(no subject)
Feb. 24th, 2019 04:30 pmOwlcon is wrapping up; I've moved out of the Grand Hall into the lobby so I'm not in the way of dealers packing out.
Last night's LARP had two major issues, although I think we overcame them both. First, none of us in the Keeper corps had enough time or energy to devote to being Head Writer for this one, so it was effectively written by committee. As a pragmatic matter, this means that Tacemus and I are effectively co-heads, with him keeping all of the practical effects, props, and timelines, and me keeping all the characters and worldbuilding, and neither of us really wanted that, but the other Keepers kept asking us to make decisions anyway. Tacemus in particular had a major work explosion about two weeks ago (because that's always the way), and then two of the other Keepers came down sick - one of them made it but was running at about two-thirds strength, and the other didn't make it at all, which required a minor recast. One of the other Keepers had a last-minute brain flash and wanted to introduce a new plot element-cum-macguffin, which we tried to tone down but didn't convince him to eliminate.
Second, our player corps was down significantly - we had about 22 people in a game designed for 40-60. We had to trim a few character-specific subplots because there just weren't enough people to run them. On the other hand, that meant that we had one keeper for every four players instead of one keeper for every eight-to-twelve, which was nice for running smaller-scale stuff. We think this is because of two issues: first, the con itself didn't do enough advertising this year, so general attendance was down and the pool of potential newbie players was smaller, and second, more younger people entering gaming as a general hobby right now are entering through board & card gaming and then staying there, rather than graduating to TTRPGs, minis wargaming, or LARPing. Nothing wrong with the latter, but it means that our dice and live-action roleplaying games are both losing players to age, death, relocation, and other issues that aren't getting replaced with new ones.
I'm reasonably happy with what we got; everyone who was there gave it all they had and it was generally fun. (Even though one of our returning players managed to kick/step on my foot and ankle, and now it's bruisy and sore and I lost part of a toenail.) But our games are better when one person has the whole game in their head at once, and we need to work on recruiting some of the young cardfloppers into proper roleplaying.
Last night's LARP had two major issues, although I think we overcame them both. First, none of us in the Keeper corps had enough time or energy to devote to being Head Writer for this one, so it was effectively written by committee. As a pragmatic matter, this means that Tacemus and I are effectively co-heads, with him keeping all of the practical effects, props, and timelines, and me keeping all the characters and worldbuilding, and neither of us really wanted that, but the other Keepers kept asking us to make decisions anyway. Tacemus in particular had a major work explosion about two weeks ago (because that's always the way), and then two of the other Keepers came down sick - one of them made it but was running at about two-thirds strength, and the other didn't make it at all, which required a minor recast. One of the other Keepers had a last-minute brain flash and wanted to introduce a new plot element-cum-macguffin, which we tried to tone down but didn't convince him to eliminate.
Second, our player corps was down significantly - we had about 22 people in a game designed for 40-60. We had to trim a few character-specific subplots because there just weren't enough people to run them. On the other hand, that meant that we had one keeper for every four players instead of one keeper for every eight-to-twelve, which was nice for running smaller-scale stuff. We think this is because of two issues: first, the con itself didn't do enough advertising this year, so general attendance was down and the pool of potential newbie players was smaller, and second, more younger people entering gaming as a general hobby right now are entering through board & card gaming and then staying there, rather than graduating to TTRPGs, minis wargaming, or LARPing. Nothing wrong with the latter, but it means that our dice and live-action roleplaying games are both losing players to age, death, relocation, and other issues that aren't getting replaced with new ones.
I'm reasonably happy with what we got; everyone who was there gave it all they had and it was generally fun. (Even though one of our returning players managed to kick/step on my foot and ankle, and now it's bruisy and sore and I lost part of a toenail.) But our games are better when one person has the whole game in their head at once, and we need to work on recruiting some of the young cardfloppers into proper roleplaying.