[quote=“Ryan”]I think Steph was identifying information transmission as a “problem” only if players have narrative control during play. If a player can do something narrative-changing that should effect everyone (perhaps even immediately), how does what has happened spread to the actual players? [/quote]Well, yeah. I’m figuring that shared content that gets worked out in the workshopping phase would be generally known.
I probably wouldn’t try to run a game that’s elaborately plotted with mcguffins/secrets or very competitive goals, I’d run a game that’s dealing with interpersonal relationships and interacting with the environment, so you don’t have to do that jigsaw puzzle thing of working out how all the knowledge interlocks and balances itself. I’d try to keep objectives very fuzzy, and set them up as a way to invite people into the game rather than defining their game experience. (So be very explicit that it’s not a case of “achieve this goal in order to feel success”, but “this is something that you want, which could get moderated by what happens in the game”.)
Some things you could do, maybe:
Partitioning - players know that there are some things where they can just make up things on the fly during play, like if nobody knows anything about their character, they can tell people about backstory as it becomes appropriate and that becomes a Fact that’s moving through the game, the same way it would with prewritten information. Or if they’re the only people who know about a particular organisation, or whatever, they have freedom to introduce narrative elements into the game without contradicting anything. That wouldn’t work for stuff that ‘everybody knows already’, though.
Providing a framework, with a few known facts, and a strong genre definition - I had good experiences in a couple of prewritten games where I had a specific element of shared fiction that people knew they could collaborate on during game play. So in one, there was this novel (that didn’t exist really) where I’d given everyone a short essay on how they felt about the book, and a list of ‘book club’ style questions that established some common information, and they built up this image of the novel through their conversation. It was a very small, focused game, though. Another one was about a tv show that they were filming an episode of, so they got a series synopsis, the style of show, and an incomplete script to give them the feel of an episode, and had to make up the rest of the episode as they went. Again, people were pretty happy about talking about “that thing that happened in the episode with the flying fish” and that.
Go minimalist with your set - like how the jeepform crowd will write something on a piece of paper to define what a room is, or I heard about a game that was set in an underground train system where the floor was taped out to show the train routes, and where there were stations, there’d be a pad where they could write down how the station had changed (for instance, if they’d had a fight with someone, they could write down that the tiles were chipped and there was blood on the floor.) And things like running the game in scenes, and having intermissions where people get to talk out how the game is going.
On the counter side, to encourage the kind of thing that Derek likes with the vivid experiences:
Have a really rich and evocative set, and make that contribute to your game - so maybe arrange to have your Larp On Demand in an interesting forest, or a bonfire, or in one of those old sets of gun tunnels like at Wright’s Hill or North Head, but don’t have any ideas before hand about what the game is going to be about. Get people to tell you what’s special about the setting at the same time as they develop their characters. So, if you’re in a forest and it’s drizzling slightly, why are the characters there? Do they own the forest? Are they visiting? Poaching? Defending? Invading? Why is it raining? Is it always like that, or does the change mean something? Is it just rain? And maybe bring some interesting props along as triggers for the game and all. Get them to tell you what the big challenges are in the game, and how they fit in, and set them off. (I think that could work for an adventure-type game as well as intrigue, if you primed the players right.) Keep the gameplay area reasonably tight so that you at least can observe what’s happening and provide some triggers of your own if you need to. Maybe?
(My partner just said to finish this with “and they all lived happily ever after.” I think he wants me to go to bed. G’night.)