Voices of the Fold
Requiem’s in-character newspaper
The Dirtiest Word in Dystopia Rising
Before we talk about the dirtiest word in Dystopia Rising, let’s call out one other problematic larp behavior: splitting (also called black-white thinking). Splitting happens when we look at something as “all good” or “all bad” instead of realizing that the thing is actually a mix of both.
Making the Most of...
At Dystopia Rising, we spend a lot of time on our costumes, and they look great. We distress our jackets, sew all sorts of patches and accessories, and craft realistic boffer weapons. However, then we often pack those costumes into suitcases, cover our bunks in sleeping bags and spread out all sorts of non-genre items across our sleeping space.
Making the Most of... Mods
A Dystopia Rising game has many parts: the economy, roaming threats of zed and raiders, and persistent NPCs (or “Casted Characters”) to name a few. One staple of the Dystopia Rising experience are mods; short stories that typically last an hour or so, using the players on NPC shift.
Confusing Calls, Made Simple, Part II
This is part of a series of articles that attempts to make some of the more confusing rules calls simple. In this one, we look at different ways to really incapacitate a character.
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.
Culture Versus Rules
Dystopia Rising has a lot of rules. Most of these rules tell us how to play the game: everything from how to swing your boffer to how to make a Red Mist. But not all rules focus on game play - some rules help us come together as a group and play together. While the rules of the game are all written down (and most of them available for free), the rules of play are a bit more complex.
How To End A Story
Our May event, The Reckoning, concludes a plot arc that began in January. We’re very excited about what we have planned, including the final showdown with Jim Jones, and the return of Anton Anastasia. We’re extremely excited to see what our players do when he shows up. But as we prepare for the end of The Reckoning, we have to ask… how do we end a story in a larp?
Why Is Boffer Combat So Immersive?
A big appeal of Dystopia Rising is hitting your friends with foam swords. It’s a fun activity: if you hand non-larpers a bunch of foam swords, they’re probably going to start playing around and swing at each other without worrying about hit points or genre. However, it’s also a tremendous tool for immersion, and one often overlooked by larps with more expensive designs. Because combat is so hard to simulate, but so integral to many of our narratives, boffer larp offers immersion unrivaled by other forms of larp.
Your Character As A Tool
Previously, we talked about your character not as a person in a story, but as a tool you use for storytelling. As larpers, our characters are precious to us, and often we identify with them strongly. However, we create them, and they aren’t real people but rather tools we use to role-play. As such, we should make sure they’re an effective tool, designed to help us have fun and perform the way we want. So how do we do that?
Serve Yourself - Self Steering
There’s no wrong way to larp… as long as you’re having fun and respectful to those around you. For the latter part - respect - we have many tools and techniques to make sure we treat other players properly. This includes the concept of “steering,” making out-of-character decisions for the sake of other players. Examples of steering include making sure you have consent, avoiding problematic or triggering role-play and purposely including other players in activities. But what about having fun? Sometimes, players should steer themselves with out-of-character decisions to make sure they have a good time.
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