Showing posts with label how to run this larp. Show all posts
Showing posts with label how to run this larp. Show all posts

Monday, June 1, 2009

How It All Played Out

So how did everything actually go?

(Note that there's plenty of spoilers, and you may want to have read the relevant scenarios in Executive Decision and the Cavendish Memo to follow along here.)

In both scenarios, there was always enough discussion that I as GM had very little to do. I sat back and listened, occasionally answered questions, but in general the discussion moved enough and never got repetitive, so there wasn't much GM intervention needed. I had a few bits prepared to introduce new complications and thereby spur on new discussion. but if anything, I had trouble finding a good point to spring these twists on the players.


For the first scenario, the President was Matthew, who was pretty active and forceful and good at having the discussion flow around and making sure each person gave some input. They decided initially to delay saying anything about the memos, and just had the FBI (or whatever the appropriate agency would be) investigate the secretary's disappearance and the missing memo. So we assumed that they waited a day, then reconvened. In that time, the memos were leaked, and sothe White House wound up at a disadvantage on the news narrative. (The FBI did find that the secretary had been talking to a political rival Senator, but that was not much use). So the second day they had to figure out how to respond to the memos, which they succeeded pretty well in rebutting in the final press conference. The White House's story became that they were planning on meeting with Cavendish CEO in person and telling him "no" on loosening environmental policy, but trying to work out some other way to keep the factory in the country. I don't recall if anything was actually decided about a long-term policy change to help the corporation stay in the country.

President Campbell did a good job presenting their story to the press, answering the difficult questions and dealing with things. People had a positive reaction to his presentation, so it worked out well for the White House. Mostly, the reporters stuck to the pre-scripted questions, except for Adam, who didn't get a reporter (we were short one). Adam played a reporter from the Weekly World News claiming the President was a Reptoid. After being escorted out by Secret Service agents, websites devoted to tearing off President Campbell's human mask and revealing his reptilian heritage spread across the Internet.



The second scenario still played out pretty well, but ended a little worse for the White House. Amber played the President the second time, and still seemed to do fairly well refereeing the discussion. But though diplomacy with Kerzhakstan was repeatedly discussed, it was never actually pursued as a serious option. So the PCs never heard Kerzhakstan's side of the story, just the version in the international news. They did communicate with Russia, and Russia was, basically, looking for an excuse for violence against a country that seceded from them at the end of the Cold War. So since they had two warped, negative views of Kerzhakstan and a fair number of military minded PCs (Secretary of Defense, National Security Advisor, etc.) they wound up pursuing a military solution: send in a commando force to recover the pilot and plane and experimental doomsday weapon (!) and get out.

Doomsday weapon? There wasn't anything like that in the original scenario. That was made up by Director of national Intelligence Stacie, as she tried to find ways to fulfill her agendas. Everyone was surprised the DNI had a secret project like that, but isn't the head of spy operations supposed to do all sorts of sneaky, secret stuff?

Truth to tell, I had been considering putting a nuclear weapon in the scenario for the last two weeks or so, but eventually didn't do so. But Stacie adding it in amped up the tension of the whole crisis, so it was good. It did cause some suspension of disbelief issues for one specific player, but eventually it got smoother over enough for play to continue.

Initially it was some sort of experimental nuclear warhead, but at some point while I was out of the room the players changed that to an experimental anti-matter bomb. Other than the fact that they're stealing from Dan Brown I was okay with the change.


Because of an experimental antimatter bomb, the player characters decided to prioritize recovering the plane over saving the missing pilot. And so the final story was to lie to the Kerzhakstani ambassador and send in the military while distracted. I as GM couldn't see any way for them to pull off a military maneuver without someone getting hurt, so the pretty young pilot died in the crossfire.

(She was apparently the sexiest vegetarian in the armed forces... Google can tell you the weirdest things. I just searched for "air force lieutenant and found her.)

And since Russia was looking for an excuse, and because Kerzhakstan was terrified of Russia and had no idea who was attacking, both basically used it as an excuse to go to war with each other. And America wound up on the Russian side, contrary to the rest of the United Nations. Not great for international prestige.

Because of unexpected military action and unplanned doomsday weaponry, the prescripted reporter questions were much less applicable, so the reporters had to ad lib a lot more. And the President and Press Secretary Ross had a tougher time answering questions. Dead political martyr and internationally unpopular war don't work out too great for America.



Overall, I think it went well. Better than last time, on first impression. Some stuff could certainly be improved, and I had two technical difficulties while the larp was going on (the CD of "Hail to the Chief" kept skipping and one projector in the President's eyes burned out after a second of blinding light. I swear I tested this stuff ahead of time.).

One thing that I might do differently is sort Agendas out by scenario, as I did with the player characters (the little 1 and 2 in the upper corner of any character sheet shows which scenario it was in). And be a bit better prepped on what to tell the players at the start of each scenario... the relationship between Russia and Kerzhakstan was initially misunderstood by some players, and it was central to the second scenario. And possibly the Attorney General should be replaced by some other Cabinet official, as partisanship never came much into play. But nothing failed miserably, as far as I could tell.




At some point I might want to write a post musing about how political games like this will shift more rightwards/more conservative, just due to the nature of political thinking and how it works. But that's a post for some other day, if ever.

May LARP report

Cheyenne was unable to attend this month (due to being gainfully employed), so requested a more thorough LARP report. Which is probably a good idea, anyway, as I should do a better job supporting this blog-space, if it is to be meaningful to anyone.




As I hope some of the various larps in the future will be, May's game changed up a lot of how the game was played. There were no detailed character backgrounds, or indeed any pregenerated characters at all. We had a prescripted series of four scenes, and players swapped roles around halfway through the game. There was basically no secret information that the players could have read and spoiled the game ahead of time. There were few secret agendas. And everyone spent the entire game sitting down, probably making it the least larp-like larp so far.



Maybe I should go back and start from the beginning:

This month's larp scenario is taken almost entirely from Greg Stolze's free sper-simple RPG Executive Decision. The players roleplayed being the President of the United States and his Cabinet and miscellaneous advisers trying to deal with some political controversies.

Basically, the game went like this: Everyone got two agenda card that I had made, then chose one of several roles available. Each job in the presidential administration had its own attached agenda, too.

So there weren't any established characters. Just some randomly generated characters. And no one had any fictional names, which got some player rebellion. Some people (well, one) wanted people to have fictional character names, but most didn't care, so they all wound up just using people's real names for their fictional cabinet officials. There were some Name Badges, but they really just identified background information others should know about some characters, like if they were the token member of an opposing political party. These tied into some of the agendas (any with a star in the upper corner). My favorite was the "Protect your job" agenda, since any player that got that agenda had a choice of why their job was in danger. Did they pilot a massive program that failed miserably? Or say something politically insensitive on national television? (Those were the two chosen when the agenda came up.)


Anyway, once people knew what they were trying to do, everyone sat together at a big table, presented themselves and their position and such, and then they were given some crisis that they had to deal with. And then they all would discuss what the president's administration should do until they reached a consensus. In said discussion, different people would try to advance their individual agendas.

The first crisis involved a missing former secretary of the president's, confidential private and politically controversial memo being leaked (along with a terse but vaguely positive response) being leaked to the press. The memo intersected with a lot of different agendas people had, involving giant corporations, environmental concerns, military matters and the like, all mixed together in a tangled mess. Which is often how politics is, in my experience.


The second scenario involved a tiny former Soviet state accidentally capturing an American fighter jet, which worried nearby, antagonistic Russia greatly. And the country acted stupid and went to the international press before the American government, showing the plane and the pretty young female pilot on CNN.


Both these dilemmas were taken straight from the original Executive Decision document. I can't really take any credit for them, myself.


After the cabinet reached a consensus on what to do in each of these cases, then the President (and/or Press Secretary) needed to field questions from the journalists at the press briefing. We took all the players downstairs, gave them an alternate reporter identity to play for a moment, then the President or Secretary had to come down to lots of lights shining right in their eyes and give a speech and answer questions.



More on how the scenarios actually played out, later. And what worked, what didn't, etc.

Monday, April 27, 2009

April LARP: worked out pretty well

Didn't work out perfectly by any means, but most of the players enjoyed themselves a lot, reportedly.

As is the standard operating procedure here, all LARP relevant documents are up online for you to view and/or use for your own purposes.

Since this game was less GM intensive than the previous one, I will try to write up GMing notes so you could run it on your own, if you wanted.


There was a pretty good quantity of awesome in the game, as the hacked together mechanics for the game worked as they were supposed to and the characters interacted with each other. In particular, the poker mechanics meshed nicely into the rest of the game and subtly drew away the PC's ability to accomplish anything without killing someone. There were one or two mistakes on the character sheets, since plots had to be swapped around at the last minute. When two players cancel at the last minute, you have to scramble to adjust how the PCs fit together. But apparently I missed updating a few or the characters who were affected.

One or two players seemed somewhat dissatisfied with parts of the game. I'll see what we can do to rectify things in future months. Speaking of which, I should figure out what next month will be. At this point it's still almost entirely an unknown to me. I'd like something with less PC versus PC conflict, but still have to work out how to do that without increasing the GM workload.

Monday, March 30, 2009

March LARP: Successful

The short form is that the March LARP happened over the weekend. And that it worked very well.

You can see all the documents online as is by now the standard operating procedure. I might go more into what happened and/or how to run the game later. But not today. This game is probably harder than the last one to run based on what I had written, because so much of it was secrets and mysteries and never entirely written down.


Anyone who wasn't there could read the data and come to their own conclusions as to what happened. That might be pretty cool, actually. Like some sort of experimental novel.

Wednesday, March 4, 2009

How To Run February's LARP

Is apparently a lot of information. I tried to write up what was going on behind the scenes, which wound up being nearly as much information as was given to the players in the first place. Hopefully, by reading this document someone else could create a similarly entertaining evening for their friends.

Even those not interested in running the game might be interested in the "behind the scenes" thinking going on in the game. I tried to explain my decision making process as GM, and why and how some things were done. I didn't delve to much into why some characters are written the way they are, but you get a little sense of that in the casting section. It still didn't cover, say, why so many character had few actual demonstrable superpowers (so that they might be suspected of being Brainjack) and similar issues. Perhaps that might be fodder for a future blog post.