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A LARP Conundrum: Skill Calls and You

Hello Readers! We are back with another blog post, and this one serves a couple of purposes; transparency and bringing attention to collaborative play.

Hello Readers! We are back with another blog post, and this one serves a couple of purposes; transparency and bringing attention to collaborative play.

The Ground Work

At DR:NY, we have been lucky enough to enjoy some bigger games over the past few months but as we push into the colder seasons we expect to see some of our warm weather friends take a bit of a break which leads to some more intimate games. As you might imagine, as a game runner, large and small games present their own types of challenges. One of the biggest challenges is smaller NPC groups, because we love to push you to that ‘oh shit’ moment, and that is a lot harder to do when we have 3 people rather than 10.

Here’s the Scene

So, I want you to imagine for a moment - you’re out playing your character. Things have been pretty quiet… and then HARK! Are these the harmonious groans of zed? Or perhaps the grunting rumblings of some raiders!? You can feel your adrenaline start to rush as you reach for your weapons. You can see them now - only 4 of them. They engage with a group of people who had advanced to intercept them. “Mangle, mangle, break weapon, mangle, break weapon, mangle, break weapon…” One by one, the raiders are quickly dispatched. You didn’t get a chance to swing on them. Maybe they’ll respawn?  There! From the treeline- more raiders! “Break weapon, breakmanglebreakweapon mangle…” dead again. They don’t respawn. There weren’t enough of them, you never even got close enough to swing. You watch the NPCs march away into the night, because after all, there are other players that also haven’t seen any action for a while and they need to be entertained as well.

The Dilemma

There are two major points to this blog. The first is really to point out that we (your game runners, your Ops guides) want to send you that threat, we want you to have fun engaging it, it’s literally what we are here for. We all have these skills, all this mind, brews, meals, all this build and time we have spent acquiring the aforementioned skills/items but when it comes to some of those smaller NPC groups, some of those lower threat baddies, the player may want to think about how using those skills could negatively impact the scene. We’re not saying don’t use your stuff - that’s kinda the whole point of playing. That being said, skill spamming can really suck from both sides of the aisle for a multitude of reasons. You’ve all been on the NPC side of things and heard the whole ‘don’t skill spam - it’s no fun for the players who have waited for something to fight and want to get in there and feel cool. You aren’t the hero, they are.’ We don’t think about how it is for the people on NPC shift and the guides when we try to bring a low to moderate threat out and it gets steamrolled in thirty seconds. It unfortunately ends up being not that much fun for most parties involved - the NPCs don’t enjoy being immediately potatoed and not being able to engage their friends, the guide has to try to figure out if there is something they can do that would be fair but more engaging for the players that are there, and the players that are not the ones who immediately engage in the fight don’t get in on any of the action.

What We Don’t Want

“Okay, well, why don’t you just up the stats of the NPCs?” Good question. A lot of the time we do. Being able to adapt on the fly is an important tool out in the field. If I know I am hitting a bunch of veteran players, you better believe those NPCs will be above threshold. But there are also variables ( weather, temperature, how much combat that group of NPCs has already done etc.) that impact us being able to respawn for long periods of time, and just making a threat immune to skills or having ‘yes’ body is something we avoid, or don’t do at all at DR:NY. There are also the cases where the groups of players we see are mixed build levels. If we want to send something out the low to mid build characters can engage with and they happen to be hanging out with a couple players that have high build, it is very difficult if not impossible to balance appropriately. You can see how all of this can be quite a challenge.

What It Boils Down To

So what is the moral of this ramble? I guess it boil down to three things:

  • Spamming skills has a time and place, and that is with a larger or higher threat group of NPCs

  • Be mindful of the people you are around, they want to get in on that combat too. If one or two players engage the threat and beat it down in 30 seconds, that’s not nearly as much fun.

  • The people you are fighting against, the NPCs, those people are your friends too. And sometimes they just wanna play wacky bats and steal your bucket…

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Emotional Damage

It’s clear to us that our players have enjoyed the “Fuck Around And Find Out” mentality and ability to opt in that came with Red Line. While thats still very much on going, we would like to offer another opt in for “Fuck Around And Find Out” that’s a bit more in theme for the spooky season.

It’s clear to us that our players have enjoyed the “Fuck Around And Find Out” mentality and ability to opt in that came with Red Line. While thats still very much on going, we would like to offer another opt in for “Fuck Around And Find Out” that’s a bit more in theme for the spooky season.

How do you get involved?

Once during game a cabin may register with Ops a negative emotion in the form of an “I feel _____.” statement. This could be I feel aggressive, lonely, melancholy, hatred, etc etc. This is done for the entire cabin, so please make sure to discuss with your bunk mates before registering. Once a cabin has registered with Ops, we will (at some point during either night) find a way to represent, create or embody that emotion in the cabin at our discretion. This could be a scene, a threat, some fresh new trauma for your characters to bond over or other various things that come with the season. The sooner a cabin registers the more time we will have to plan a fun encounter for all those who are staying there so feel free to start those conversations before game !

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Unfinished Business

With a new season of Dystopia Rising New York beginning, there’s a few items that haven’t been taken care of.

Photo by London Belli

Sure was a lot going on during Honor's Fall. Time to wrap up some loose ends as we roll on into SEASON TWO.

False Idol

Tired of seeing all your faithful friends murder each other? Hunt down the False Idol, put an end to it and maybe find out what or who it was in the process.

Red Line

Everybody loves Redline, but has anyone managed to figure out what it all does? Compare notes, get high off your ass, experience insane side effects, but hey where is it coming from anyway?

Meet The Families

Now that the dust has settled check out and rub shoulders with your new family heads and see the faces that will be wielding power in a newly reshaped Requiem.

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Honor's Fall Recap

Over two hundred survivors descended upon the town of Requiem, as the Families observed their annual tradition of Honor’s Fall. While murder and death cast a shadow on the event, there were also fortunes found in the Hot Zone, revelry at the Bacchanal, and a very special concert. Here’s what you encountered this past weekend.

Photos by Shawn Smith

Over two hundred survivors descended upon the town of Requiem, as the Families observed their annual tradition of Honor’s Fall. While murder and death cast a shadow on the event, there were also fortunes found in the Hot Zone, revelry at the Bacchanal, and a very special concert. Here’s what you encountered this past weekend.

Food, Merch and Music

Honor’s Fall kicked off with the Bacchanal, where residents and visitors alike saw the best entertainment Requiem had to offer. Vendors filled tables with weapons, gear, and mementos, as others sold food as varied as pho and pizza. The entertainment for the night included an original dance, “The Honor’s Fall Le Ballet,” followed by burlesque dancing from our own Asriel Graves. Then, the electric guitar duo Asmodeus and Rev put on a five song set of metal and hard rock to set the mood and prep us for the main event. Finally, at the end of the Bacchanal, The Mary Lous played a full set of original and cover songs, capped off by a fireworks display. Of course, the fireworks drew a giant horde, but six or seven deaths were a small price to pay for such fine entertainment.

The Hot Zone

Throughout the weekend, survivors climbed to the far reaches of the Fold to explore the Hot Zone, a nuclear, chemical, and biological hazard site under the auspices of the SLOSHA - Slaghound Occupational Safety and Health Agency. In truth, the “agency” was actually Slaghound Salvage, an opportunistic group of scavengers, who took over the site from a group of actual scientists and were grifting visitors into doing the dangerous salvage for them. Despite the unsavory situation, those who entered the Hot Zone found all sorts of valuable items, ranging from cooking components to radioactive metal to all sorts of usable poisons. However, by far the most valuable were the festering crystals that brave and sharp-eyed survivors managed to take home.  

Careful investigations revealed someone had deliberately caused the spill by setting up explosives and sabotaging containment doors at an NBC disposal site. Some of the survivors engaged in a late night mission to disarm more bombs and fix the control panel at the site, and researchers managed to find a cure for the disease caused by exposure to the wastes. However, research into who made the bombs is inconclusive so far…

WARPATH LIVE!

Saturday morning, those attending Honor’s Fall received a surprise concert hosted by a raider clan who somehow learned to thrash. WARPATH LIVE continued their tour through the Fold with a return to Requiem. Fans subsequently lost their figurative minds (while seven lost their literal heads) and the band promises it will return one day.

Honor’s Fall

Of course, the most important event was Honor’s Fall itself, from sunset on Saturday to sunrise on Sunday. The violence began in earnest, and the Boone-Helm were quickly repulsed by the Devils, who took Polaris’ head as the first trophy of the night. The death peaked when the Zodiac Order made their way through town, turning half of the population into the undead and controlling them to take part in their necromantic experimentation. After that, Family heads rolled throughout the night, until there was but one left: Anton Anastasia. As the Families gathered in the Wilted Rose at sunrise, they affirmed the Patron Family status of the Devils and Lonely Streetz, and welcomed four new into their number: the Anderson-Ambrosios, the Blood Wraiths, the Stevensons and the Tarrarians. However, Honor’s Fall was not complete, as just when it seemed to be over, Anton Anastasia surrendered his own head to his second, Essex, who then claimed the title of High Lord Executioner.

For the record, as per Essex Anastasia, here are the Thirteen Families of Requiem:

  • The Anastasia Dynasty

  • The Anderson-Ambrosios Family

  • The Blood Wraiths

  • The Boone-Helm Collective

  • The Brokentooth Clan

  • The Devils

  • The Lonely Streetz

  • The Molon Collective

  • The Stevenson Family

  • The Tarrarian Party

  • The Volkov

  • The Warren Collective

  • The Zodiac Order

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Aim to Misbehave

Requiem doesn’t really have laws… it has rules. The Treaty of the Fold binds the Families of Requiem together under the rule of the High Lord Executioner, but historically, people ended up here because they got run out of somewhere else.

Photo by London Belli

Requiem doesn’t really have laws… it has rules. The Treaty of the Fold binds the Families of Requiem together under the rule of the High Lord Executioner, but historically, people ended up here because they got run out of somewhere else. The Families more resemble a crime syndicate than traditional government, and the setting encourages sketchy activities like drugs, theft and murder (as long as you don’t get caught). While the staff talks a lot about Character versus Character (CvC) conflict quite a bit, there’s actually not much more CvC in Requiem than in other chapters. Most of the conflict remains CvE, which poses a question: if we’re not harming each other, how do we misbehave in a setting appropriate manner? Here are some ideas for both locals and travelers as we approach Honor’s Fall.

Rule 0: Consequences, not laws

Requiem is governed by a treaty, not a constitution or a charter. In most governments, there’s an authority figure who has “legitimate” power over everyone who lives there. In a treaty, various groups agree to abide by the same rule and suffer consequences enforced by their peers. There’s not a whole lot that the High Lord Executioner can do to go after Seraphis Volkov if she kills someone in the streets of Requiem… except that the other Families would back him up, and possibly destroy the Seraphis’ entire family if she didn’t submit to his judgment. The threat of war (as seen during our last plot arc, the Reckoning) keeps the peace.

While all the Families care about the Treaty, it’s out of self-interest, not a sense of justice. If someone disrupts the peace, they’ll be dealt with quickly, but there’s not a police force investigating crimes in Requiem. Therefore, you have an unspoken rule that exists in many places, but is even more true here: don’t get caught. 

Vice Is Part Of the Setting

We’ve just introduced a new drug, Redline. The local bar, the Wilted Rose, is a brothel. We have heavy metal raiders. Sex, drugs and rock-and-roll are integral to the setting, and we encourage players to indulge their character’s vices. While we have to be respectful to real-world addictions and player boundaries, vice is one of the best ways to role-play Requiem’s lawless nature. It’s not that Requiem has vices you can’t find anywhere else, it’s that in Requiem, locals focus on vice as an enterprise. It’s not a Hedon paradise, because in Requiem, vice is a business.

How do you get involved in vice? Buy intoxication brews (and then role-play the effects). Do Redline. Frequent the brothel (just don’t expect actual sexual contact with the players!) Or start your own rackets: maybe you can learn three-card monte (and run it as an actual grift with a partner). Do some gambling and lose some bets. Cheat at cards. Find something that feels good, then charge characters in-game money to indulge.

Criminal Conspiracies

Requiem has a strong emphasis on Criminal Influence, as well as societies such as Murder Inc. We typically have our meetings early in the gathering, to provide guidance to players throughout the event. Our Criminal Influence meeting usually has over half the event in attendance (we currently have 110 players checked in with at least basic Criminal Influence), while our Murder Inc meeting usually meets in a smaller group that requires more effort to attend. These groups have a strong presence in the Families of Requiem, and typically offer an opportunity to get involved with plot in a setting-appropriate manner.

Remember, Criminal Influence is not a rare skill in Requiem. While it still values secrecy, when most of the game has the skill, it’s not an exclusive club. When you go to the Criminal Influence meeting, expect to see high-ranking Family members (both player and NPC) expressing political opinions, a couple of job offerings, and probably people fencing some sketchy items. Murder Inc, however, generally requires more commitment: you’ll be asked to use proficient Stealth to make a disguise, and then meet at ops to be escorted to the meeting location. There are often in-depth discussions of what the organization will do over the course of the gathering, and if there’s to be an assassination, this is where it’ll be decided.

Honor Amongst Thieves

The single best way to engage in Requiem’s setting is to embrace the idea of “honor amongst thieves.” The people of Requiem have various codes they live by. For example, they don’t rat people out (or at least try not to get caught doing it). If they shake on an agreement, they expect it to be honored; this isn’t a “Rover deal” but rather a realization that the other person might do violence if they welch. And they value loyalty… loyalty to their family, in particular… above all else. 

At Honor’s Fall, we’ll bring in a new item to focus on this theme, as we introduce special challenge coins. Extremely rare, these coins were inspired by the gold coins in the John Wick movies: they represent a favor more important than life itself. We’ll explain more about them in an announcement, but realize that they’re only given out to players on rare occasions, and if you have one, you can return it to an NPC to call in just about any favor you can think of from them.  

But I’m Not A Crook

Not everyone plays a criminal, but everyone in Requiem is playing in a town built by crooks, con artists and scoundrels. While, we don’t create plots that focus exclusively on these scoundrels, apart from a couple of Criminal Influence mods, realize that to a majority of players, the criminal aspect of Requiem is an important part of the game. If you’re playing a character who doesn’t have Criminal Influence, who doesn’t indulge in vice, or even plays law enforcement… cool. That’s also part of the setting, but we do expect you to interact with others with the knowledge that all the rackets, grifts and conspiracies that are going on around you, are important to other players. There are ways to get involved indirectly, with many criminal organizations maintaining strong ties to people otherwise on the up-and-up. We’re committed to not gate-keeping our plots and modules behind Criminal Influence or that sort of role-play, but realize that many of our plots are going to have that sort of aesthetic. By engaging with it, even in an antagonistic manner, you can get involved in a uniquely Requiem way - by indulging your vices, acknowledging the sense of honor amongst thieves, or even by refusing to give up your sense of law and order.

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Waiting In the Wings - What Comes Next

During our May event, you’re extremely likely to experience the conclusion of the Jones War and the end of the Anarchy (we say “extremely likely” because you can always throw us for a loop). But what about June? And our premier event in August, Honor’s Fall? Role-play is a collaborative activity, and both the storytellers and players should work together to guide the narrative. To do this, we want to talk about three things: steering, pacing, and agency.

Photo by London Belli

During our May event, you’re extremely likely to experience the conclusion of the Jones War and the end of the Anarchy (we say “extremely likely” because you can always throw us for a loop). But what about June?  And our premier event in August, Honor’s Fall? Role-play is a collaborative activity, and both the storytellers and players should work together to guide the narrative. To do this, we want to talk about three things: steering, pacing, and agency. 

Steering

We have our Future of Requiem discord chat - this is our “steering session” for us and our players. If you’ve ever played a tabletop role-playing game, you might be familiar with the concept of a Session 0, where both the players and storyteller get together and talk about the campaign they’re about to run to get on the same page. During longer campaigns, some storytellers have feedback sessions periodically to learn what the players want to see… what they would like more of, less of, and what new stuff they’d like to encounter. Similarly, during an ongoing larp, storytellers use a variety of feedback tools to learn what their players want.  This discord chat is one such tool.

During the chat, we’re going to talk about a couple of specific topics, including our plans for Honor’s Fall and the Treaty of the Fold. But the important thing is that this isn’t us talking to you, or you asking us questions: we want you to tell us what you want and your expectations are. Then, we’re going to take what you tell us and either figure out how to meet those expectations, or explain why we’re going in a certain direction. Remember, steering is a process, not a one-time event, so while our Discord chat is a major opportunity to work together, we’ll continue to solicit feedback and adjust our design based on your inputs. 

Pacing

We have two games before Honor’s Fall, our premier event and game of the year in August. We’ve had amazing engagement and buy-in from our players leading up to the end of the current plot arc, the Reckoning, and now we have to manage the pacing of the narrative so that we peak in August without either rushing or having a “down” event. To accomplish this, in May, we’ll focus on ending the Jones War and the violence known as the Anarchy.  We want to offer resolution to the crisis phase of events, and give you the opportunity in June to really decide the situation politically.

In June, we want you to have the ability to nail down the politics of Requiem for the next year. We’ll have NPCs facilitating the revision of the Treaty of the Fold, and defining how the Thirteen Families work, the role of the High Lord Executioner, and function of Honor’s Fall. This last part is the most important, as we want a clear understanding of what’s happening in August at the premier event.  

Then, of course, comes Honor’s Fall. You should expect a return of our signature event, with Saturday Night filled with violence and tension, running from sunset to sunrise. This year, we’ll reinforce the political consequences of Honor’s Fall, while maintaining a simple structure with which travelers can engage.

Agency

Player agency is vital, but remember, we have a lot of players, and we have to take care of all of them. People show up to Requiem for a certain type of Dystopia Rising game, and we want to make sure we provide for them. Too much agency, or agency without boundaries, can negatively impact other players and frustrate the staff. As such, we encourage players to remember that they play in a sandbox with defined boundaries, as opposed to a desert of unbounded sand.

What does this mean? Expect us to apply some boundaries over the next few games. Most of these are relatively broad, but we have a few we need to share:

  • First, we need Requiem to be “Requiem.” To us, that means as a minimum: Honor’s Fall, the Treaty of the Fold, the Families, and in particular the presence of the Anastasia Family. 

  • Second, we need Honor’s Fall to remain similar to what it’s always been: a free-for-all night of violence that determines the future of Requiem. We also need it to remain simple, so travelers can pick a side or just engage in the melee, without requiring complicated explanations. 

  • Third, we’re going to push for an NPC High Lord Executioner, so that we don’t have player characters with blanket authority over other player characters.

This last point requires some expansion, as it’s a pretty big boundary.  We’ve talked before about the problem of effective leadership in larp leading to less dramatic play. However, we’ve also had mixed feedback about the disappearance of the High Lord Executioner, and the lack of structure that the player character family heads had after that disappearance. We want to work out a structure with players that respects their recently established importance, but also lets us use the position of High Lord Executioner to steer the game from a staff perspective, as opposed to the interest of individual players. 

The important thing in all of this is communication, and communication is a process… it’s a loop where one party says something and the other hears it, considers it, and responds. We’re always open to your responses, so that we may consider your ideas. The best way to do so is either fill out our feedback form or email us at info@dystopiarisingny.com.

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