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So, thinking back over the couple of dozen LARPs I've played in the past sixish years, there really aren't that many which I both enjoyed and thought were well-written. Perhaps two or three, in fact. Frequently I run into what seem like the same problems repeatedly, particularly winding up locked out of the central action of the game, even when I am fairly certainI have done as much as possible to fix my inherent lack of plot by tying myself to others. I begin to wonder whether the problem here is, just possibly, that I'm not a good LARPer. Or at the very least not well-suited to the majority of games I have found.
Now, there have been perhaps half a dozen games where I was involved in major plots, and half of those I was happy because it seemed like everyone was involved in something, and they were good games all around. The remainder seemed to suffer from the usual swath of characters locked out of anything truly interesting, I just happened to be one of the few who got lucky. This does not make a very fun experience for me either, really.
In light of this it appears my odds of getting real enjoyment out of a (serious, at any rate) game are rather low. Maybe this is because most games are badly written from my perspective, or maybe I am not good enough to do anything useful if plot isn't handed to me on a platter. In either case it's very tempting to put a moratorium on my LARP involvement.
At the same time I'm having lots of interesting ideas and revelations about writing LARPs. And I feel a certain trepidation about becoming only a generator and not a consumer in the field. So I'm stuck then, I guess.
Now, there have been perhaps half a dozen games where I was involved in major plots, and half of those I was happy because it seemed like everyone was involved in something, and they were good games all around. The remainder seemed to suffer from the usual swath of characters locked out of anything truly interesting, I just happened to be one of the few who got lucky. This does not make a very fun experience for me either, really.
In light of this it appears my odds of getting real enjoyment out of a (serious, at any rate) game are rather low. Maybe this is because most games are badly written from my perspective, or maybe I am not good enough to do anything useful if plot isn't handed to me on a platter. In either case it's very tempting to put a moratorium on my LARP involvement.
At the same time I'm having lots of interesting ideas and revelations about writing LARPs. And I feel a certain trepidation about becoming only a generator and not a consumer in the field. So I'm stuck then, I guess.
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I do tend to agree with the sentiment that the best games are ones where every player has a sensation that the game was about their plot. Otherwise, you really do have people who are in some way locked out of the game. This doesn't mean there can't be the big central plot, but it shouldn't prevent the rest of the game from happening.
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You might investigate what it is that you didn't like about *playing* the LARP, rather than about "The LARP" as some sort of seperate platonic entity. Talking about a LARP without talking about the players in it is pretty senseless. What do you want to be, and be doing, in a LARP you think you'd enjoy? Figure that out first, and then figure out how it was lacking from the LARP-instantiations (larp+players) you've been in...?
e.g. you seem to be unhappy if you don't know what your character is supposed to be working toward at any particular time. Is that true? (This was obviously very noticable with Prasad) What else?
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The problem you're describing, of not having a tie-in to the central plots, is a common one, especially with less-experienced writers and shorter games (less time to work your way into plots once they've started). There are a lot of ways to deal with it, though. You can push your way into plots, in or out of character; you can adapt to playing more character-driven, less plot-driven characters; you can address the GM's before game-start and request more intensely plotted characters; you can build your own plots sometimes.
Try out different writers, different character and plot types. Try a weekend-long game - I think the pacing might really suit your style of play and plot preferences. Or, if you really think it suits you better, there's nothing wrong with becoming more of a writer. We need people at both ends of the spectrum.... god knows I never have and never will write a game, and someone needs to balance me. :)
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There's nothing particularly wrong with only writing, by the way.
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The remainder seemed to suffer from the usual swath of characters locked out of anything truly interesting
Generally a sign that the game has design problems. It's a common problem -- heaven knows, Celebration suffered from it, which I didn't realize until too late -- but it's still a problem. Better games try harder to avoid Main Plot Syndrome, or at least to have enough other major plots that no one feels left out.
One of the tricks that both runs of Tabula Rasa have managed is that, while they do have a "main" plot, that ultimately isn't the *important* plot for anyone. (Or at least, not to more than a few people.) That is, the amnesia is central to the game, but is really just a detail that is in the way of the numerous real plots that most players are dealing with.
And I feel a certain trepidation about becoming only a generator and not a consumer in the field.
While I'd recommend keeping a toe in the "consumer" field, just so you keep new ideas flowing in, there's nothing wrong with focusing on the writing side. You'll note that I only play 2-3 games a year on average, and write 1, which seems to be an entirely workable ratio...