Alleged Entertainment

Role Playing Game Axes (and not the foam kind)

 In recent years, there have been several attempts to categorize LARPs in ways that would help players understand what they’re getting into and help writers and researchers talk about different game styles. I’m strongly in favor of anything that provides more clarity of expectation, but I think that there are several different scales on which LARPs can differ, some of which correlate well with particular style divisions. This really struck me when I saw Freeform placed between Tabletop and LARP, when instinctively, I tend to think of Freeform as further from Tabletop than Secrets and Powers LARPs are, headed more towards straight theater in many ways. Here are several axes that occurred to me. Let me know if you think of others that are important to you.

EDIT: I wanted to clarify my intent with this post. There have been several attempts to do similar things from the player experience perspective. However, a lot of the conversations I have about LARP are comparing game structure from the writing and running perspective. This is focused more on structure and approach and less on experience. 

Verisimilitude: How much of the game is narrated and/or imagined, vs WYSIWYG? At the low end of this scale is a classic tabletop, where all action and setting, and many conversations are described rather than shown. At the high end are 360° physical immersion games and boffer games, where—as much as possible—the action is acted out and the setting is WYSIWYG.

Mechanics: When it is not possible (or desired) for the action in game and out of game to be the same, how complex are the mechanics that are used to resolve it? At the low end are games where the action is simply described and happens as described, or negotiated among players and/or GMs. At the high end are very “crunchy” tabletop games, like early D&D or Hackmaster, where there are very detailed calculations to determine exactly what happens.

Scope: How big is the narrative effect of character actions in game? At the low end, this focuses on small, mundane interactions in their lives and has little to no impact outside the characters. At the high end, the game is about the interactions of worlds or nations, or about saving the world from some greater force.

Secrecy: How much game information is kept secret from the players? At the low end, the players have access to all game materials and use this information to collaboratively create the story. At the high end, not only is all character information for other characters secret, fundamental features about the game world may also be secret, and character secrets are extremely important for plot. In the middle are games where players don’t get the sheets for other characters, but the game meets the set expectations and secrets are not the main focus of in game plots.

Continuity: Does the game occupy one consistent spatial location and have temporal continuity? At the low end are scene-based games, where scenes may go backward and forward in time and take place in a variety of locations. At the high end a game takes place in one location or set of connected locations and time goes forward in real time. One hour after game start in player time is also one hour after game start in character time.

Persistence: Do players play the same roles the whole time? At the low end of this are horde games or some scene-based games in which players embody a variety of roles over the course of the game. At the high end are games where players continue with one role throughout the entire game, particularly in campaign games, where roles may persist over many game sessions.


Obviously games can differ in many of these axes, and I’m not particularly intending these axes to be used to score games. I’m hoping that talking about high vs. low secrecy or scope might be useful in setting expectations for a wide variety of LARPs.

_________________
For a slightly different take on this, see the Mixing desk of LARP, which is doing something similar. My goal here is to use few enough terms that they might actually get used that seem to focus on some of the big differences I see come up in LARP styles.

Resonance is now free to download and run!

I'm extremely pleased to announce today that we've released our science fiction amnesia larp, Resonance, for free.  We've run Resonance half a dozen times since we first wrote it between 2010-2011, and it's become one of our favorite larps to share with people.

Without further ado, you can download it at the game's page on our web site.

A great many people have been invaluable in this process.  In particular, I'd like to thank Michael Snowden, AJ Smith, and Cat Tobin, who beta tested the public release of this game.  Without their feedback, our GM manual would be a mere unintelligible scribble.  I also want to give shout-outs to the people who helped this game form.  Jesse Cox and Danielle Reese helped brainstorm the original ideas that eventually became Resonance, and also worked on the runtime team for several early runs.

And, of course, my co-writers: Phoebe Roberts, Vito D'Agosta, and Susan Weiner.  I'm incredibly privileged to get to work with them.

For those who care about such things, Resonance is released under the Creative Commons Attribution-ShareAlike 4.0 International License.  That means you can feel free to run it, with your own customizations if you like.  All we ask is that if you change the game, you offer your changes back to the community under the same terms we offer the original game.

Again, you can download Resonance here.

Time Travel Review Board at 6Pi-Con

It's finally happening. The LARP I've been wanting to bring to Pi-Con for three years.

Alleged Entertainment is proud to bring our multi-award-winning sci-fi comedy horde LARP Time Travel Review Board to 6Pi-Con, the Pioneer Valley's geekiest annual convention.  The game will run from 8:00-10:00 PM on Friday, August 26.  (That's conveniently right after the LARP 101 panel, which I'm moderating.)

When Kate Farb-Johnson first asked me if I wanted to run LARPs at Pi-Con two years ago, I immediately thought of Time Travel Review Board.  It's easy for both experienced LARPers and total newbies to get into, and it's low-commitment: horde players don't need to spend the entire time there if they don't want to.  Thus, it's very well-suited to a diverse convention like Pi-Con.

Unfortunately, we weren't able to make TTRB happen due to hotel restrictions about taping things to the wall.  This year, those restrictions have been relaxed to an extent that will finally allow this game to run.

So if you'd like to play Time Travel Review Board, please come check it out at 6Pi-Con!

Resonance and Stars Over Atlantis on Saturday July 23!

Dia de los sobres flyer


Everybody knows that summertime is the dead season for larp. But it’s tough to go through all those months without a single packet to open. That, friends, is why Alleged Entertainment and Paranoid and Crotchety are teaming up to bring you Dia de los Sobres, or the Day of the Envelopes, a doubleheader production offering you two great packet-packed larps on the same day! Alleged’s RESONANCE and P&C’s STARS OVER ATLANTIS will run one after the other on Saturday, July 23rd in Fitchburg, MA.


If you’d like to sign up for one or both of these great larps, click on over to sign up at:
http://journeysurveys.com/answer/312


RESONANCE
By Nat Budin, Susan Weiner, Vito D’Agosta, and Phoebe Roberts
An amnesia and storytelling larp about tragedy, desperation, and the apocalypse.
11AM to 4PM


STARS OVER ATLANTIS
By Liliya Benderskaya and Tory Root
An amnesia LARP about tragedy, sacrifice, death, guilt, karma, love, sex, gender, and forgiveness.
5PM to 10PM

Stepping Stones: Scene-Based Games at Alleged Entertainment

Alleged Entertainment (or, at any rate, a certain subset of it) debuted our new game Resonance back in March.  We've also recently started work on our next big project, A Garden of Forking Paths.  In order to tell their respective stories, both of these games use very unconventional, scene-based structures1.

For the purposes of this essay, I'll define a scene-based LARP as one in which gameplay is split up into a series of short scenes.  There are many different types of scene-based LARPs out there, and we have written in a few of those styles.

First off: why use an unusual structure in a LARP at all?  Why not stick with well-tested best practices that we know work?  Well, because it's fun to experiment!  Perhaps a better reason, however, is that unusual structures are helpful for telling types of stories that would be difficult to express in the LARP medium otherwise.  We've been on a track of experimentation involving scene-based games for a few years now.

At the beginning of my LARPing career, it would have been difficult for me to imagine playing in a game like Resonance, let alone writing one.  Thus, it's interesting to take a look back at how we got here, and where we're hoping to go now.  Along the way, I'll explain how the scene-based structures help serve the narrative ends of each game.

Better Casting Through Science (?)

Casting is a very important part of running one-shot pregenerated LARPs.  Making the wrong decision about which player should play which character can result in unhappy players and make the game worse.  On the other hand, if you can find that perfect player for a role, they can bring up the level of the entire LARP.

If you ask five LARP GMs for the best way to cast games, you're likely to get ten answers.  Some notable ones include:
  • Just give brief descriptions of all the characters and let players pick their top five.
  • Casting is an art, not a science.  Ask open-ended questions and go with your gut.
  • Everything players write is significant, including margin doodles, handwriting, and when they got the questionnaire response back to you.
  • Interview them on the phone or in person.
  • We've developed a complex Excel spreadsheet that tells us how to cast people.
At Alleged Entertainment, we've developed a complex Excel spreadsheet that tells us how to cast people.  What follows is a trip into the dark recesses of that spreadsheet.

Next Labor Wars run

Now that we've had some time to recover and think about the last run, we're ready to start planning another run of Labor Wars. This means we are looking for a house to host it in. We are planning for some weekend in November. The exact weekend can be worked out with our hosts. If you think you might be interested in hosting, leave a comment on this post or email me at gothiklezmer@gmail.com.

Benefits of hosting:
  • You get guaranteed slots in the run.
  • We cook a feast in your kitchen. With warning, you are welcome to eat even if not playing.
  • We will coordinate run dates with you, so we can guarantee a weekend you will be able to play.
Requirements:
  • A place we can host dinner for 17 people. We can probably arrange for extra folding tables, chairs, etc, but we do need a room big enough to set them up.
  • A room in which 17 people can sit relatively comfortably, while not at tables. Preferably this is not the same space as the dinner location.
  • At least two (and preferably 3 or 4) other rooms that can be used for separate conferences. These can include walk-in closets, basement space, enclosed porches, etc. Anywhere that is big enough for 2-5 people to have a private discussion. At least two of these should fit 5 people in relative comfort. Bedrooms are fine if you are willing to have people LARPing in your bedroom.
  • A kitchen in which two people can work in relative comfort, with a fair amount of fridge space (if you can, for example clear us 1/3-1/2 of a normal full sized fridge, this would be fine, as would be providing a dorm fridge). It does not need to be well-stocked: we can bring cookware and spices, we'll just coordinate with you about what we need to bring.
  • We have a strong preference for locations near one of the LARPer concentrations: Somerville, Waltham, and Worcester regions are all open for consideration. If someone in the RPI crowd wants to convince us to run there, we're also willing to talk about that. Anywhere on the T or a good and consistent bus line is also probably fine.
Intereste in hosting?  Leave a comment on this post, or email me at gothiklezmer@gmail.com.