Possible new campaign

[Removed at request of author]

While I can’t help you with the campaign - I am Not Allowed to run games in that format, because I have theatre-forms to run - NZLARPS may be able to provide project funding if your budget looks credible. Send us an app when you have a team and some figures.

(Nick, Mel, Thom, Scott, Ants: to help anyone thinking similar thoughts: how many people do you typically need, and what sort of roles?)

While I can’t help with your campaign (I’ve got my own planned to start in 2016), I can certainly answer Idiot’s question with regard to the team of organisers. With 33AR we had 3 GMs; Mel, Thom, and I, and while 33AR happened, it would have been a lot easier if we had a couple more people from the start. Another thing we didn’t have with 33AR was very clearly defined roles; it was the first larp campaign any of us had run, so we made a few mistakes, thankfully none of them so severe that we had to stop the campaign.

As for roles you’ll need, I have planned for the following roles in the campaign team for the next campaign I run;
[ul][li]Project Manager - takes ownership of the campaign, coordinates the organiser team, and makes sure the necessary things get done.[/li]
[li]Finance Manager - makes sure the money comes in, and that it gets budgeted so you don’t make a loss.[/li]
[li]World Builder - writes the history, societal, and cultural information about the setting; the information that defines the setting the larp takes place in.[/li]
[li]Storyteller - writes the NPC character sheets and helps guide the story of the campaign, of which you’ll probably need at least two if you’re planning on having any NPCs. Depending on how much control you want to exert on the story, or how much you want to integrate player backstory into the story of the larp, you’ll want more storytellers the more of these two aspects you have in your larp. 33AR could have done with 3 or 4 storytellers to share the load and the insanity, and that was due to the high degree of player backstory integration into the setting; most of the NPCs and events in the campaign were reactionary to player actions after the first and second sessions.[/li]
[li]PR Person - someone to manage the public relations, conduct the announcements, and answer questions. While a lot of campaigns have bundled this role into another, I figure it’ll help a lot if there’s a central point of contact for participants.[/li]
[li]Gear Organiser - someone to make sure the gear gets to and from the venue, and possibly also responsible for sourcing new props and set dressing (in conjunction with the finance manager) if you want to give the role a theme, but that’s extra.[/li]
[li]Rule Maker - if you’re planning on having a rule set to govern confrontation or any kind of special abilities, you’ll need someone to write a rule book of some sort that is easy to follow and distribute to your participants.[/li]
[li]Crew Director - during a session most of the organisers are likely take take on the role of crew director, so while you may not need to dedicate anyone to this role in particular, it helps to have 1 for every 10 crew.[/li]
[li]Catering - some arrangement to provide food for your attendees, if you plan on doing so and if your session run time justifies it. For 33AR we had two people cooking at every session, as well as rostered players helping out in the kitchen before and after meals, and this seemed to be enough for ~60 people.[/li][/ul]

One person can take on multiple roles, and that’s often how it’s done, but the more you can delegate, the less stressed you’re likely to be. The next campaign I have planned has a team of 5 organisers and 2 cooks, and I’m planning for approximately 60 attendees, just like 33AR. I also recommend you have a mix of experienced and inexperienced larp organisers, if you can, so that we ultimately get more GMs and therefore a wider variety of larp!