Alright. Let’s talk about what makes up a good LARP - regardless of genre (although we’ll talk about how this can affect stuff) - things like plot interactions, overlapping goals of characters, collaboration, competition, combat, intrigue, politics, intellectual roleplaying (let’s face it we’re all fairly smart buggers) and what I like to term throttle controls.
I’ll start with that last one (as I invented that phrase - sort of)
Throttle controls in a game are tools the ST’s can use to dictate the flow of the game so as to be able to speed things up if zero-hour is rapidly approaching, or slow things down, if the players are too quick to grasp the overall plot, and threaten to kill the big bad 5 minutes in - because let’s face it, players can often think of stuff that ST’s have not considered.
Much like singing, start off lower than normal, it is often easier to speed things up than slow things down. After all you may drop a wall in the way - but if it’s a hastily (i.e. impromptu) erected obstruction - it may be either impassable - or you may have to reverse the situation entirely to allow the players to progress. Making them feel as if the game is not under their control - nothing hurts a player’s fragile ego than having to have NPC’s save the day.
So - in brief, have pre-prepared hints, memories, props, clues, NPC’s, secret messages… whatever… to direct the players towards the finish line - however you must make sure that they are not left feeling like they have been handed the win (or loss) - or led round by their nose(ring).
This makes throttle controls an essential part of any GM’s repertoire (sp?).
-Might add more - have to go make food for wife now…
