So You Want To Write For Chimera 2011

Chimera 2011 will be needing 20 games to round out the timetable, and for those of you who are starting to think about writing games, here are the criteria:

  • Characters must be prewritten, and mechanics must be reasonably simple.
  • The game must take no more than three hours to run, including set up time, briefings and debriefings.
  • One-off games are preferred, campaign games are invitational only. Campaign games may not include player characters from their normal campaign, and must not require any previous knowledge of the setting.
  • Your game must be completed by August 1st so we can be sure to have a ready game on the day of the convention.
  • Reruns of older games are welcome, but only with permission of original author.
  • No more than 30 people per game. This includes GMs and crew.
  • Timeslot and game space to be decided by Anna and Rowena in conjunction with organiser.

Please note: Due to increasing numbers at Chimera, the maximum number of participants in a game has been increased from 20 to 30.

Edited to add: If you have questions, or ideas you want to discuss, or are kind of wanting to do it but aren’t sure want more guidance, by all means please PM or email me! I am really happy to help you work through the concerns and go through exactly how this all works, what you will need to do and what we can do to help you :slight_smile:

Excellent. Not that I’m planning on writing a 30-player game, but I was worried how the con was going to cope with growth.

“Write bigger games” seemed a better solution than “run more games” - this year we were totally caught off guard. Our growth was double my most optimistic hope :open_mouth:

strokes chin thoughtfully
Well, I think I’m going to dip my toe into the GM-waters for next year.

I think someone else mentioned this earlier in the year (and right now in the Battlecry thread), but would it be reasonable to offer some workshop type rounds as well? Like, an improv acting session, or a crafting session, or a boffer swordfighting session, or something.

“Run more games” raises the question of “where”? (though there is the other covered firepit right up the top, which would be great in summer). Whereas ATM there are spaces which could take more people (notably the main hall, but also outdoors) which are being underused. Of course, there’s some risk around minimum numbers of players etc, but that can be managed with good timetabling. And this will allow a lot more people to enjoy the fun.

Isn’t that “The brawl”?

“Run more games” raises the question of “where”?[/quote]

There are actually more buildings available to hire at the venue. Next year we will have an additional three indoor play spaces :smiley:

Woo-hoo! Massive larp party! And it growth is anything like this year, you’ll need them.

Isn’t that “The brawl”?[/quote]I meant an actual formal teaching session, rather than “let’s run around hitting each other.” But then I wasn’t at the brawl for the last two years, so what do I know, it might already be like that.

I wonder if one of the sessions couldn’t be hi-jacked, or possibly a one hour session couldn’t be inserted around Saturday lunchtime that would allow some other activities like: a market, combat lessons, workshops and makeup / craft demonstrations.

And extra time for either set-dressing, or packdown.

If the break prior to the flagship larp was extended, and other non-larp-activities were allowed run during it, it would allow people to set up for the flagship larp without skipping games. You might find you could then use 10-20 people to set up the big new set while others did classes or some combat training.

I’m keen to write a 30 person Bad Dreams

Thinking about running/modifying a Discworld game that was run in Dunedin - have yet to see it, but in principle it’s an awesome idea.

Flatmate mentioned that the Brawl for him felt more like people who knew what they were doing were there, and less of a learning thing for him. Just one guy’s opinion, but yeah, perhaps more of a training focus?

Isn’t that “The brawl”?[/quote]I meant an actual formal teaching session, rather than “let’s run around hitting each other.” But then I wasn’t at the brawl for the last two years, so what do I know, it might already be like that.[/quote]
It’s not. As Robza said, my experience of The Brawl was a lot more “Oh god, how are they so fast, oh look I’m dead again” rather than anything educational. Though Erin managed to break that up for a little while when she got frustrated with nobody knowing how to use a bow, hehe. Yay Erin!

Thats unfortunate to hear. A really easy way to close the gap is to give the newbie a longsword and the experienced player a shortsword or dagger. And if that doesn’t work, take a shield as well. I do this with my 9 and 12 year old boys and it gives them a chance to give me the occasional whipping. (They’re fast dammit, damn young people.)

The best practice sessions (for me) involve fighting a variety of opponents with a variety of weapon combinations.

There are plenty of people out there willing to train… and do run practice sessions down in the Tron (and could do so on demand). Of course, being untrained in any formal way, I can but offer my experience (10+ years) on fighting with larp weapons, as opposed to how to fight effectively with larp weapons.

And that drum-rolling (my words are impolite on this) is bad. Very bad.

I did offer advice before Quest to the forest of darkness and I hope that was useful. And I did a little sparring here and there. The sad thing is, I was busy in larps to give what I would consider a complete lesson.

Combat training is the kind of thing that could be worked into a scenario.

A medieval village is about to be attacked. A small troup of soldiers arm the villagers and train them in fighting, drilling them hard. In the last half hour of the game, the soldiers move on (i.e. recostume as attackers), the onslaught begins, and the training has to be put to the test.

Actual LARP combat training for people might be a very very good idea, heck you could even build a LARP around it for a day game. Maybe something like a Gempukku or Knights coming of age ceremony where older veterans oversee new cadets in training and then light sparring… actually… hmm

I might even talk to a couple of people that have a lot more experience than me and see if something like this can be arranged :slight_smile: toodles off to write a proposal

[quote=“Ryan Paddy”]Combat training is the kind of thing that could be worked into a scenario.

A medieval village is about to be attacked. A small troup of soldiers arm the villagers and train them in fighting, drilling them hard. In the last half hour of the game, the soldiers move on (i.e. recostume as attackers), the onslaught begins, and the training has to be put to the test.[/quote]

Or Romans could do drill for ten minutes (including appropriate commands for “form a tortise!” and “run away! Run away!”) before wandering off into the forest around that Gaulish village.