The more the organisers of a LARP decide in advance what is going to happen in it, the more shit it is.
Hello, my name is Ryan and I used to run linear games. I knew in advance what stuff the player characters would encounter, and the actions of the players were usually pretty irrelevant. I thought that I could ensure it was a better “story” by plotting it out in advance. I thought that giving players multi-choice options and having the story go differently depending on what the players chose was the height of sophisticated dynamism. I thought that if the whole party died, the best response was to find some deux ex machina to get them all resurrected and get on with the planned plot.
While I enjoyed those games at the time, if I was to play one now I’d say it was shit. Aspects of these games were fun, but the player characters couldn’t really make any important decisions. It was like a carnival ride with interactive bits.
What a waste of LARP, the most interactive medium there is. A roleplaying game is not the place to tell a pre-determined story; there are other mediums for that sort of art. Roleplaying is about improvised interaction, and improvisation means unpredictability. By forcing a pre-determined series of events to occur you render the actions of player characters empty.
Why do people make games linear? I find that many game organisers (at least in medieval fantasy LARPs) immediately assume that linearity is the best approach, without necessarily admitting to what they are doing. Here’s my idea on why:
-
FEAR. It’s scary to organise a game and not have any idea what will happen. What if the players do stuff that messes up all your ideas? Will you be able to improvise interesting results to their actions, or will the whole game go dull? It’s so much less scary to know where the game will go in advance.
-
LOVE OF CONTROL. The sort of person who is interested in organising a game often has a love of controlling what happens. They might have a story in mind that they want to tell (creative control). They might enjoy the social status of being “in charge” and bossing people around (social control). It may feel that the only way to have this sort of self-empowering control is to pre-determine what will happen. If you don’t know what’s happening next, you may appear weak. Must beat chest harder and know everything in advance! Also, one person can’t improvise enough responsive plot to keep a large event interesting, so they become a bottleneck. You need to empower lots of co-organisers to help with the improvisation. But that’s giving away your power. Must not lose control!
-
OVER-PRACTICALITY. If I don’t know what will happen, I can’t know what costumes to create and what props to build. I may even have to build things on the fly at games. I can’t write a timetable of what crew to use in what NPCs roles. It will require too much communication to know what the players are up to all the time so we can come up with suitable responses. I won’t be able to control what time the game ends, or make sure people are in the right place at the right time for meals. I may have to run off to the shops to buy stuff needed for improvised plots. It’s all just too much work, easier to plot it all out in advance.
I reckon this problem of creeping linearity comes hand-in-hand with the presence of NPCs (under an organiser’s direction) at a game. Derek’s Epic Greek game isn’t going to have this problem, because there are no NPCs. You can’t tell a player “here’s what’s going to happen,” and “you’ll do this,” because it so obviously messes with their freedom of choice. Likewise, “freeform” games with no NPCs don’t suffer from this problem. But as soon as you introduce organiser-directed crew who can play multiple NPCs and be re-briefed, with it comes the temptation to railroad the game down a pre-planned story.
In a completely improvised game, you can still have story. But it’s an emergent story, one that comes out of the improvisation rather than being pre-planned and removing the relevance of improvisation. And there is no one story-teller, the story is organic and comes out of the actions of all the characters. In my opinion, that’s a far superior type of story for the LARP medium.