The Forge Reference Project

 

Topic: [Changeling LARP]
Started by: Anna B
Started on: 12/8/2005
Board: Actual Play


On 12/8/2005 at 8:14pm, Anna B wrote:
[Changeling LARP]

So used to run a Changeling LARP. My co-ST and I ran a weekly game with about 10 players for around a year and half maybe two years. For the most part it was really fun experience, though I think we could have done a better job. Oh well, there's always next game.

My co-ST and I have strong Sim tendencies, we like the reality of the game to be consistant. One of the intersting things about Changeling is that the game reality is fairly flexable. To reflect this one of our house rules was "If it's cool you can at lest try to do it" Which I think helped along some of the more exciting moments of the game. Our player found lots of creative solutions to the situations we posed.

We tended to make problems fairly open ended. The Baron would like to take over the freehold, what are you going to do? This kid is a changeling but he's in some kind of coma, how are you going to wake him up? There's a metal hospital using banality in pill from to "treat" Changelings what should you do? (make him look bad some the rest of nobility won't support him; use magic to making him think he's butterfly and needs to come out now, rescue the patients and burn the place down.)

I think it some cases this was good but in others the players would have liked a little more direction.

Most of the problems with the game where social. Some players found others not fun to play with, there was some teenage drama going on. None of the players were really intersted in exploring the political issues we had on the table. I'm still not sure how to fix these kind of things. I think starting with a better core group would help, but I wanted to be able to rope in random people and have people bring friends without it being huge deal and that wasn't happening.

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On 12/8/2005 at 8:28pm, Danny_K wrote:
Re: [Changeling LARP]

So, where do you think the problems were coming from?  The social layer, or the system itself?  Mind's Eye Theatre is a pretty wonky system, if that's what you're using, and Changeling is an interesting but poorly implemented game IMHO. 

But some of the issues you mention sound like there's a strong social component to them -- it reminds me of the recent RPG.Net thread where someone Photoshopped the cover of the Vampire LARP rules to read, "Let's dress up and act petty."

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On 12/8/2005 at 9:37pm, Joshua BishopRoby wrote:
RE: Re: [Changeling LARP]

You will never get good political roleplay out of Changeling as written, because the setting refuses to make decisions by the ruling elite actually affect the lives of the people they are supposed to be oppressing.  There are, for instance, no taxes (which is how a feudal system works).  The resources that the nobles control are, by law, open to anyone who needs to use them.  Would-be democratic revolutionaries cannot propose new systems that would demonstrably affect the problems presented in the game's typical situations, because the typical crisis in a Changeling game is a monster (chimera, mundane, whatever) that needs to be taken down.  A noble with a couple knights will do this better, faster, and more efficiently than a congress with a militia.  In Chris Chinn's terminology, the political 'choices' provided are almost all bunk choices.  If you want to tease some political roleplay out of Changeling, you have to pretty profoundly change the way the setting works so that the player-characters will have specific interests that they rely on that are threatened.  Otherwise you will be reduced to dressing up and acting petty -- that's incredibly accurate, Danny.

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On 12/9/2005 at 12:04am, Anna B wrote:
RE: Re: [Changeling LARP]

At lot of the problems seemed social to me. The MET rules are fairly wonky but our system worked for the most part. The were a bunch of implicit rules that kept the power in check. For instantance we only let trusted players play Grumps. And we knew how powerful any given spell should be and didn't let people do wonky magic. We also used Grapevine which was huge help.

I guess the players just wanted differnet things out of the game. The mists of time are hindering me here. I can't think of good example.

Also Changeling is setting that, for some reason, really makes people want to play Mary Sues. That is charcaters that are like them but better. I think the most Mary Sueish Character I ever made was an NPC for that game. She made the best cookies *ever* and fed them to people.

I think part of the politics problem was that no one was intersted in Anarchism. The primary setting of the game was Anarchist freehold that was struggling to remain free form a Traditionalist Baron. The Reformest Countess was keeping the whole situation is check. But that aspect of the game never really took off. Maybe it was something we did.

What games do you think have good political systems?

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On 12/9/2005 at 12:43am, Joshua BishopRoby wrote:
RE: Re: [Changeling LARP]

Anna wrote: I think part of the politics problem was that no one was intersted in Anarchism. The primary setting of the game was Anarchist freehold that was struggling to remain free form a Traditionalist Baron. The Reformest Countess was keeping the whole situation is check. But that aspect of the game never really took off. Maybe it was something we did.


My emphasis.  I've seen a lot of Changeling game masters strive for achieving this sort of 'balance' thing, where the forces of one side are met and negated by other forces (this is actually common to most WoD games).  This kills games.  This means that, if the player characters do nothing at all, the Countess will continue to keep the Baron in check.  Or at least they can assume as much.  Which gives them zero incentive to take action against the Baron -- don't worry, the Countess will take care of him.  In order to make a situation that really compels action, you need to create an imbalanced setting -- take that Countess out.  Have her recently assassinated by parties unknown, and the happy commoner anarchists taking refuge in the anarchist freehold no longer have that nice benevolent Countess to rely on.  Now it's up to them, and if the player characters don't act, the Baron will snap up the freehold while the new Count(ess) is being selected and recognized.

But even that won't get you politics -- that will get you galvanized players snapping into a clump and working together.  Which may be what you're after.  If you really want politics you need to make that imbalanced setting where the desires and goals of the player characters are directly opposed, achievable, and immediate.  This means, among other things, that you need to have the players make their characters before you generate the situation.  It means you need to take their often pie-in-the-sky ideals and nail them down to specific and concrete things that you can then threaten, or better yet, have other players threaten.

The only game I can think of that even marginally supports good, political play is Exalted, and only barely.  It achieves this almost entirely through color and setting -- its setting is hugely and fundamentally imbalanced -- and by setting up the characters to be the maligned, rightful rulers of the imbalanced setting.  It has a couple social-fu charms, but not very good support for them beyond the immediate, task-resolution based mechanics.  Pendragon may also support some good politics, but I've only heard about the game second-hand by raving fanboys.

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On 12/9/2005 at 1:20am, Anna B wrote:
RE: Re: [Changeling LARP]

Well, I wouldn't say it killed our game, but it did make so that the whole situation was never the real focus of events.  I think what we wanted was for people to care about the different system of rulership and be emotional invested in them. This didn't happen at all.  And I'm not sure it was realist goal. We cared about that stuff coming into the game, but the players didn't and we could covey our feeling very well.

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On 12/9/2005 at 2:53am, Joshua BishopRoby wrote:
RE: Re: [Changeling LARP]

Did the players have any reason to care about the system of government?

Would anyone lose their livelihood if the Baron took the freehold?
Did anyone think that they'd succumb to the Mists if the Baron took over?
Was the Baron known to do anything destructive or morally objectionable?
...summon demons?
...kill dissenters?
...deny access to freeholds, even?
Did any characters have a prior history with the Baron, and a personal reason to oppose him?
Was somebody's sister going to get raped if the Baron won?

In short, did anyone have anything at stake in the conflict, or were they all observers?

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On 12/9/2005 at 3:24am, WhiteRat wrote:
RE: Re: [Changeling LARP]

Anna,

Welcome to the Forge!

I wrote Grapevine. So you can guess that I have a lot of experience with Mind's Eye Theater. I also helped run a Changeling LARP for a year or two. I loved Changeling, and bought all the books for it. I've seen a lot of the problems you describe.

Joshua's points are excellent. The Changeling books talk about politics a lot, but it is only talk. Nothing in the game actually supports politics. Instead, it supports other interesting things like amassing huge amounts of XP to grow into a titan of chimerical power.

One of Changeling's greatest weaknesses is that it is not focused enough. Me, I don't play Changeling for politics. I think its greatest strength is its struggle of fantasy vs. mundanity. But some people like the feudal system, while others like the high fantasy adventure. Sadly, Changeling overreaches itself. It allows for all of these things passably, but it does none of them well. That lack of focus ran the game line right off the shelves.

Vampire is a little better for politics, because it has a system for it -- Status, Boons, and the like. I've even had good politics using Werewolf thanks to Renown, Sept Positions and Challenges. But Changeling doesn't have any of that -- it has a rigid feudal structure with little social mobility.

But you want to know the best political LARP system I've ever seen? Take a look at this: Are You A Werewolf?

Sure, it's not what most people think of when you hear "LARP." But just try it with a dozen friends. Watch the arguments and alliances and backstabbing bloom. See how the rules actually support politics? There is something important at stake (your life), there is a political process in place (voting), and there are reasons to lie and deceive (the secret identities of the werewolves and the seer). It's a perfect storm, and it works every time. That's good game design.

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On 12/9/2005 at 10:17am, Matt wrote:
RE: Re: [Changeling LARP]

Adam wrote:
But you want to know the best political LARP system I've ever seen? Take a look at this: Are You A Werewolf?


Thisman knows of what he speaks. I've played this game. It elegantly gives you a political situation where your only defence is how well you can convince others of somebody's guilt. It gives you a stake and forces you to act, two important aspects of a political game.

-Matt

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On 12/9/2005 at 5:58pm, Brand_Robins wrote:
RE: Re: [Changeling LARP]

I'm gonna quote two of Josh's posts, make some points about Pendragon, then try to bring this home to Changeling:

Joshua wrote: Pendragon may also support some good politics, but I've only heard about the game second-hand by raving fanboys.


Pendragon is not a political game. Pendragon is a game where you're all knights, under the good King (or fighting to put the good King into power), and doing knightly things. It is, however, an excellent Romantic Melodrama game. It sets up characters that are passionate about things with opposition that is passionate about the opposite, gives PCs weaknesses that are mechanically enforced, and then tosses in family politics and squabbling to give you that Malorian feel.

This is slightly different than what Josh is calling politics, because Pendragon isn't really about who governs (the Pendragon does, duh), or about the fine nuances of life at court (though you can do a lot with that, it isn't the focus of the game), it is about the call to adventure when people who are Not You do things that are Against You and you have to respond with passionate violence.

This is something far easier to do in trad RPGs than actual politics. To get politics you need messy, unclear details and lots of hard-played motivations. To get passionate violence, however, you just need to get personal stakes and then kick things in the face.

Which brings us to this:

Joshua wrote:

Was the Baron known to do anything destructive or morally objectionable?
...summon demons?
...kill dissenters?
...deny access to freeholds, even?

Did any characters have a prior history with the Baron, and a personal reason to oppose him?
Was somebody's sister going to get raped if the Baron won?

In short, did anyone have anything at stake in the conflict, or were they all observers?


These things are core to a Pendragon style Romantic Melodrama. It isn't about the political ideation of the parties, nor does it even require the deep and inexorably crossed motivations. It requires a bad, bad person (who may or may not be evil) who the players hate who is going to do hateful things when he wins. And he must win if the players don't stop him, and should get some degree of victory even when they do oppose him.

Now how does this apply to Changeling? Well, as others have noted Changeling is very bad as a political game. It really is. It is, however, pretty damn solid as a Romantic Melodrama. Engaging people's political aspirations is difficult and unsuported, but engaging their personal emotions is usually pretty damn simple. It works better, in my experience, to get people focused on personal stakes, personal hatreds, personal loves, and then turn them to the boiling point.

Few Changelings are going to honestly care that much if the Baron they don't know takes over a freehold and goes "Now We Are Traditionalist!" Most Changelings, however, will care a lot if they are a commoner in love with the Baron's ward and he will never let her be with a commoner. Or if the Baron killed their mentor in a duel and they find out that he cheated. Or if the Baron comes to them and tells them how he is going to seduce their mother. Or if the Baron actually hits them in the heart, rather than the head.

So my advice is not to worry about the politics in Changeling, and go right for the romance, the emotion, and the melodrama. Give everyone a reason to personally care, not just about resources and ideals, but about meaty emotional matters and you will often find them getting more and more involved.

And heck, in a LARP if you can set it up so there are two or three sides that all have such powerful emotional reasons to burn each other to the ground....

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On 12/9/2005 at 6:18pm, Joshua BishopRoby wrote:
RE: Re: [Changeling LARP]

Enh.  I'm going to respectfully disagree with Brand and say what he's talking about is exactly the kind of 'political' play that I'd expect out of Changeling.  The key is to connect the big abstract politics with the personal lives of the characters.  Politics are only important when they hit close to home.

Politics is not activists waving signs and defending the rights of people they don't know.  Politics is people with opposing stakes in an open question, having to determine between them how they will resolve the problem.

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On 12/9/2005 at 6:27pm, Brand_Robins wrote:
RE: Re: [Changeling LARP]

Joshua wrote:
Enh.  I'm going to respectfully disagree with Brand and say what he's talking about is exactly the kind of 'political' play that I'd expect out of Changeling.  The key is to connect the big abstract politics with the personal lives of the characters.  Politics are only important when they hit close to home.


Ah, see I thought you were focusing on politics in terms of resources, governmental control, ideation, and social status -- West Wing politics, as it were. But if you're talking more about romantic politics, then we are in agreement. I just think it is important to differentiate the two because they operate on different axes, and because its easy to confuse one with the other when thinking "I want a game about politics."

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On 12/9/2005 at 6:47pm, Joshua BishopRoby wrote:
RE: Re: [Changeling LARP]

Brand_Robins wrote: Ah, see I thought you were focusing on politics in terms of resources, governmental control, ideation, and social status...


That's a board game.  I mean, I seriously can't see a roleplaying game really achieve engaging play with these topics simply because (a) the roles would not be meaningfully engaged without (b) the players having a professional politician's view of the host of details involved to influence these kinds of decisions.  Then there's also (c) any game would have to systemize some of these elements, and the systemization would itself have an ideological slant which would contrast sharply with the in-the-raw nature of political ebb and flow.  I mean, I love me some West Wing, and maybe you could pull it off with PTA and a table full of Poli-Sci majors, but for the most part, I don't think this is feasible in-game.

This is why, to be a little more on-topic, Changeling can't pull of West Wing-esque play.  There simply aren't enough details to influence the decisions being made, and what details are introduced are the sole province of the Storyteller(s), which is more or less a recipe for railroading these decisions.  Far more likely that we can run a game like Erin Brokovich, with the PCs at the very personal and idiosyncratic nexus of politics and an individual life.

West Wing Geeking Addendum -- The best West Wing episodes aren't actually about the politics at all; the politics are used as a backdrop for compelling character exploration.  No, not in the form of "making tough moral decisions" but in exploring why Sam Seaborne is so driven to seek justice for people he doesn't know, juxtaposed with him finding out that his father has been having an affair for ten years.  Or the clash of Sam's idealism with the brutal legacies of Cold War spies.  In lots of ways, West Wing isn't about politics as it is about the people who operate the political machine.

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On 12/9/2005 at 6:58pm, Brand_Robins wrote:
RE: Re: [Changeling LARP]

Joshua wrote: West Wing Geeking Addendum -- The best West Wing episodes aren't actually about the politics at all; the politics are used as a backdrop for compelling character exploration.  No, not in the form of "making tough moral decisions" but in exploring why Sam Seaborne is so driven to seek justice for people he doesn't know, juxtaposed with him finding out that his father has been having an affair for ten years.  Or the clash of Sam's idealism with the brutal legacies of Cold War spies.  In lots of ways, West Wing isn't about politics as it is about the people who operate the political machine.


Shh. You're giving away secrets now.

Though if anyone wants an interesting LARP-style take on a political RPG, you must check out <a href="http://www.gregstolze.com/ExecutiveDecision.zip">Executive Decision, which has a whole new spin on it.

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On 12/9/2005 at 7:12pm, Danny_K wrote:
RE: Re: [Changeling LARP]

Brand_Robins wrote:
Ah, see I thought you were focusing on politics in terms of resources, governmental control, ideation, and social status -- West Wing politics, as it were. But if you're talking more about romantic politics, then we are in agreement. I just think it is important to differentiate the two because they operate on different axes, and because its easy to confuse one with the other when thinking "I want a game about politics."


Vampire has a lot of these things, but the system doesn't support them terribly well; in most games I've played, it basically s a form of color -- "The Tremere control the University, everybody knows that." 

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On 12/9/2005 at 7:28pm, Anna B wrote:
RE: Re: [Changeling LARP]

Wow, yes politics that effect the characters in personal emotional ways. That is what I want in game I'm running. I not really sure how to do that though.

In the changeling game we set up the situation and hoped the players would build character that were invested in it. That didn't happen. I do think having the players make character and give input on the situation would help.

What does Pendragon do to support this kind of play?

Adam

That's for the welcome. Grapevine is very helpfull program and really aperate you writing it.

While we envisioned the game centered on poltics, we really did end up explore banality vs. the dreaming a lot. Most of the major villians were hallbrigers of banality in some way.

The one time I've played  Are You A Werewolf? it was fairly political but didn't have a lot of roleplaying going on. This was in part because I was playing as part of board game night, so the group wasn't very focused on roleplaying.

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On 12/9/2005 at 7:41pm, Brand_Robins wrote:
RE: Re: [Changeling LARP]

Anna wrote:
In the changeling game we set up the situation and hoped the players would build character that were invested in it. That didn't happen. I do think having the players make character and give input on the situation would help.

What does Pendragon do to support this kind of play?


Pendragon is far more focused than Changeling, and is a TT rather than LARP environment -- which makes for a whole different dynamic. In Pendragon everyone is a knight, everyone is caught between honor and duty as well as between between self (love/success) and society (family/loyalty). As a result everyone knows pretty quickly exactly what they are getting into, and has some say in the setup of their character's issues in terms of game mechanics. (I have "Love Madule 18" and "Love Family 18" and, oh, btw, Madule is the woman that murdered my aunt...., or more simply, I have "Loyalty Baron Osric 16" and "Honor 16" and Baron Osric is known for his dishonorable treatment of prisoners, but only when those prisoners have hurt his subjects....")

Setting up the dynamic push and pull between players and situation is far easier in a TT, with the smaller number of people. You can just get everyone together and start tossing ideas around, building characters and setting at the same time. I can see where doing this for LARP would be more difficult, however, as that's a lot of voices to get into the pot. Still, if you break it down into sub groups, have them create their domains, then work out conflicts between the domains in meetings between those domains... it could work.

A few other general words of advice: Don't create a setting, create a situation. The Countess who keeps everything in balance is a setting. The Countess who just died without a will and now everyone is fighting for the remains and has a chance to get powerful, or be destroyed, is a situation. Situations are dynamic, have chances for players to push them and really change them, and will not sit still long enough for anyone to sit about and do nothing. Move or be moved, there is no sitting.

Once you have a thumbnail of a situation, just something short and powerful, have the players build characters into it -- and allow them to develope the situation further. Don't just make it and then hope they build to it, have them build it as they create their characters. If someone wants to be the commoner in love with the Baron's ward and the Baron had no ward before, well now he does. This will tie both the character (through the love interest) and the player (through the fact that they helped create part of the world and so are invested in it) care and have reason to push on what is going on.

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On 12/9/2005 at 8:41pm, Joshua BishopRoby wrote:
RE: Re: [Changeling LARP]

Anna wrote:
Wow, yes politics that effect the characters in personal emotional ways. That is what I want in game I'm running. I not really sure how to do that though.

In the changeling game we set up the situation and hoped the players would build character that were invested in it. That didn't happen. I do think having the players make character and give input on the situation would help.


You cannot rely on the players to engage in the situation without clearing laying out what that situation is -- in other words, the difference between "there is a Traditionalist Baron kept in check by a Reformist Countess" and "your lifestyles will be threatened by this Traditionalist Baron" is huge.  So that's one way: lay out what the conflict is in explicit terms and stipulate that characters must engage in the conflict in a concrete way (preferably encoded on the character sheet somewhere).

The other option is to have players create characters with hooks, and then connect the hooks together to make the situation.  Not having any LARP experience whatsoever, I don't know if this would be more viable or a incredible headache.

(Oh look, Brand said almost the same thing while I was typing.)

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On 12/9/2005 at 8:52pm, Sydney Freedberg wrote:
RE: Re: [Changeling LARP]

Amen to Brand, first of all. Let players create chunks of the game-world, notice what they get invested in and excited about, and then threaten it -- always a good way to mobilize people.

On politics specifically, I'm a great fan of Shakespeare's history plays, which are marvellous examples of politics-as-drama and might be good sources for you. (Even the badly written ones, e.g. Henry VI).

I also had some success in creating a highly political roleplaying campaign some years back (I wrote the system, wrote the setting, GM'd, the works) by a very, very simple expedient, drawn directly from the Shakespeare plays I loved: Make the protagonists the dukes, princes, queens, and barons themselves. There were some NPCs of equal power to the player-characters, but no NPCs of greater power than the PCs, which meant that anything the players wanted to do affected the politics of the setting automatically -- even if they just wanted to go off and be alone for a while ("Sorry, m'lud, but if you don't receive the Ambassador in person, it will be a great insult and start a war!"). This is the opposite of the traditional White Wolf model: You don't make the player-characters the least politically powerful people around and have uber-NPCs control everything, you give all the political power to the player characters and make the NPCs the pawns.

To translate this to your scenario: The Traditionalist Baron should be a player-character. The Reformist Countess should be a player-character. The whole Anarchist Freehold should be represented by one player character only - okay, maybe a couple if there are factions -- if not relegated to NPC status altogether on the grounds of being politically puny. Any other PCs should be big, powerful forces in their own right, like, oh, the King's High Constable investigating the situation, or the Countess's outcast brother and his army of bandits, and so on, and so on.

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On 12/9/2005 at 8:58pm, Joshua BishopRoby wrote:
RE: Re: [Changeling LARP]

Sydney wrote: To translate this to your scenario: The Traditionalist Baron should be a player-character. The Reformist Countess should be a player-character. The whole Anarchist Freehold should be represented by one player character only - okay, maybe a couple if there are factions -- if not relegated to NPC status altogether on the grounds of being politically puny. Any other PCs should be big, powerful forces in their own right, like, oh, the King's High Constable investigating the situation, or the Countess's outcast brother and his army of bandits, and so on, and so on.


This is the tack that a lot of Changeling MUSHes work off of, but it runs smack-dab into the "balance" issue I mentioned before.  The temptation is to give everybody roles and then make them all roughly equal in power, so that all the factions are balanced.  This does not work.  You've got to kick the legs out of somebody, preferably a couple somebodies, and hand a big fat club to a couple different people.  Ideally, so people don't feel cheated, you tell people what will happen (kicked or club-gifted) before they start making their characters and get attached to their static state.

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On 12/9/2005 at 10:26pm, WhiteRat wrote:
RE: Re: [Changeling LARP]

Joshua, for having no LARP experience, you give good advice about how to make it work!

To all the MET games I've played has clung the unspoken idea that the chronicle should go on and on with no end in sight. This idea, I think, causes people to design LARP settings in stasis. If the political structure is poised on the brink of collapse, how can you be sure there will be a game to play twelve months from now?

Instead, Anna, set up a LARP that would play really well in five sessions. It doesn't matter if the game runs longer than that: get to the good stuff now. When you come to the end of those five sessions, if there's still life in the game, plan another five. If it's winding down, kill it and start something new.

To create the kind of politics you want, try a technique that I'm using for a LARP system I'm writing:

1. Sketch out a setting in broad strokes. "There's a Barony, with the main freehold. Then there's this other freehold that's just been discovered by commoners."
2. Have your players create characters for the setting. As they do so, prompted by their questions, fill in the detail of the setting. When they ask things like, "Can I play the Baron?" say yes. If they ask for detail like "What House does the Count belong to?" say, "I don't know, what House would be cool?"
3. Tell your players to write down on their character sheets three to five things their character cares about most deeply.
4. Design the LARP completely around the those things.

Read what people care about. You'll be able to tell pretty quickly if nobody gives a rip about the new freehold that's been discovered. Look for common themes among characters: you might be surprised to discover that three or four people are really passionate about exploring the Dreaming. That's something to use.

Then threaten those things. Don't only threaten them with NPCs: create situations that pit those things against one another. If a bunch of characters care about upholding the Escheat and a bunch of other characters want to create more Dreamers, design a situation in which breaking the Escheat would help create more Dreamers.

If you need to give one particular character grief, pit two things she cares about against themselves. Force the lady courtier to choose between her True Love and her loyalty to the King.

I ran a one-shot Changeling game this way last September, and we had a blast.

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On 12/9/2005 at 10:45pm, Joshua BishopRoby wrote:
RE: Re: [Changeling LARP]

Adam wrote: 4. Design the LARP completely around those things.


I'm going to sharpen the point: Design the LARP completely, totally, and only around those things.  Do not include anything else, not for color, not for plausibility, not for immersion, whatever.  These are the things that the players care about -- and what's more, this is the color that they care about, the plausability that they care about, and the immersion that they care about.  Everything else is the bathroom in Star Trek -- you never see it because it's not important, and it's not important because you never see it.

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On 12/10/2005 at 6:12pm, Arpie wrote:
RE: Re: [Changeling LARP]

Joshua wrote:
You will never get good political roleplay out of Changeling as written, because the setting refuses to make decisions by the ruling elite actually affect the lives of the people they are supposed to be oppressing.  There are, for instance, no taxes (which is how a feudal system works).  The resources that the nobles control are, by law, open to anyone who needs to use them.  Would-be democratic revolutionaries cannot propose new systems that would demonstrably affect the problems presented in the game's typical situations, because the typical crisis in a Changeling game is a monster (chimera, mundane, whatever) that needs to be taken down.  A noble with a couple knights will do this better, faster, and more efficiently than a congress with a militia.  In Chris Chinn's terminology, the political 'choices' provided are almost all bunk choices.  If you want to tease some political roleplay out of Changeling, you have to pretty profoundly change the way the setting works so that the player-characters will have specific interests that they rely on that are threatened.  Otherwise you will be reduced to dressing up and acting petty -- that's incredibly accurate, Danny.


Wow! That's a very astute critique of the system you've given yourself! I agree because I ran into the same difficulties when I tried to play.

I fiddled with some of the rules mechanics themselves in Changeling but not to any satisfactory conclusion (perhaps you can learn something from my failed experiments and off-hand ideas at this site:
http://www.geocities.com/yokeltania/chchan.html#CHFF
or here for bunks/magic thoughts
http://www.geocities.com/yokeltania/chchan.html#CHFB

Sorry to make people go all the way to another page, but to summarize: I thought that using, say, playing cards or something to represent dross would at least introduce a practical fiscal element to play - something to tax or sell or bribe or even power your... uh... powers with. Gold is such an important element in so many fairy tales, I thought treating Dross* as magical gold would do the trick. Also, it gives nervous/new people something tangible to fiddle with.)

*Did I just capitalize a semi-misinterpreted word for no reason? I did, didn't I? I thought I'd gotten over that habit! Also, just as a side note, I'm trying to encourage more GMless play in LARPs. You're probably not going that direction, but hope springs eternal...)

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On 12/10/2005 at 6:28pm, Arpie wrote:
RE: Re: [Changeling LARP]

Sorry to double post, but I forgot I'd reworked the Changeling LARP rules once myself:
Again, please learn from my mistakes (I was kind of angry at the time and I was still trying, more-or-less, to hold on to the basic stylistic elements of both the Changeling and White Wolf milieu.)
http://www.geocities.com/yokeltania/chxart.html
Thanks for looking, if you get a chance.

PS. Yes, one person should represent an entire political movement. I agree. It makes for more dynamic diplomacy.

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On 12/13/2005 at 3:22am, Anna B wrote:
RE: Re: [Changeling LARP]

Thanks everyone. While I'm not planing on running another LARP soon. I'll keep your advice in mind when I do. I am planing on trying to apply to it to some tabletop one shots I'll be running over winter break.

On Bunks: We used a system modeled on Jester's Rules from the players guide. Basically some one does a bunk and we assign a number of points based on how long it took, how it fit with what they were trying to do, and impressive-ness. It worked well for us.

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