Plotting For A
One-Shot - LARP
This article has been written with the game-master of a one-shot game in mind.
This can be an event at your local gaming convention, or perhaps it's a special
event that you're running for members of the local gaming community. Either way,
this is a game that begins and ends within a few hours - usually six to eight -
not an ongoing campaign. Do not make the mistake of thinking that running a one-shot
event is easier than the alternative. There are some specific pitfalls awaiting the overconfident GM who approaches the challenge of a one-shot event like it's some sort of
picnic.
In addition to this article, I suggest you read LARP Pitfalls and Clawing Your Way Out of Them and Running a LARP At A Convention - Logistics and Sanity as they both get into the nitty-gritty of running live-action games.
Questions to Ask Yourself As You're Kicking Around Ideas For An Event
Appeal
Determining a game's appeal is quite simple. Gaming endures trends just like any other subculture. Some games wane in popularity, and others endure. Things like
Star Wars and Vampire: The Masquerade always have appeal to
LARPers. But some trends come and go, so time your plans accordingly. If you
want to run a 7th Sea live-action event, then running it the during a
summer of swashbuckling movies is a good idea. Similarly, the idea of everyone
playing a Harry Potter LARP is probably far more appealing right now (summer of
2003) than it will be five years from now. Feel free to capitalize on
trends, as long as you do it in a timely manner.
If you're ever in doubt, plot for a general setting, rather than a specific game's mythos. Run a fantasy
LARP rather than a Dungeons and Dragons event, or a horror game, instead of
Call of Cthulhu. Whilst specific systems appeal to many players, if you cast your net wider than that, you might
acquire more players - as well as being free of that game-setting's limitations.
Sure, in Cthulhu, everyone goes insane when they see a monster, but in your
diceless modern-horror setting...
Plotting
The following criteria determine a LARP plot:
For the ease of examples, I'm going to create an example LARP
"Tyrian Purple and Royal Blood" - a murder mystery set in mythic ancient Rome (historical fantasy, in other words), featuring an Emperor murdered in the midst of a banquet. The
action begins shortly after the Emperor falls over with a blackened face during
dessert. It's clear that he has been poisoned, and away we go! Setting Matters Information and Experts: NPCs can be the most handy - and most subtle - way
of presenting information to the players, in a manner and time of your choosing.
That's the nice things about NPCs, whoever is playing them is expecting
you to come sidling up to them during the course of the game and say "Your
conscience has gotten the best of you, It's time for the priest of Jove to
spill the beans about the Captain of the Guard." You can also use such
sidling moments to help nudge a plot that is suffering from doldrums. Also,
technical expertise can be shared with the group via PCs. It can be a little
dull to be the mousy librarian at the Emperor's banquet but he knows all sorts
of useful things about the Imperial household that the PCs might want to know -
so don your NPC Hat as appropriate and allow the player characters to ask him
questions as needed. They get the information they're looking for - if they
think to ask for it - and you save a player from being handed a potentially
dusty and dull role. Don't write romantic goals between your PCs (courtesy of Lori P. of
Dreams of Deirdre). Let's be honest, there aren't many female gamers out
there, and those that show up to your game might not be very keen on playing out
a romantic relationship with a stranger - and the menfolk might not be very keen
on it, either. If you absolutely have to have some sort of romantic entanglement
between your characters, try to cast real-world couples into those character
roles. If your game is short on such couples, ask the players before you cast
the characters. If they say 'no', don't pout, just accept it and re-write on
the fly. It's really hard to quantify how to plot for a live-action RPG - one shot or
otherwise. So often, they begin with a nifty idea "Hey, wouldn't it be fun
to play in a game set in ancient Rome?" and are developed slowly and
haphazardly over the course of time. Characters are suggested by the core idea
of the plot and the characters, in turn suggest subplots and interesting
interactions. I'm sure there's a keen metaphor here about creating a live-action
RPG is rather like trying to build an entire house, all at once - choosing the
curtains before you've even put the subflooring down - but I'm lousy with
metaphors and a good one escapes me. LARP Advice
Rough Cut
Here are some elements that should be present in every LARP plot:
There are other elements that are optional:
There are several ways to use setting in a convention/one-shot LARP.
Using NPCs
(This section is largely courtesy of Lori P. at Dreams of Deirdre)
Non-player characters exist for a variety of reasons: to spread information
amongst the PCs, to control a specific plot device and, occasionally, wield a
Deus-Ex-GM should things get derailed.
Controlling Resources: Dreams of Deirdre calls this the "It's my
bar" problem. If the location (like a ship or a bar) belongs to a PC,
there's no reason the PC can't clear the place by making people walk the plank,
be ejected into space, or force them out into the cold without a drink.
In these cases, the PCs haven't got the authority to stop the captain/bar owner,
etc, and your game can stall. If you must have the bar owner, captain,
what have you present, make them an NPC who is neutral. Don't give the NPC
reason to side with any one faction, and make them reasonable enough that the
players feel that they have a fair shot at swaying him one way or another.
Better yet, try to avoid such a location in the first place - this is why
"Mass captivity" settings tend to be so popular - if there is
someone in charge of the space, he's certainly not talking to the PCs just
now...
Cautions and Caveats
For the really long list of cautions and caveats, please read LARP
Pitfalls and Clawing Your Way Out Of Them - there's about 10,000 words of
hard-learned advice waiting for you, there.
Don't overwhelm your players. Some players can absorb reams of material and half a dozen goals - and bring it all to bear in the
game, but many can't. Take at look at Running a LARP At A
Convention - Logistics and Sanity for more detailed warnings about the likely attention span
of a player at a convention. However, if your event is a standalone one-shot event and you have been working with the players
to develop their characters during pre-game production, then pour it on.
Pre-production time with your playership can really pay off and allow you to add
depth to your plot. But, when in doubt, err on the side of caution.
Keep the plot simple, keep the goals easy to understand, keep the consequences obvious.
Make sure the plot can be solved by the players. I get into this a lot more
in LARP Pitfalls... Just because the clues seem
blindingly obvious to you, that doesn't mean your players will see their way to
the heart of the plot as quickly. You have a gestalt view of the game, your
players don't. When creating a plot-line or character-goal, ask yourself
"How can this be solved by the characters?". If possible, have two
possible solutions for your Major Plot, just to cover your GMing butt - after
all, you can't be sure that you'll have a full turnout, or particularly bright
players - although LARPers are a fairly sharp bunch, I'll admit.
Don't Put Your Eggs in One Basket. If the skill 'medicine' is essential for
the PCs to find out who killed the Emperor, for heaven's sake, make sure that at
least two characters have it otherwise you'll be up a creek when the Greek
physician offends the former swordfighter and gets a dagger in his vitals. Also,
you need to spread out skills broadly enough so that even if your minimum number
of players are present, the puzzles can still be solved. If need be,
quickly write-in the needed skills on character sheets when you realize that
you're running a game with the minimum number of players and you want to make
sure that the matter is covered. Players never complain about getting
extra goodies on their character sheet.
Hope for the best, plan for the worst. Prioritize your character list in
advance of the game and determine which ones must be played for the
plot to occur as it should. Make that number your 'minimum attendance'
number, and assign those PCs first. Furthermore, it doesn't hurt to assume that
at least three players will sign up for your game, but fail to show up when it's
time to get started (particularly if you're running the event at a game
convention - sleep deprivation catches up with everyone eventually). Give
everyone ten minutes to arrive at the game location and, if a player hasn't
arrived or sent warning that they're running late by then, hand out their slot
to someone else. My opinion is that if a player can make the effort to attend a
convention, then they can be on time for my event.
Running a LARP is a challenge, but one that's worth the effort. A well-run LARP
enter the annals of local legend and stands a good chance of netting you a group
of 'camp followers' - players who make a point of seeking out your events and
joining them. Not only does such devotion give a GM the warm fuzzies, but it
also ensures your chances of successful games in future, as positive
word-of-mouth is spread about your games.
That's really all I have to say on the subject. If you've got a question, you're
welcome to drop me a line. Good luck!
email: jo(at)skaro.com