCs, but if you divided resources between mods and town it would go well.

    Things to think about:
    Getting new guys/lowbies involved.
    -It is extremely difficult to hook mods for lowbies, they are usually very timid. Even trying to actively hook them, they would try to shy away.
    -Possible idea is to try to run more roleplay stuff at them to begin with with the possibility of a fight if they wish.
    -Encourage the PC that brought them to talk to plot to run an adventure for them. Encourage that PC to act a protector rather than the active combatant of the mod.

    -I would love to here ideas on this. I see this as a big make or break issue for new players, the more they are involved the better chance they will come back.

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