Deletions:
elronova
Additions:
elronova
- Don't make a rod for your own back. Any rules call that involves individually briefing players is probably unworkable. Any concepts so complex that players won't get it from the first brief, not such a good idea. Any creative idea that needs a minimum of 17 dedicated monsters, not going to work. Need £200's worth of props to make it work properly... perhaps rethink your idea.--Daisy
Deletions:
- Don't make a rod for your own back. Any rules call that involves individually briefing players is probably unworkable. Any concepts so complex that players won't get it from the first brief, not such a good idea. Any creative idea that needs a minimum of 17 dedicated monsters, not going to work. Need £200's worth of props to make it work properly... perhaps rethink your idea.--Daisy
Deletions:
racdel
Additions:
racdel
- Don't make a rod for your own back. Any rules call that involves individually briefing players is probably unworkable. Any concepts so complex that players won't get it from the first brief, not such a good idea. Any creative idea that needs a minimum of 17 dedicated monsters, not going to work. Need £200's worth of props to make it work properly... perhaps rethink your idea.--Daisy
Deletions:
- Don't make a rod for your own back. Any rules call that involves individually briefing players is probably unworkable. Any concepts so complex that players won't get it from the first brief, not such a good idea. Any creative idea that needs a minimum of 17 dedicated monsters, not going to work. Need £200's worth of props to make it work properly... perhaps rethink your idea.--Daisy
Additions:
- Accept that you'll get criticism. Hopefully it will be constructive but let's face it, probably not. We are so used to being spoiled with great plot that expectations are extremely high. No matter how great you are, you might not meet these expectations. And even if you do, someone will moan. GMing is not a job for the faint-hearted! If you are going to get either seriously angry or burst into tears if someone criticises your precious baby that you've spent months working on and turned out really well you think and why didn't you just sit around and get pissed and heckle like those bastard players and anyway it was MILES better than that last piece of crap, then perhaps GMing a banquet isn't for you. Instead, sit back, have fun, and try to remember how much effort the writers have put in and thank them, even if you didn't like the event that much.--Daisy
Deletions:
- Accept that you'll get criticism. Hopefully it will be constructive but let's face it, probably not. We are so used to being spoiled with great plot that expectations are extremely high. No matter how great you are, you might not meet these expectations. And even if you do, someone will moan. GMing is not a job for the faint-hearted! If you are going to get either seriously angry or burst into tears if someone criticises your precious baby that you've spent-months working on and turned out really well you think and why didn't you just sit around and get pissed and heckle like those bastard players and anyway it was MILES better than that last piece of crap, then perhaps GMing a banquet isn't for you. Instead, sit back, have fun, and try to remember how much effort the writers have put in and thank them, even if you didn't like the event that much.--Daisy
Additions:
- Accept that you'll get criticism. Hopefully it will be constructive but let's face it, probably not. We are so used to being spoiled with great plot that expectations are extremely high. No matter how great you are, you might not meet these expectations. And even if you do, someone will moan. GMing is not a job for the faint-hearted! If you are going to get either seriously angry or burst into tears if someone criticises your precious baby that you've spent-months working on and turned out really well you think and why didn't you just sit around and get pissed and heckle like those bastard players and anyway it was MILES better than that last piece of crap, then perhaps GMing a banquet isn't for you. Instead, sit back, have fun, and try to remember how much effort the writers have put in and thank them, even if you didn't like the event that much.--Daisy
Deletions:
- Accept that you'll get criticism. Hopefully it will be constructive but let's face it, probably not. We are so used to being spoiled with great plot that expectations are extremely high. No matter how great you are, you might not meet these expectations. And even if you do, someone will moan. GMing is not a job for the faint-hearted! If you are going to get either seriously angry or burst into tears if someone criticises your precious-baby-that-you've-spent-months-working-on-and-turned-out-really-well-you-think-and-why-didn't-you-just-sit-around-and-get-pissed-and-heckle-like-those-bastard-players-andanyway-it-was-MILES-better-than-that-last-piece-of-crap, then perhaps GMing a banquet isn't for you. Instead, sit back, have fun, and try to remember how much effort the writers have put in and thank them, even if you didn't like the event that much.--Daisy
Edited on
2007-11-06 15:23:42 by DaisyA
[adding thoughts on how to make banqueting more fun for the GMs]
Additions:
Thoughts on how to run a banquet without it making you never want to LARP again...
- Have a strict time in and time out - at the summer07 event Stuff Happened(TM) whether you were out of bed or not - made a big impact on getting people ready in time. Ditto for time out, give yourself time to put your feet up, and players time to chat in 'timeish'. It's not your job to organise the players, it's your job to run a good event for the players who are awake! --Daisy
- Appoint rules refs! --Daisy
- I'm not sure we have the numbers to do multiple adventures at the same time (which is a side effect of trying to squeeze in so many linears). Because by the time you've taken out 6 people to PGM, MGM, and Ref, we then don't really have enough to run two simultaneously and runs the risk of players waiting around for a GM to be ready. --Daisy
- Either don't let players organise themselves into groups (despite how good an idea this might seem at the time) or make them suffer the penalties of faffing.--Daisy
- Because creative and organisational skills are both needed in such abundance, make sure your banquet team has a bit of both and isn't all 'ideas men' or 'organisation Nazis'!--Daisy
- Don't have a gigantic (dedicated) monster team. Although it might seem to make things easier on the surface, it's actually just more people to organise whereas players tend to take care of themselves.--Daisy
- Don't make a rod for your own back. Any rules call that involves individually briefing players is probably unworkable. Any concepts so complex that players won't get it from the first brief, not such a good idea. Any creative idea that needs a minimum of 17 dedicated monsters, not going to work. Need £200's worth of props to make it work properly... perhaps rethink your idea.--Daisy
- Accept that you'll get criticism. Hopefully it will be constructive but let's face it, probably not. We are so used to being spoiled with great plot that expectations are extremely high. No matter how great you are, you might not meet these expectations. And even if you do, someone will moan. GMing is not a job for the faint-hearted! If you are going to get either seriously angry or burst into tears if someone criticises your precious-baby-that-you've-spent-months-working-on-and-turned-out-really-well-you-think-and-why-didn't-you-just-sit-around-and-get-pissed-and-heckle-like-those-bastard-players-andanyway-it-was-MILES-better-than-that-last-piece-of-crap, then perhaps GMing a banquet isn't for you. Instead, sit back, have fun, and try to remember how much effort the writers have put in and thank them, even if you didn't like the event that much.--Daisy
Additions:
Jude
I would suggest trying to avoid the regular "nine-o-clock-monster", particularly at regular freeforms. This tends to involve very little plot in the first half of the evening, until the sudden appearance of an unheralded monster (or sequence of overwhelming events) that demands everyone's immediate attention until it is beaten to death. A sudden change of everyone's attention can be a very exciting thing to roleplay, particularly if foreshadowed or it sparks off more roleplaying, but it can also really piss people off if they think that their plotting, scheming, planning and interaction will always be interrupted and completely irrelevent to the thrust of the evening.
Additions:
Quick Tips For Good Freeforms
Some very basic, sketchy outlines for freeforms:
Firstly, the most important consideration is that those attending have fun. In order to have fun, you must bear in mind that different people enjoy different things.
Some people enjoy pure roleplaying for its own sake, and will happily meet and greet others. To help these people have fun, all you need to do is make sure that there are people there who are good roleplayers with interesting characters. Not usually a chore.
Many people need something to do, though, that will make the evening go swimmingly. Providing something to do is a conundrum that can be solved in diverse fashions.
- You might give all characters a goal for the evening, one that runs counter to others interests. This leads to a "pure" freeform, where the emphasis is still definitively on player roleplay and interaction. The difficulty is some players may be bored with GM given objectives, and it requires a lot of work to come up with creative, interesting goals for every character. These hooks are used to reel in PCs.
- You might give the evening a "plot". A murder, or an explosion, or a mysterious NPC. These are designed to appeal to more than one PC. If specific goals are called "hooks", then these are "nets". You're trying to land many fish at once. They might make the evening seem like an adventure, rather than a freeform, and may not interest all PCs. On the other hand, many LARP players may feel bored at a traditional freeform, and dramatic events may interest them.
In short, a little bit of <1>, a little bit of <2>, a few players who don't need either, and a freeform should go swimmingly.
Obviously, this is only the most basic outline of my own thoughts on the topic. More specific help usually must address the needs of an individual event. I hope this is useful.