| jhkimrpg ( @ 2005-07-07 11:52:00 |
| Entry tags: | larp |
LARP Report #3
So two and a half weeks ago (June 18), my usual Buffy group played one of Shifting Forest's Parlor Larps series -- their sole science fiction game, entitled "Garden Station 4". This was for 4 to 8 players, and as it turned out we had only four (plus me as Director). The scenario was that scientific teams from two rival nations (the Union of Planets and the Cerian Empire) were stranded on an alien space station. We had:
Liz as Sandy Applebaum, the independent explorer stuck there for 5 years.
Bill as Jansor Tantorian, the UP journalist.
Heather as Yurla Fels, the UP computer specialist.
Madeline as Jan17 Grey5 Ellisville, a Cerian guard.
The Parlor larps have a system where all characters are classified as Emotion-oriented vs Goal-oriented; Dark vs Light; and Simple vs Complex. The full set of eight characters will have all combinations of these three dichotomies. It is often a little unclear in practice, but here are the assigned ratings of the four characters played:
Liz : Sandy : Goal-oriented / Dark / Complex
Bill : Jansor : Goal-oriented / Light / Complex
Heather : Yurla : Emotion-oriented / Dark / Complex
Madeline : Jane17 : Emotion-oriented / Dark / Simple
It was clearly stated in the event description that this was soft science, but suspension of disbelief was stretched a little thin as we tried to reason out the consequences of some things. It would be easier if it fit into a well-defined genre, but there wasn't an easy handle for it -- in particular how we had interstellar action with no faster-than-light drives.
During play, there was one important assumption clash. There were five computer terminals set up, each of which had a set of controls -- out-of-game represented by a photocopied sheet with a list of functions, invoked by informing the director. Bill's character did something at one of the terminals, and Bill thought it would keep going after he left -- but the phrasing of the function was unclear. So it wasn't until twenty minutes later that we confronted the different interpretations. Not an event killer, but a significant distraction. In larps, everything has to be really crystal-clear to the players -- much moreso than in tabletop games where you have constant GM interpretation and explanation.
In a blog post, one player wrote: Played a larp with the Buffy gang Saturday night. My character was the only one who didn't get killed at least once (it's a long story), but I think I ended up "losing", in the sense that my character utterly failed to achieve any of her goals. I guess I had a hard time getting into character -- I was supposed to be a spy for a Brave New World-esque authoritarian galactic empire. Oh, well, at least I had fun.
I would note that the character Yurla was classified by the game as "Emotion-oriented" rather than "Goal-oriented". As for the character, I think the background of the game was a little too obscure. It would have worked better if there were more simple genre hooks to understand the situation and the rival sides (UP and Cerian Empire).
Liz mentioned that she appreciated the "garden" symbolism and had fun that her character had "Nature Poetry" as an ability (Liz being a poet herself).
Overall, I think it was a great idea for a scenario, but could use some work on the explanations and description. To be fair, it is listed as Director difficulty of 4 out of 5 -- i.e. difficult for the director (me), and I'm not that experienced with directing larps. Some of the problems could potentially have been averted if I was more familiar with the scenario and could explain things more handily.