Big campaign issues - overseas experience?

I’m seeing a lot of issues going on with Crucible where some of them in my opinion are inevitable for a big campaign. Such as:

  • Factional settings with PvP and rivalry and competition (big group will always separate itself into smaller groups, and having them to certain degree controlled by organisers is a good thing, IMHO)
  • GMs are super-busy with organising such a huge campaign and so their friends are defending them from anyone criticizing, in all kinds of hostile ways (this is the rumour I heard, haven’t actually seen anything like this myself, but let’s assume the rumour has some real base for it)
  • People feel like missing out on plot (this one is IMHO unreasonable because in big game you’ll inevitably miss on most of stuff, but since it’s a voiced complain, let’s take it seriously too).

I know a bunch of you were attending large campaigns in Europe, with games as big as 3000 participants. I also know a bunch of you are constantly keeping an eye on the world’s tendencies in larping. So I wonder if you have any knowledge of how such issues are addressed over there? Thanks :slight_smile:

My experience at ConQuest of Mythodea in Germany was… interesting.

Conquest was about 10000 people all participating in a huge PvNPC plot. The 10000 includes the thousands of people playing NPCs.

I think I can honestly say that I saw only a very few item of plot, and that was from a distance.

Even being part of a group didn’t seem to help get into interesting plots, but I kind of stuck with the group because… HUGE!

If I’d been with more people I knew, then we would have struck out and tried to find other things to do.

It was a great experience, but I would do it differently next time.

I can only imagine the flack COM organisers get from that many people.

But between that and Crucible, I’m coming down on the side of much smaller games that allow characters to actually have some significance in the world setting.

From what I have been told, there is no personal or tailored plot at the very big events like CoM or Drachenfest. Some might groups may get some but only by virtue of size and persistence in the game world.

That being said, the very bold and lucky can find themselves entangled in plot items, though it is said to be difficult to do… and with 10,000 people on site… yeah! Of course, a lot of people go for the shear roleplaying opportunity. CoM / Drachenfest rules are often abandoned in favour of collaborative dramatic moments (abandoned means dying from the first hit because it looks better than HP based hits).

And the flip side is that players accept the notion and with that many people the ultimate way to create plot is to build it yourself. I think Jackie (Amphigori) has some tales of meeting some ne’er do goods and getting up to all sorts of thievery and roguery from Mythodea.

So we have the potential for a lot of this to happen in Crucible and some of the conflict SHOULD be channeled in this manner. However we do not have the game culture within Crucible for this to be done. There is a lot of emphasis on a ‘winning’ scenario, much of the meta focuses on winning and losing scenarios. This isn’t bad, however we just aren’t very good at some of the European trends of play to lose and role play for best collaborative effect. Some people do, some not. That said, the game meta does not encourage factions losing to another. The consequences at this point just result in negative impact if you lose.

But again, these are functions of the game design. And of the resulting player culture (overall). Some of this falls outside of some peoples game expectation. Some of it will be error or mistake (by players or GM’s or crew). Some will be perception, some emotion (we feel how we feel).

So where do we need to go? In my opinion, we need to look into how playing to lose is beneficial for all involved. Losing need not mean dying, it also means abandoning some personal goals for the sake of the greater group. It is quite easy for individual players to influence the game to their own end because our game actions are us playing pretend, we ignore or overlook a lot of information because we sometimes assume it is off the table…

So if we want power hierarchies and secret power plays then they need to be discussed before hand, not as in 1) “I am going to do this thing in the larp” but more like “my character is a devious bastard and likes to do things like…”. Many euro larps provide workshops on expectations of their games, along with that culture of collaboration and play to lose attitude and calibrating game culture so everyone is on the same page.

nordiclarp.org has a number of articles like this.

Edit: Technically speaking CoM and Drachenfest don’t follow a lot of the game calibration steps. They are a massive fantasy larp in which some participants display such virtues.

Edit 2: A lot of my knowledge is second or 3rd hand, so possibly incorrect in places.

I attended Maelstrom in the UK, which had about 1000 participants and was almost entirely PvP and faction-based.

My experience of Maelstrom was entirely opposite to Norman’s experience of Mythodea. I never saw any NPCs, or if I did I didn’t know it. I saw constant PC interaction, and I got involved and had big impacts that affected factions. Someone told me later that I’d started something that had a big ongoing impact.

What probably helped is that before I went, I recruited a handful of UK larpers into a new group that I’d be the leader of. Having that number of followers allowed me to position myself as the most senior figure in one of the 5 churches (a bishop), even though it was my first game. I did this because I knew that in a fully PvP (they called it “player led”) game like Maelstrom, you’d have to be in the upper leadership of a group to get into lot of interesting meetings where faction-level decisions would happen, and to have a say. I wanted to experience high-impact decision making at that level. If I’d wanted a more relaxed, less influential experience I’d have played a follower in an established group.

My position meant I could go and speak on an even footing with the leaders of factions and other churches, although it did take a while to establish my credentials. I decide to focus on suppressing the native religions (it was a colonisation game, like Crucible) and the rather demonic “fallen eidolons”, both of which were played by PCs. I set about creating an alliance between the rival colonial churches to achieve that.

I met with 2 of the other church leaders. There were many things we didn’t agree on, but they felt equally strongly about destroying the native “idolator” religions and the fallen eidolons. While some fallen eidolons were obvious, it was hard to tell many of the, from the good ones. After lots of information gathering and wrangling over options, the deal I suggested which was adopted by 2 of the other church leaders was to create a “black list” of known demonic PCs who would be killed on sight by the church’s followers (as immortals they were able to respawn, but this helped suppress them). It was that kind of campaign - really no holds barred PvP. We agreed that all the church leaders must agree before an eidolon could be added to the black list

Having made that deal, I then went about investigating the disappearance of one of my subordinate priests, Name of the Rose styley. Then got murdered myself. I never knew why, but it was after I identified myself as a leader of my church so probably for religious reasons or maybe they were pro-fallen eidolon or something.

So much fun!

Of course there were downsides. Organisation wasn’t perfect and there were sometimes long queues for the “GOD” (games operation desk) tent to get things done with a GM, the weather was shit, two of the PCs I recruited were newlyweds and spent most of the game in their tent. Their mate who was also one of my group disappeared for most of the game, so I had a pretty lonely time wandering around on my own until I made some acquaintances. At one point, sitting down alone with needle and thread to raise the hem on my mud-soaked robes so I wouldn’t fall over them, I felt really tired and over the whole thing. But then I got back into it, and could have really used a friendlier environment where I could go an have some risk-free cooperative fun (like most heroic fantasy, which this definitely wasn’t). Then I got over myself and got back into it.

Apart from being ganked without warning by someone who was acting very friendly until they suddenly murdered me, the closest thing I came to “issues” was a couple of times having people yelling hostile stuff at me IC as I walked by. On that one hand, that kind of thing could have been demoralising OOC, especially given that I was kind of on my own most of the time and in a foreign country. But on the other hand, it was totally believable IC, just like my murder was! My character could easily have had enemies, there was hostility between groups, there were nasty PCs around, it all made sense, and that’s what I really crave in a larp. Actions and consequences, not people OOC worrying about offending people constantly or whether they will make friends.

If I was the kind of person to take things personally OOC and want everyone to like me, it could have been a brutalising experience. But I wanted that IC hostility, I wanted it to feel real and I wanted my sometimes unpleasant actions to have consequences. At one point I helped rally some troops to butcher some native PCs. I was feeling a bit squiffy about it both IC and OOC, but after the totally one-sided battle we discovered they had a massive blood-soaked stone device for crushing human sacrifices. Time for me to make a big speech to the victors about the evils of idol worship and what a good job they’d done in suppressing it. They looked like they needed the pep talk too, actually.

One thing that Maelstrom did really well was multi-layered factions. You had national factions with their leadership and subgroups. But then you also had religious factions, with their own leaders and subgroups, and trading factions with leaders and subgroups, and so on. The religions and trading groups crossed national boundaries, so you could wander into an “enemy” camp to talk to someone from your trading company or religion.

I was constantly finding characters who were followers of my religion in unexpected places, and that meant it wasn’t a black-and-white world. It also meant everything was far more inter-connected than it could have been, rather than discrete factions. Another character could be opposed to yours in some respects (e.g. trade), but allied in others (e.g. religion).

From what I saw on forums, many people struggled with the PvP nature of Maelstrom. It did an excellent job of creating a “player led” game (both on paper and in practice), but that just wasn’t what a lot of people wanted. Even among those who liked it, some probably felt it could have had a friendlier or more constructive feel. Some OOC friction probably occurred. I probably wasn’t able to seeing inside that from my vantage.

Want a friendly atmosphere where you gank lots of inconsequential monsters and get a happy outcome? You’d be out of luck at a factional player-led game like Maelstrom, where every kill was a PC kill. Want a complicated, messy game where every action has unexpected and unknown consequences and the greyness is deafening? That’s what Maelstrom did really well, but it probably came at the expense of being welcoming, morale-inspiring and community-building like a cooperative larp can be.

It’s notable that after Maelstrom, Profound Decisions went on to create Empire. There are still rival PC factions, but they exist within a single nation that is under threat from external forces. That can give the “all in it together” feeling of heroic fantasy, and it also means you get to have lots of big battles where PCs aren’t dying. I don’t think it’s an accident that they moved to that model for their next big game, and made it explicit, because I think it has a wider appeal and can be better for building a happy OOC community.

I like both of those approaches, I think they have different advantages.

But I don’t think I’d enjoy the Mythodea style game as much. It sounds a bit too scripted and not player-driven enough for my preferences.

[quote=“Ryan Paddy”]
My experience of Maelstrom was entirely opposite to Norman’s experience of Mythodea. I never saw any NPCs, or if I did I didn’t know it. I saw constant PC interaction, and I got involved and had big impacts that affected factions. [/quote]
There’s another HUGE one in Germany called Drachenfest that is totally PvP.

My current thought about Crucible is that thinking about all the other factions as NPCs is actually a way to get into the game.

And by that I mean NPCs as sources of information and plot. Not as canon fodder…

It’s a slight mind shift, but it may help me in Crucible.

On a more health-and-safety oriented note, one of the articles at the site Jared linked to, A Tsunami of Testimonies, described issues I really, really hope that no NZ larper has had to deal with.

As NZ larp size increases, making sure everybody sleeps safe is going to take more organising.

I have been thinking about this for a few weeks (since prior to the recent rants on Facebook) and while I am never great at putting clear and concise thoughts in writing here is my take on it.

The key issue here is that of Change and how people cope with it.

Teonn and Crucible have brought huge changes to NZ Larping and they seem to have brought changes that a lot of people were not ready for, and unexpected change always brings issues.

Prior to Teonn (based on the stories I have heard) the community was much smaller, everyone knew everyone and the the games were of a scale where personal plot was a GM driven thing that intertwined with the main plot.

Teonn was a stepping stone where the call was actually given by the GM’s that personal plot would no longer be something that players could expect and I suspect (interpretation from talking to people) that there were a couple of different approaches from players in how to adapt to that change.

Some threw themselves into the main plot and used that to interact with the game, others simply generated their own personal plot and ran with it. Some simply didn’t cope well with the change and either got grumpy with the game or drove the GM’s to distraction demanding their personal plot.

Now this brings us to Crucible, an even bigger game. The responsibility for personal plot is now almost entirely on the players to generate and the GM Plots are so diverse no-one can be involved in all of it. Add into that the night-watch which means no matter when you sleep you are always going to miss something.

It seems the nature of LARPS has changed amazingly over the course of a few years, from a relatively tight-knit small community to a sprawling diverse group with very very different game styles in the campaigns. That much change over that short time is always going to leave people struggling, and with any change, some will rail against it, others will embrace it and love it, and the majority will try and work with it and adapt (some well and others not so well) to the new environment.

I think no matter what the future brings change is inevitable, for good or for bad (just for the record, I enjoy Crucible and prefer the player generated style [self confessed bias]) and the focus should not be so much on how to change the games to make people happy, but how to help people cope with the changes and how the community builds mechanisms to keep the people who are struggling with change involved and included.

Helping people through change is never easy, but rants like we have seen recently are indications that people are struggling and we should be trying to help those people understand the changes and encourage them to stay involved. Conversely we all need to accept that change is occurring and we will need to change and adapt as well to continue enjoying this ever-changing hobby.

Nice post!

But I have to completely disagree with this. Teonn had a very strong personal plot thing going on. From the very beginning characters could put in plot hooks which MIGHT get picked up by GMs. I know many people who had that happen, myself included.

Also from the very start, many characters were made unique by the individual powers they got. Not used all the time, but BY GOLLY when they were useful, they were useful.

I know that some races didn’t get individual powers. And from what I understand, that caused a little bad feeling. However, everyone knew going in that that was the case.

The problem with big games is that you just wind up being completely insignificant all the time.

My best thoughts so far, especially for Crucible, is to specialise as savagely as you can. Being a generalist is a waste of your time.

But if your specialisations require GM intervention, then it’s a risk. GMs might not be available, or they might not have got to creating the book you need.

Thank you.

Sorry, I didn’t say there wasn’t any personal plot. I said that the GM’s made it clear it was not to be expected. The intimation I had from talking to GM’s and players was that in previous games you put in personal plot and you had an expectation that it would be used at some point in the game. Teonn GM’s posted that this was not the case in Teonn and you should not go into the game with the expectation that your personal plot would be used.

I guess this is another area which is a change, you are correct big game can mean you may feel insignificant but I think this is a key point. Is the goal of LARPing to be significant? Do you have to be a hero on a pedestal to enjoy the LARP?

In previous LARP campaigns that might have been the case, but there is no way to make 120 people all heroes and to be honest I think you probably have a lot of LARPers these days that neither want or expect it. I think the key is here that more of the effort to get what you want from a LARP is more on the player in a big LARP, you have to accept that your wants and needs are your own responsibility and the GM’s are there not specifically to help you do this but to create and environment where the opportunities for you do what you can to get what you need.

[quote=“joker”]My best thoughts so far, especially for Crucible, is to specialise as savagely as you can. Being a generalist is a waste of your time.

But if your specialisations require GM intervention, then it’s a risk. GMs might not be available, or they might not have got to creating the book you need.[/quote]

I agree completely, specialisation has always been a good thing in any role-playing, LARP, Tabletop or even wargaming. Every environment of this type rewards specialisation if you want to excel and be a hero.

The area I disagree with is that Generalisation is a waste of time, but as a player you need to be aware of the impact your choice has. For example I like to play generalists, but I don’t want to be a hero, I want to be the guy the hero’s can lean on when their specialisation leaves them unable to do something. I create the characters in this way knowing the consequences of my choices.

The key being that getting what I want from a LARP I believe to be my personal responsibility, but I think a lot of people still expect the GM’s to have a responsibility here as well and that is simply not realistic in a large game.

[quote=“mandos”]

I guess this is another area which is a change, you are correct big game can mean you may feel insignificant but I think this is a key point. Is the goal of LARPing to be significant? Do you have to be a hero on a pedestal to enjoy the LARP? [/quote]

Ah right. I’m not even talking about being a hero. At all. I’m talking about having ANY significance at all. To anyone. Some of my most delightful moments in LARP has been when I had that one skill that was significant at that very moment. It wasn’t world changing, it wasn’t direct interaction with plot. As an example, at the Cave rave, they found a chest that was locked. Physically. No one had lock pick. Not even me. But I had 4 other skills that could be seen as somewhat relevant, plus an actual physical toolkit. So I convinced the GMs to let me “have a go”. And succeeded after a while. It then got whipped away from me with nary so much as a thank you, and opened outside. To some lulz. But that’s another story.

Little things like that are great.

But when you build a character to be good at something, and you simply can’t do it because the environment doesn’t have the capability, then that’s depressing.

You have good points about personal responsibility.

But when my view of the game going in was so different than it seems to be, then I’m left scrambling to recover what I can.

[quote=“joker”]You have good points about personal responsibility.

But when my view of the game going in was so different than it seems to be, then I’m left scrambling to recover what I can.[/quote]

Which kinda meets my point.

Something changed, your view on the game, so it leaves you scrambling.

So if we deal with it as change trauma rather than as a problem with the game it should be easier to help you through it rather than seeing it as a problem with the game as a whole which causes much uproar and argument.

To that end if there is anything I can do to assist, I am more than happy to help out with downtime stuff or some in game plans to help make the most of your experience, I am but a facebook message or a PM away :slight_smile:

[quote=“Mandos”]
Something changed, your view on the game, so it leaves you scrambling. [/quote]

Well, no. The game itself is different (in my mind) to what was described.

I took what seemed a logical approach, and that was quite wrong. Should have gone over the top. But that wasn’t the game that was described.

Anyway, the problems I’m having are partly self inflicted so I can only try to deal with those. :-/

There’s quite a bit of talk about games design. I think culture has as much, if not more to do with it.

I see it on three levels:

  1. Country culture. Nations have different histories, education systems and structural biases in their cultures. This affects things like how competitively or cooperatively people view games, how trusting and open people are, how authority figures are regarded and attitudes toward expression of emotions and opinions, personal conflicts and artistic experimentation.

  2. Local larp culture. Based on the larps that have gone before, a set of expectations for both IC and OOC behaviour is built up. Influential figures in the community affect the tone of local discourse. New larps are not judged in a vacuum, but in comparison to those that have gone before.

  3. Specific game culture. I think this is driven by the organisers of a larp. They may not be able to control it, but they do influence it through their communications with the player base to create expectations, and by setting an example. Some organisers don’t like to “nanny” their players, and then you can get kind of a wild west situation where anything goes. Some are very protective of their game, and this can encourage hostility in their player base to any criticism.

This isn’t just about big campaigns. For example, you sometimes see a small game that has a very hostile or competitive attitude to other larps, regarding their game as the only option and disparaging other games that may start in their area. I think that attitude, which is very common in some parts of the world, is driven by the organisers (game culture) but then adopted by the local player base (local larp culture). Whether or not it arises is also influenced by country culture. For example, this kind of insular attitude is common in US fantasy games which are often operating commercially and competing for customers.

Human nature means that not everyone is going to like or agree with everyone else, and the bigger your game gets the more likely there will be personality clashes. But game culture is not just about liking or agreeing with everyone, it’s also about whether those opinions are expressed respectfully or with vitriol.

My experience of large LARPs overseas is limited to just Drachenfest and ConQuest of Mythodea. The two were fantastic experiences, and I will go into more detail below. My overall view, though, was that Drachenfest was a PvP game that pulled it off very well and was a new experience for myself, and Mythodea was a PvE game that felt in essence similar to our games, just larger. Drachenfest was my favourite, though exhaustion by the time I got half way through Mythodea did mean I didn’t have the energy to go off and do much exploring.

Drachenfest has an interesting PvP structure. The armies summoned to fight are doing so for someone else’s battle (the dragons, represented by an avatar). If you die, you go through an underworld place (a dark maze) and try work your way out, at which point you are alive again (though some players opt to stay dead). There is, I believe, a political game that runs before the main event to work out allegiances, and this continues in the big game, meaning that other armies are allied, neutral, or hostile towards you, but this changes somewhat from event to event (but individuals within each army may be friendly or not regardless of this). You could, I believe (though I only heard this on the last day) do special quests for your avatar to increase their standing (collect dragon eggs), also accomplished by raiding other camps, and this is what will determine which of the dragons wins after the battle (the avatars basically negotiate themselves into two competing forces, and the winning side’s best avatar wins… though I think that can be negotiated, but that was all well above my pay grade). There was one ‘NPC’ faction I think, but that was more in terms of being a faction that had more help for new LARPers and more directed goals (I think), but everyone you met was playing the same character throughout the event (or was a referee). Perhaps most crucially, the game resets after the event - there is no ongoing benefit to winning, so everyone is on equal footing at each event and the competition is just for the one event. Indeed, enemies one year may be allies the next, and vice versa.

ConQuest of Mythodea was a story of colonizing a fantasy world, with the players being the external force and the crew the indigenous populations. The feeling as a player was for me quite similar to other LARPs we’ve had in NZ - you’ve got a faction allied with several more, all going off to fight the Other. The crew were less like non-player characters and more like soldiers in an army that was given direction. I don’t know if they played the same characters, or had personal characters in the faction and then took ‘soldier number 55’ type roles throughout the game, or if they were just generic people the entire game, but they stayed within their faction, had IC areas to roleplay and hang out (I remember there was an undead tavern in game, but didn’t get round to visiting). There was PvP between factions - one faction decided to let an NPC faction come in for talks, so the order was given to go kill the PC’s (tolerance for mingling with the locals was not high… though to be fair the NPC faction were plague bearers). This was an unpopular course of action IC, but the hard word was put on us - anyone not doing so would be tarred with the same brush. Another instance of PvP was when myself and a companion got mugged. We were walking along a path in the woods with light traffic, when suddenly the light traffic turned out to be about 6 well armed people demanding our money. They took my companion down and then opted to take me down at range when the melee approach looked more difficult than they anticipated, but once I was down they asked for the coin I had on me (I gave them a few, but not all), and they thanked me for the roleplay experience and left me to it. While there was perma-death in the game, that didn’t mean players would just kill people for the fun of it. I had heard rumours that in some events there were people hanging out by the toilets at night to attack those in need of relief, but this was highly frowned upon (indeed, the attitude was ‘go along with it, then get up and pretend it never happened once they’ve left’), and I didn’t see any of it happening.

There were a few LARP culture things that struck me. No-one cared if you min-maxed your character or lied about how much XP you had. If you were good to roleplay with, people would roleplay with you, and if not then people will ignore you for better roleplaying opportunities elsewhere (of which there was an inexhaustible supply due to the size of these games). An urban legend went around of some dude that got into his costume after work every day and ‘roleplayed’ by himself, and then counted that as a day playing his character. He turned up to the events as a high mage, priest, alchemist, warrior, healer, but no-one cared and no-one roleplayed with him (I gather he had been boasting about this). People used hit points like a general gauge, but everyone was expected to just roleplay their wounds - you get hit with the massive hammer, you are down and not getting up in a hurry; you get hit in the nuts with an arrow, that’s you into major surgery right away (happened to a friend as he stood right next to me); you get hit, you need to act like it hurt. The healers were fantastic, too - really got into it and it created a fantastic roleplaying experience as a result. Players were more than willing to cross country boarders, fly from all corners of the globe, and/or drive for hours into the middle of nowhere for these events. Everyone tented, and it looked awesome and felt awesome. These games had been going on for a very long time, and as a result the gradual improvement of props and infrastructure over that time meant the place looked fantastic (also helped by onsite storage at Drachenfest) - but I suspect they had humble(ish) beginnings.

One last thing. We went there as part of an English speaking expedition, the head of which made an active effort to try get us things to do. There were 20-30 of us I think. This really helped give us a leg into the game, I felt, and gave us instant allies and people to hang out with. Without this, I think the experience would have been less fun.