Structure of a weekend game?

People in wellington are looking at Teonn with envious eyes and wishing we had something like that down here. So, how would we do it?

I’m particularly interested in the plot structure of a weekend-length game. I understand from what I’ve seen of Teonn and St Wolfgang’s over the web that the days tend to be spent in small group quests, with bigger stuff in the evenings. So, how many quest options are offered? How much plot is there? What are the crew requirements?

(If people want to give specific examples, that would be great, but I wouldn’t want to elicit Teonn spoilers)

(DISCLAIMER: This should not be taken as an interest in actually running a campaign in Wellington. Instead, I’m hoping that by promoting the conversation, someone else might be inspired :slight_smile:

From my view point as a player

If you can get an even number of players to crew, then fantastic, crew get tired too, and more crew means you can get different NPCs constantly rolling in as well.

Get a good number of GMs don’t try and roll with 1 or 2, depends on venue size and game size as well of course.

Teonn actually had it’s big fights Staurday afternoon and Sunday midday. With big plot points Saturday night. It’s a good idea having plots going in all the time, players may or may not pick up on them, but if they do they often drag others in. If you have good character you will find out about player created and driven plots you suddenly have to factor in :slight_smile:.

I also think it’s a good idea to have non plot random NPCs pop up and if you can groups of wandering monsters or bandits who add to the tension and fun.

As for plots you had grand plots, group plots (race, religion or organisation) minor plots and personal plots, plus random things to do.

And for the record I am interested in running a weekend game in Wellington, but needing a good crew to help and critical mass (players, crew, equipment and a good venue)

The basic way we tried to run the first Teonn was in three parts:
Take one main plot, and figure out what is going tho happen with it. It should introduce itself in some way on Friday night, and then dealt with over time on Saturday and potentially Sunday.
Next take player backgrounds and create plots from them and fill in gaps.
And lastly figure out plots while not directly tied to player backgrounds, give a chance at interesting roleplaying or a good fight.

In general we tried to aim for plots to finish by midnight to 1 am to let sleep happen.

For crew on a big weekend game like Teonn or St Wolfgangs getting a 50/50 split between players and crew is optimal as there is enough crew to always have plot happening for the players to interact with. In saying this though you can easily run with fewer crew than this and in most cases is what happens during a weekend game.

Venue-wise you’ll want somewhere you can have a large designated space for crew and their kit and gear, along with places to sleep shower and cook.

Auckland is very lucky to have Malu and Joel who have cooked for the last two weekend games. Cooking for large numbers is an art form and they do it really well. You really want your players and crew to be well fed and as comfortable as possible.

This is one of the reasons we struggled to get something started in Wellington last year. We didn’t find anything that was 100% perfect.

But, I’ll echo the want to have a nice amount of crew!

Good call Jackie, sorry food was a thing I was thinking of on the way back from Auckland and totally slipped my mind. You do want the Facilities to have hot food cooked for everyone and then have people willing to be there and cook 6 meals. At this stage I have no one in mind who can/would do this.

What about running a campaign of day games? It’s easier to manage logistically, and you get to use them to build up your player base for live combat games and move up from there.

Seconded.

As for crew, Exodus (which I’d love to see happen BTW) proposed a half on, half off system, where people would crew in the afternoon and play at night (or vice versa). Which isn’t a bad way of getting around an initially small player pool.

My plot structure that I used for most of Wolfgang was a four-tier plot:

For example, the basic plot structure for Wolfgang 4: Redemption

  1. The overarching campaign plot (“Defeat Mephistopheles”)
  2. The weekend objective which contributes in some way to the main objective (“Kill his lieutenant Hel!”)
  3. The secondary ojective, or, the “the red-herring plot” which normally is not related to any of the main plot but does get in the way of the players accomplishing other things (“Destroy the Candlestick of Nightmares to stop the Three Monks from wreaking havoc”)

Then, around this, I’d cram in as much personal plot as I could. You want to have this stuff down well in advance - decide what the players are discovering of the big campaign plot, the weekend objective normally wraps up Saturday night and the secondary objective sometime before that, usually late Saturday afternoon or early Saturday evening. We would plan encounters based on the spaces we had available and the time we had. You want to make sure there is at least one major encounter for each of Friday night, Saturday morning, Saturday afternoon, late Saturday afternoon, early Saturday evening, Sunday morning, and the pinnacle of the weekend usually is “The Big Saturday Night Encounter”. Roughly speaking, Friday night is usually “exposition”, Saturday is “plot solving” and Sunday is “Cliffhanger for Next Time.”

On Friday, players are usually reluctant to go past 1am, but on Saturday most are normally keen to keep going until 2-3am. Have your late night on Saturday rather than Friday.

Also, towards the end of Mordavia, the player-pushed plot had gotten a life of its own to the point where most of our planning was about what was going to happen on Friday night and what was going on in the rest of the world. We’d do a bit of Saturday planning - like maybe in terms of making a new monster to turn up sometime that day, or a cool prop to introudce, and we’d spend the rest of the weekend reacting to what everybody else did. I don’t think it started that way, but that’s surely how it ended. The momentum was great.

[quote=“Scott”]
And for the record I am interested in running a weekend game in Wellington, but needing a good crew to help and critical mass (players, crew, equipment and a good venue)[/quote]

I’d be happy to help with writing/crewing.

Catnip

NORMAL people, perhaps! 4am seems to be my normal bedtime on a Friday!

But in all seriousness. the first night of the game needs to allow for people to “find” their characters again and get back into the groove. Sometimes it doesn’t take long, but you’ve also got the giddiness of “yay it’s actually gametime” going on as well.

There’s a certain style of weekend fantasy game that’s evolved in Auckland. Mordavia had a big part in shaping it, because so many people attended that game who’ve gone on to run their own, but Mordavia in turn borrowed somewhat from Lateral Worlds before it.

Here’s my take on the style, or at least the way I see it ideally:

The overall goal is to create an interactive setting where player actions have significant believable consequences. This means throwing away any idea of scripting “plots” that affect the players but can’t be affected by them. Instead, the approach is to throw interesting stuff at the players, see what they do, and then throw more stuff at them that’s a believable response to their actions. Similarly, the players need to be empowered to decide where they’re going and what they’re doing, as much as practical. This doesn’t mean that the whole setting revolves around the players. You can have big, significant NPCs, they can be doing important stuff “off-stage”, and that stuff may affect the PCs. However, once the players get in contact with these NPCs anything can happen. The key to this is briefing NPCs on what they want, what they know, and what their plans are, but not briefing them on how things will turn out - they have to feel their way through it, just like the PCs. As in the real world, no-one knows how it will turn out. The GMs who can’t predict how the chaotic interactions of PCs and NPCs will go, if everyone is given free reign. I would add that “invulnerable” NPCs are also against the spirit of this approach to running a game, tempting as they may be to use in order to add predictability, as are puzzles that seem contrived rather than a natural part of the game world.

Player creativity is also a major factor. Players can create factions. They can also invent backstories that include 1) characters that the GMs can put in the game as NPCs 2) places that can be visited 3) historical interactions with other PCs and NPCs 4) items of significance, etc. This approach has a couple of advantages. Firstly, it gives the GMs a wealth of creative material to draw on without having to invent it all themselves. Secondly, it gives the GMs the ability to introduce so-called “player plot”, that is characters, items, etc that relate to the PCs backstories, into a live event. Finally it enables players creatively, so that they can feel the sense of having added more to the world than just their one character, and so that they get to choose roughly the sort of player plot that is likely to happen to them (write romance into your backstory, and it’s likely to turn up in play), giving players some individualised direction over the style of content they’ll encounter. Player plot can also be written to involve a whole faction of PCs, or more than one. The GMs may guide the players to help their backgrounds overlap.

In order to have a setting that PCs can interact with and affect believably, the GMs need to have a good idea of what is going on in the setting. The setting can be viewed as a simulated fictional world, and the more the GMs know about that world, its history, and its current events the easier it is for them to come up with interesting responses to player actions, and to invent stuff to throw at the players that isn’t from their character backgrounds.

In terms of how getting ready for an event:

  1. The GMs lay out the setting and current state of events
  2. The players input character backgrounds
  3. Based on the state of events and player input the GMs decide whether the event will take place in the setting, what player plot they want throw in, and what other plot they want to throw in. “Plot” in this sense typically means NPCs with info/goals/abilities, plus places that might be visitable, items, creatures of interest, etc. For ease of organisation this might be divided into a number of “plot threads”, and one or more GMs assigned to facilitate each thread. Player plot can count as one or more plot threads as well.
  4. It may be a good idea to brief some crew members who are playing complicated NPCs in advance. Having a crew forum where you can brief everyone on aspects of the setting that the players aren’t aware of may help too - just be careful to emphasise that this info isn’t for sharing with players.

In terms of running the event, you need plenty of GMs who are well informed about the setting and plot plans. If there are too few, they become a bottleneck. A lot of info and briefings have to pass through the GMs, otherwise NPCs may sit around not sure what to do. The GMs job is to brief NPCs, listen to what they say about what’s happening in the game, and rebrief them if necessary. It pays for the GMs to work as a team, having a meeting every couple of hours to go over what’s happening and how they want to respond. That gives a chance for brainstorming, where more dramatic and interesting twists can be thought up.

It may seem intuitive to start off the game slowly, with just a couple of things happening, and then add more and more material to the game as it goes on to provoke a climax - that may seem like a logical way to create dramatic pacing. However, my experience is that it’s actually better to throw masses of stuff at the players on the Friday night and early Saturday of a weekend. Giving the players plenty to do up front means that the cascade of action and reaction starts early: based on how the players respond, the GMs can kick off responses from the setting, which tends to escalate into more stuff for players to do, more responses, etc. It’s a virtuous cycle, so the earlier it starts the better. Also, from a dramaturgy perspective the beginning of the story is the time to introduce new elements, the middle of the story is when complications arise, and the end is when the complication of the elements is resolved. Thus the saying “the gun on the wall in the first act will be fired in the third”. This doesn’t mean you have to throw every NPC at the players on Friday night - this may especially be a bad idea if your players are trigger-happy. But you can foreshadow those NPCs, players can hear information about them that will build tension and make them seem more significant when they actually arrive.

There’s nothing wrong with having “set piece” encounters where you have a great location and something impressive that you want to happen there, whether it’s something dramatic or a big battle or whatever. However, if you know in advance how those cool moments are going to turn out, you’re taking away the interactivity of the game (which is one of the coolest things about larp) and turning it into a play. Better to plan how they will kick off, and leave the rest to the players and NPCs. So you might decide that a big force is arriving in town on Saturday night and/or Friday morning, that they will have XYZ cool costumes/abilities/stuff, that they’re their to do whatever… and that’s all good for ensuring a big dramatic climax. But if you already know the outcome, not so good - otherwise why have players at all?

That dramatic arc of introducing materials, complicating, and resolving can also apply to a whole campaign spanning numerous events. This allows you to plan to finish a campaign, rather than the common issue of it going on until it sputters out with no satisfying ending. Sputtering out is a common fate for fantasy campaigns overseas, they go on for years until the people origanising them run out of steam, then someone else may take over and do it differently which causes some players to leave, then the new people run out of steam, then the whole thing collapses on itself and the stories and characters never get resolution. As Steph mentioned, by the end of the Mordavia campaign we didn’t need to introduce a lot of new elements at each event, and we also discouraging players from doing it. Instead, we were focused on finding ways to tie plots off with good endings. By that stage, many plots had been going on for a long time, and they had become intertwined with each other. Stuff that had originally been player plot was indistinguishable from the rest of the setting. We focused on resolving it all, without knowing how it would turn out. This mostly involves bringing the subject from the plots into play, and being willing to have them resolved. If there are mysteries that the players haven’t uncovered, reveal them. Villains they haven’t confronted - put them in play. If the villain wins, that’s fine as a resolution. If the whole campaign revolves around a Big Bad (Wolfgang’s had Mephastopheles, and Mordavia had the Dark One), then towards the end of the campaign it’s time to introduce more and more opportunities for the players to progress against it. If they flub it, too bad. I know that the good guys losing may seem like an anti-climax, but if there isn’t a real possibility of it then where’s the challenge?

Going back to the original question - I don’t think it’s a good idea to think of an event in term of “quests”. That gives the idea of discrete challenges, managed by a GM, for a specific set of PCs. That’s a tabletop roleplaying way of thinking about it, and it doesn’t adapt so well to larp. This is actually an approach taken in the US, they have “modules” where they take PCs out of the game and put them on a linear quest. This isn’t the style that’s evolved here, and personally I find it contrived and less likely to lead to a believable, free-flowing world with a tangle of action and reaction. Instead of quests, I would think in terms of a naturalistic setting within an area in the fiction, with lots of PCs in it all interacting, and NPCs sometimes arriving at various places around the area and providing challenges to the players and progressing the various plots. What you get is a big melting pot of characters and plot, where everything can interact with everything else. That doesn’t mean that 50 PCs wander around as a big group doing everything together. Typically, they are too factionalised to do that, and that’s a good thing because it’s hard to provide encounters that entertain 50 people at once (“big battles” are the classic example, but some big roleplay encounters can work too). My experience is that if you have more than about 12 PCs, they are likely to split up into multiple groups, and that’s good. Then if you have multiple plots happening in different locations, different groups of players are likely to encounter them.

In a campaign like this, information is king. Most plots revolve around stuff the player doesn’t know yet. Even with player plot they may write in that someone killed their brother, but it’s often a mystery who exactly did it, or why, or where they are now. Often, it’s when players find out this information that you get complications in the plot - the killer may have done it for a good reason, or they may be a relative of another player, etc. Resolution comes when you get past that stuff, although if you kill someone’s relative in revenge it may kick off a new plot. Because different players have different encounters, there’s always info that some PCs know and some don’t. As GMs, it pays to keep good records of all the information. That helps keeps things consistent, and it’s good grist for more plot.

Another aspect of this responsive approach is that it requires the GMs to be spontaneous. You’ve got to be able to listen to what’s happened in play, then think about the setting as a whole, consider different possible results, and pick one that’s believable and interesting, and integrate the result back into the game while it’s running. That takes a certain amount of improvisation, and personally I find it’s much easier with a team of GMs. If one person gets stuck, someone else often has a nice idea. The crew can also often come up with nice ideas based on what their NPCs would do. Personally I’m not great on split-second spontaneity, but give me ten minutes and someone to consult and it’s a much easier job. Given travel distances, etc, in the setting, you sometimes have hours to decide what the result of player actions may be.

This responsive GMing is scary at first, because you don’t have any final picture of where the game will go. But it gets easier with experience. It’s very satisfying when it clicks into place, a kind of organic order arises from the chaos of the game and you become aware of the opportunities for cool encounters and plot complication & resolution that are being presented, seemingly out of the blue. It starts to feel like the game is running itself.

I think it’s worth bearing in mind that Auckland didn’t hit the numbers we have today overnight. It’s taken a decade or so. When I played Lateral Worlds in 2000 or so they may have had 40 or 50 people at their final game. The first Mordavia game had just over 20, then built up to 70 over several years. A lot of those people carried on to Wolfgangs and Teonn.

Also, the cooking for the first Mordavia was very shoestring. I recall there being self-service sausages, bread, and butter on Sat night. Doesn’t have to start perfect.

So if you can get 20+ people all up for a first weekend game in Wellington, you’re doing well and it will grow. Built it and they will come.

That’s a point worth keeping in mind. And we’ve probably got enough larpers and gear that we can manage it.

And if there’s sufficient advance notice, I’m sure that is a significant subset of Aucklanders who’d be willing to visit upon your quaint provincial village for the purposes of an epic campaign :smiley:

That’s a point worth keeping in mind. And we’ve probably got enough larpers and gear that we can manage it.[/quote]

I reckon you guys can definitely do it now. Wolfgang’s first weekend game had 38 people (about 20 PCs, 14 crew and 4 GMs), and I reckon if you even get a few Aucklanders to it, we can bring some extra gear with us to bulk out what you have already. Go on, it’ll be awesome :smiley:

Whatever you do, don’t skimp on having multiple GM’s. I tried running an overnight game by myself and its just too much for one GM (I had tried to do too much). Massive rainstorms also don’t help, so never run a weekender in June/July unless you are planning on being inside. All the enthusiasm in the world doesn’t compensate for the logistical challenges which lie before you over a weekend if you are a sole GM… >.<

As a GM and a player, I prefer Ryan’s interactive feedback-loop approach to GMing a weekend game. It adds a sense of critically to player actions that can lead players to really think about the consequences of their actions - typically in hindsight, but thats another matter :wink:. You need to be flexible in terms of the envisioned story arc, and it helps if you enjoy thinking on your feet.

Having multiple GMs is good too, as it spreads the load. Don’t let the food thing become a barrier - you just need there to be plenty and competently cooked (and caters to all dietary requirements). If you have access to a great cook(s) who can turn out feast after feast, great, but it’s OK to have plain food as well. Choose meals that have cooking times that can handle delays, as delays can occur due to plot requirements.

Consider having “wandering monsters” turning up now and then so the more martially oriented can enjoy themselves without having to wait for a plot-related combat situation. Things like bandits in the woods, or a marauding tribe of orcs etc. While they may not have specific information to impart, they can still provide information that supports the general thrust of the plot-specific information e.g. they could have rumours about what the Big Boss is up to. Discourage wandering monsters from wandering up to the general player area - they’ll just get pin-cushioned. Instead, get them to wander on the periphery to encourage players to go out on patrol. You could even have rescue situations where a plot-important character is being held hostage.

Another technique that works well with the “responsive campaign” concept is setting mechanics. These are mechanics that the players don’t know about, but which they can affect and can affect them via their interactions with the setting.

For example, one of the chief themes in Mordavia was the spread of the Swamp, a physical manifestation of the campaign’s main antagonist the Dark One that was gradually spreading out and ruining the kingdom. We had a mechanic for how quickly the Swamp grew or shrank. On a map of the setting I marked out growth rings for the Swamp. The number of rings that the Swamp grew or shrunk by between each event depended on happenings in the setting. The growth of the Swamp had a massive effect on PCs, it could mean the destruction of their hometowns and of noble PCs’ lands.

There were various things the PCs and NPCs could do that would affect the growth of the Swamp. For example, there was an artifact called that Staff of Erana that was in place in the main town of the campaign, near the centre of the Swamp, and its placement there held back its growth somewhat. Several times in the campaign the staff was removed, and this caused the growth of the Swamp to accelerate. The mechanic consisted of a Swamp Growth number that could be positive, zero, or negative. If the number was positive, the Swamp grew by one ring every six months if the value was over 10, two rings if it was over 20, etc. This allowed us to have a number of different elements in setting that could effect the Swamp growth by different amounts, with some having a relatively negligable effect and some having a massive effect.

We had similar mechanics for the strength of the army of Dark One followers, and for the Dark One’s influence in the realm of dreams. Those were our three setting mechanics. The players didn’t know they existed, just a few GMs did. I wouldn’t recommend setting mechanics that the players know about during the campaign, that might take away from the flavour of the setting in a way that something behind the scenes doesn’t.

The nice thing about setting mechanics is that they reduce the amount of GM fiat involved in deciding what’s happening in the setting, ensuring the player action can influence the setting and have consequences, and reducing the GMs’ temptation to “fudge” things so that those consequences turn out well for the players.