jhkimrpg ([info]jhkimrpg) wrote,
@ 2006-02-06 12:09:00
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Entry tags:actual play, larp

Playing Another Parlor Larp - "The Mirror Room"
So Friday night we played another of Shifting Forest Storyworks' Parlor Larp series. This time was "The Mirror Room", by J Li. It was a very dark game, directed by [info]lizhenry as her first time in a GM-like role. By their self-rating system, it was in the "Thriller" genre, and put priority on "Morality" and "Atmosphere" over "Discovery", "Relationships", and "Strategy". It was 5 out of 5 for darkness, 0/5 for NPC difficulty, and 3/5 for general directorial difficulty. It had a particular note for disturbing content.

We also considered "Argentin" and "A Little Magic" for this. I was slightly pushing for the latter as a romantic, non-conflictual game (Dark 1/5) -- but Liz's tastes went to the more dark. Like several of the series, it all took place in one room -- a mystical chamber with mirrors on all walls. With help from brother-in-law Tim, Liz lined much of the walls of the living room with tin foil to indicate the surrounding mirrors. cf. her Flikr Photos of the evening. Some spoilers follow behind the cut...

[info]imnotandrei wrote about his experience in a LJ post, "Last Night I was Emilio Sando -- LARP ramblings". We had ten players total, so Liz had to write in two extra characters to the group. All the characters were a scattering of people from the Boston area seemingly snatched from their homes at random. So starting with the other five of our regular group, the players and their characters were:

  • Me playing Richard Kilgore, the utopian journalist.
  • [info]zdashamber playing Davina Stanton, the abusive doctor
  • [info]cynthia1960 played Lian Zhi, the Chinese communist
  • [info]druidsquirrel played T. Rosa, a soccer coach with a heart of gold
  • [info]whumpdotcom played B. Jackson, an added character written by Liz, a arty actor
The other five players we knew from elsewhere:
  • [info]imnotandrei is a friend not in our gaming circle (at least not yet) who played Lyle Abernay, the experience-seeking rabbi
  • [info]vvvexation is another friend not yet in our gaming circle who played Chris Neumann-Ansette, the nice teenage mother
  • Jacob is an acquaintence who we met over email and was interested in larping, who played Ellis Callahan, the lying brat (age 11)
  • Laura is Liz's sister and played Christina Evergay, the vengeful vigilante
  • Tim is Laura's husband and played Artemis Steinwell, a trouble-making little kid (age 7)
In general, everyone was good.

Without revealing too much, everyone is supernaturally drawn and trapped together in a room walled with mirrors. I think it did very well what it set out to do -- given its claimed priority on "Morality" and "Atmosphere" over "Discovery", "Relationships", and "Strategy". It is a dark, nihilistic crucible which puts all of the characters in a confused and horrible situation. Several people didn't know quite what they had signed on for, in particular Laura and Tim. They kept up for the most part but really weren't into it, and had been hoping for more of a strategic game like a dark murder mystery. It was very atmospheric. I thought at first that the tin foil was a cheesy bit of propping, but it turned out to be very effective. Steven had some interesting comments, in particular:
As an emotional tool, it was remarkably effective; I don't know if it would work for me on an ongoing-character basis, or whether it would work in a larger group. I freely admit that I felt like I was playing the hero of my own story, and whether or not I would be the main character in an external observer's retelling of events, I'm not sure -- I suspect so, but I was, shall we say, a biased observer.
I'd agree that Lyle Abernay was the most central figure in the game as it played out. However, this was a very closed immersive event -- meaning that there were a lot of character secrets which were never made public. To a degree, each character had their own little story which was played out in part but never totally exposed. This would drive certain story-centric role-players nuts, I think.

In hindsight, I think that one of the two added characters should have been dark. Instead, they were both light -- which made the group more orderly and civil as a whole, so there was more consensus. There were a number of conflicts, during which the darker figures (Madeline and Laura) were both beaten down to low function levels which left them unable to do much later in the game. Another dark character like Stanton or Evergay would have mixed up the pot more thoroughly. However, hindsight is of course 20-20.

Overall, I think that the Parlor Larp setup and formula is very good. It is quite similar to "All Saint's Eve" (also by J Li).


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[info]imnotandrei
2006-02-06 11:49 pm UTC (link)
There were a number of conflicts, during which the darker figures (Madeline and Laura) were both beaten down to low function levels which left them unable to do much later in the game.

One thing I forgot to ask at the game, and wonder if you might happen to know: Did the other characters have the ability to recover FLs via other than First Aid? I did, twice, given time to be alone and pray -- which gave me more staying-power throughout the whole thing. Well, that, and the fact that I didn't get involved in conflicts very often, and when I did get involved, didn't bid much if anything.

Increasing the FLs (or giving them a chance to recover FLs) for the darker characters might also have helped with that issue.


To a degree, each character had their own little story which was played out in part but never totally exposed. This would drive certain story-centric role-players nuts, I think.

Absolutely -- though to a certain extent I think that it's a player's job, if they wish character secrets to seriously influence play, to mention them. I got lucky in that regard, in that my "secrets" were both fairly mundane, and easy to reveal -- though I did half-expect to get done in when I revealed that I was the sort who'd never suffered, and that I was afraid that other people were suffering for that...

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[info]jhkimrpg
2006-02-07 05:48 am UTC (link)
Healing Function Levels (FLs) are usually rare in the Parlor Larps that I've seen. In this case, there were four characters with such abilities, which is the most I've ever seen. However, three out of those four were light. There was your praying ability and Dr. Stanton's first aid. In addition, Richard the utopian had an "Encourage" and Chris the teenage mom had a "Gentle" ability that would heal FLs. Of course, we were unlikely to use our aid abilities on Stanton or Evergay.

Even if Stanton had something like your "Pray", I don't think it would have helped much. If Stanton had boosted herself back up to start abusing more, I suspect someone in the goody-goody crowd would have sacrificed some to knock her down again. To be really effective, I think they needed a whole other character to draw fire and help intimidate.

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(Anonymous)
2006-02-08 10:16 pm UTC (link)
i think i read one portion of the d3escription of my character to mean a certain thing and it ended up making her less dark than she could have been. the reason i didntt pay much attention to the fallen teenage boy, even tho he was a thug, was that my character description said that Christina 'researched' her victims. so i felt like i wouldnt nessesarily just kill or victimize someone when i knew nothing about them.
i had the most interactions with Madelines character and at some point felt a glimpse of communing with her. which makes sense because we were both pretty out there.

-laura

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[info]druidsquirrel
2006-02-07 10:34 pm UTC (link)
I agree that the main problem with the game is that the forces of darkness never really got their act together. I think this was mostly due to bad luck -- the evil characters got beaten down too early -- but as you say it might have been better if one or two of the added characters had been dark.

My character never really got off the ground. She had, AFAIK, by far the highest physical attribute in the game (a 2, when most people were -1 or 0), and her entire reason to exist was to protect the unconscious children.

It seems to me that the way the game is "supposed" to go, is that the dark characters eventually urge people to take the hand (and, later, heart) of one of the children. That's where things could have gotten interesting.

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[info]imnotandrei
2006-02-07 11:21 pm UTC (link)
Now, I'm sure this is mostly just my own particular take on it, but I found the fact that people got twisted to "dark" very interesting -- there were some people who remained quite light, all the way through, while others...

And it's true -- all of us seemed to write the unconscious kids off as "off-limits" from the very beginning, once we'd decided that Kilgore hadn't done them in.

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(Anonymous)
2006-02-17 05:16 pm UTC (link)
Hi, this is J. A friend referred me to this thread:

We've been asked to publish two more characters for Mirror Room a lot, because this comes up decently often. Adding two light characters would have lightened your game a lot, though it sounds like everything came out horribly in the end anyway :-) If I were to add two characters at the end, the first would be neutrally darkness (I've usually used a very strict and not very benevolent judge who trafficks secrets) and the second would be decently dark. I've found that as numbers increase, lighter characters have an increasingly strong influence on the lightness of the game, because people default to being decent and general group decency will crease with the increasing number of interaction permutations-- a handshake problem. Similarly, dark characters have an increasingly small effect on the group dynamic. I don't know if this was the sort of thing you guys ran into.




I have occasionally seen children sacrificed, but that's largely not the intent. Stanton is intended to go after and hurt one of the children (or Chris, for more squeamish Stantons).

Darker / more extreme groups sacrifice anybody. The drug dealer exists to justify the hand sacrifice to lighter groups of players-- 'he might die anyway', etc. It's then included in the rules that at director discretion, the lighter groups may sacrifice the drug dealer, but the darker groups must be forced to sacrifice a "waking" person. This ends up being Stanton about half the time, and anybody else the rest of the time. Who got sacrificed?

In the two dozen or so times I've run this game, I've only seen a group fail to perform the heart sacrifice once.

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(Anonymous)
2006-02-17 05:17 pm UTC (link)
Shoot-- forgot you couldn't cut in comments. The line in the middle that got let out was, "If you're curious, a few remarks on how the game is 'supposed' to go:"

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[info]druidsquirrel
2006-02-20 04:57 am UTC (link)
I can't remember character names, but the person who was sacrificed was the snooty, upper-class woman (who had a funny name as I recall). She had previously been wounded in a fight, and then had tried to kill herself, and then she offered herself up as the sacrifice (since she wanted to die anyway), so it was an easy choice.

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2006-06-17 07:28 pm UTC (link)
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2007-08-28 06:29 am UTC (link)
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