Elin, tell me about this game!

edited July 2014 in Actual Play
Yoinked from Game rules that would fit in a tweet, so as not to jack the thread.
The most complex game I play in is a pervasive, immerse, trans-media ockult horror larp that runs 24/7 for 2 months. (Post Mortem)

This is the entirety of the game rules.

"The campaigns rules are simple, we show respect towards non-participants and we use safe words if needed."
Cool, Elin! How do you communicate setting and character constraints though? Those are rules. Was there any discussion before play about what the setting would be? I mean, your description of it as a "pervasive, immerse, trans-media ockult horror larp that runs 24/7 for 2 months" is, itself, a rule that sets:

* scope (pervasive, 24/7)
* duration (2 months)
* setting (occult horror)
* play style (live action role-play)
* play goals (immersion)
* technical goals (trans-media)

That's a lot packed in one sentence! How did that get communicated to players? Was there other setting information shared, or did that stuff just get decided after play started?

I'm imagining that a whole bunch of people get together with the intent to do some kind of role-playing, but without /any other direction/. Someone tells everyone, "The campaigns rules are simple, we show respect towards non-participants and we use safe words if needed." That's it. People start role-playing, and it /turns into/ an occult horror LARP that /happens/ to continue 24/7 for two months, and because of that, /ends up/ being immersive and pervasive, and because it's so immersive and pervasive, /becomes/ trans-media... is that how it happened?

Comments

  • I would love to tell you, but I am in the mountains right now organizing Midnight Sun Con. I will be back online Tuesday.

    ( https://plus.google.com/113570059682207504673/posts/h2Q3vpkwmJA )

    I have written about the game here. http://www.gamingaswomen.com/posts/2014/05/sharpening-knives-integrating-phone-use-larp-design/

    But I would love to discuss it when I get back.
  • So, what di you want to know?

    It was a small freeform horror larp. That sort of grew. And grew. And developed Over 8 years. So it didn't happen fast.

    It has a rich setting, yet the magic circle are not clearly defined. It very much fucking with the magic circle. You don't know what the limits of the game is. You don't know what true in the setting or not. Much of the structure is informal and undefined.

    The setting is not all that much communicated to the players. You given ar rough idea that it an occult game in modern setting, that characters might have supernatural powers, Or they might not. You send the organizers a rough character concept based on that vague information and they approve it or approve it with some changes. Then your character has to hit the floor running. They get recruited into secret occult organisation and has to learn the setting as the character learns it.

    The GM has the last word, but there are now definitive limits to what you can do in game. Perhaps your character makes a circle of salt as a ward sgainst the murderous spirits. Perhaps it will work. You never know.
  • Well, how did it become a trans-media game? What do you mean by that, exactly?

    How does the GM make decisions about what works or doesn't? Can you count on things to be consistent over time? ("Hey, last time I used a circle of salt against a ghost, it worked! Now that you're GM, why doesn't it work for me?")
  • In this case it means that if steps outside what normally considered larping. First the campaigns events spans the whole larp spectrum. From 360 degrees illusion events, to pure black box events. But the campaigns also uses freeform tabletop play, video conferences, phones, different uses of digital media, artwork, sound recordings, etc. It will use and abuse whatever media it gets is hands on.

    The campaign have had the same organizers since it beginning, and lot of built on trust. Or on blindly trusting the organizer Emmelie Nordström. The fiction is consistent (small details might change by accident), so if a salt circle suddenly didn't work e would have to figure out why it didn't work this time. What is different? What has changed? Horror is built on fear of the unknown so you can never be sure.
  • What was communicated to players at the beginning? I'm imagining it was something like, "Hey, my friend Emmelie is running an occult horror larp set in the modern world. If you want to play, send her a character idea." Was there more to it than that?
  • The game has a cult following. During the campaign months Emmelie easily put in at least 40 hours of work with the campaign each week. You can as player spend hours each days playing in different ways. There are about 20 players, because that is the maximum to be able to run such a super intense game. The process is that you hear lapers obsess about the game for 10 months of the year, and if you get a chance to the join the campaign you jump at it.

    But, the English hompage is not yet ready. Not everything have been translated but a lot of have been You could learn more about the game here.

    http://midalv.sverok.net/pgo/english/eng_home.html

    <http://midalv.sverok.net/pgo/english/arrangera_eng.html

    http://midalv.sverok.net/pgo/english/kampanjarr_eng.html

    http://midalv.sverok.net/pgo/english/postmortem_eng.html
Sign In or Register to comment.