Ready, Set...Game!
So, the players hit the floor running, each one determined to call dibs on thier own personal piece of Sanctum. Adam slips into the role of "The Communist" aka, Cpt. Sergei Petrokov, while I go peek out in the halls to watch the trainwreck that is surely unfolding...or is it? The players waste no time on bumping into each other and the results are amusing to watch. Tiffiny's character, "Gilda Watson" is a social-climbing gold-digger from the 1920's assumes that she must be hallucinating as she voices her thoughts out loud, wondering just what was in her drinks last night. Chris, who is playing "Ricky Fortunado", (The Bum), just assumes he is still drunk as well...And then there are the painfully sober, and faithfully religious who aren't handling the shock quite so well.
It's fourty Minutes since game start and no one has wondered into "Coffman Union" yet to interact with Adam's SC...and no one has tried to kidnap me either, whether it be for questions or for confusion. I'm tempted to see just how long we could let the game run itself, but throw on my suit jacket and tie instead, walking right into the fray as my SC "Vice-Dealer" Vesper Lauphel. It takes another twenty minutes before someone makes use of me as a Stage-Hand, and that is for a brief question about whether or not there there is a supply store of some sort.
Observation: The play-testers needed so little of us, that we spent the majorty of time playing the Supporting Cast (SC) ...literally. We play out our supporting cast characters no differently than if we were another player, with the exception that we can be subjected to Major Stakes in a conflict without being asked if we accept.
Concern: It's going -Too- smoothly. I'm with Adam in wondering if this is a fluke or if it's really that well-oiled. I'm sure we will find out after a few more games, but I can't help being optimistic.
Stage-Hand Versus Stagehand - Vesper Lauphel versus Cpt. Sergei Petrokov
I knew Vesper was going to be a different sort of bastard than Sergei, and it -was- my intention to make Vesper one of those "Love to Hate" Persona's, and with luck, a nessisary evil. She's Vice-Dealer, which means she's used to having a market; or in this case, she's creating one by trying to get a monopoly on everything. So, naturally, I expected some opposition.
What I wasn't expecting was for Adam's SC to be pitted directly against my own SC so often. The players wasted no time in chosing sides and so they started using Sergei as a way to oppose Vesper.
This happened not just once, but three times.
Observations: I love the fact that players have started to form sides and act on intentions. They are putting alot of planning and internal dialogue into what they are doing and it's really adding a theatric charge to the entire game. The Ends and Means system is working very well with Sanctum, and I'm satisifed with the overall effects.
Concerns: I worry about protagonists becoming too dependent upon SC. Stage-Hands play these to promote role-play and to introduce friction, plot, and dialogue that assist in keeping the game fluid and interesting, but there seems to be an awful lot of focus on our SC. So it's creating some question in my mind as to why.
Is this because players are used to situations in which Storytellers control the game through NPC's?
Is it because we are just interesting SC and people want to interact with us for that reason?
Do the players really understand that we are playing on the same rules as them? If they believe us to be 'powerful', do they realize that they have the ability to do the same things, or promote the same sort of roleplay?
I'm a little worried that our players are used to being re-active rather than pro-active. Some of this worry has been disproven already by the sheer amount of incentive that some players have taken in making thier own mark on Sanctum, but I'm watching for the long-term as well. It bears alot of watching, and if it is there; I'm going to have to focus on why it's happening and what can be done to reduce it.
Sanctum Versus The Players : I finally get use as a Stage-Hand.
Finally....Over an HOUR into the game, someone finally comes to me for Stage-Hand related things. There is a small group of protagonists who have secured the top of the clock-tower and made it into a sort of fortified refuge and watch-tower. They have a telescope, (provided by someone's means) and they want me to tell them what they see, and that they are trying to see over the city and see how big the city is. Can they do it? How big is it? How far can they see?
I am about to tell them, 'Sure, you look out and you see about two miles to five worth of city to any side of you." when I stop myself, realizing this is the perfect chance to use the Opposition Brief, even if I don't have to. Using the opposition ends of Keep them ignorant and my opposition means of enviroment, I then declare my stake of it being too foggy to see to the edge of the city. The players involved choose the stake of "I'm able to see how big the city is."
They win the stake, and I choose to not steal the scene. I do however win narration. I describe how they look over the city with the telescope and they see that on the edge of the city, which is a few miles to any side of the clocktower, there is a desert. There doesn't seem to be a determined end to the desert.
The small group of players have just won thier first 'conflict' against the actual world.
observation: There was palpable excitement when the players won thier stake, and although I didn't to create a conflict against them, doing so really seemed to add flavor to what they were doing. It seemed the players appreciated earning the answer instead of just being given it outright.
conerns: Adam seemed to have a concern with the scenerio, and asked me to validate why it needed to be done in the first place. What was the benifit of them winning or losing the stake, and did the conflict matter?
I admit that don't share the concern, but I understand the logic of questioning the decision. It's important to know WHY it matters, and so this is the explanation I gave.
While I could have just given them the information without a conflict, this was the first time that either one of us used the oppposition brief that I am aware of that wasn't via a supporting character. The opposition brief exists because it's a rather powerful tool used to drive story, plot and to offer a counter-balance to the weight of what players are doing. So, by introducing opposition without actually using a SC, We are using the opposition brief to create situations that further the actual story, regardless of the outcome of the conflict.
So, a question for Adam: Does this explanation make sense? Did you intend for the opposition brief to work this way, or was it to just help create Supporting Cast? I have the belief that players like to feel as if they can make a difference, and that conflict doesn't have to be just when players disagree with Cast to Cast outcomes, but when a Stage-Hand makes use of a possible conflict, I think it gives the players the chance to feel they achieved something, or have something to achieve.
Inventing Extortion
After the watch-tower scene, it occurred to me that just because we don't have to be involved, doesn't mean that we shouldn't be. I realize that this is exactly the sort of thing that drives me CRAZY in other L.A.R.P.s, and that it might grate on Adam if I did it, I decided to do it anyways. Don't get me wrong, things were really great as so far as the game, but I was interested in seeing what affect Stage-Hand induced conflict would have. (Besides, It was bound to happen eventually, even if not this game, so why not?) Ironically, it was the players themselves that set my mind rolling to the idea of 'extortion' and it was Adam who named it. I still have reservations of whether or not it is really extortion, or a glorified bribe.
I had in mind that in normal 'LARPs', the Story-teller usually wastes an hour of your time to see if you can get something that should be pretty simple done. For example, They can turn getting some groceries into some epic ordeal in which you get attacked by fifty bad guys and instead of just saying "you get there, or you don't", you have to do some long-winded scenerio that ends up taking two hours...just so you can go to the city. With Ends and Means, you can introduce the same conflicts but without wasting all that time...
So, when a small group of players wanted to get some supplies, I informed them that one of some of Vesper's thugs was going to try and stop them. They got prepared to throw stakes, and I decided if I could take the shortening one step further. I told them that if the group could pay me off with two plot points total, (not per person), then they wouldn't enter into a conflict with the thugs. They could have chosen to conflict, and certainly the advantage was with them, but they instead chose to take the automatic win and pay me off.
The result? They got a conflict to add to thier story and got another reason to form an opinion about what happened without actually having to enter a real conflict.
Exploring this idea a bit more, I'm going to have to say that I think the general concern about this is the usual frustration that normally comes with opposition given by the ST's in a MET style Game and how much time it can consume, sometimes without even given you any sort of answer. Mostly, because there are times when all someone really wants sometimes is the answer to thier question. "Can I do this? Yes, I understand that the building is dangerous, I just want to know if I can do it!" and then spending hours figuring out if you can do that one thing when it might not even be something that important to the character.
So who's to fault? If those running the game didn't give any sort of opposition, then there would be no conflicts, there wouldn't be alot of tension, and I don't think there'd be the thrill of achieving something that comes when there's the chance you could fail; And it isn't that the players don't want this conflict, because many times they do.
The fault lies not with the players or those running the game most times, but in that with many systems, conflict resolution comes at the cost of consuming a generous chunk of time, and reducing the actual roleplay to nothing more than system mechanics that don't reflect the actual story. This gets frustrating for the players, and for those running the game for several reasons, but I think the main one comes from the time demand and consumption that doing non-player to player conflict has, not to mention the timesink of players waiting on the already over-taxed Storytellers just so they can reach the point of conflict resolution.
With Ends and Means, you achieve the benifits of conflict without the drawback of compromising huge chunks of time by being able to focus on the roleplay, instead of the mechanical function, - My own style of storytelling focuses on the Story, not mechanics...so this makes Ends and Means uniquely qualified for Sanctum: The Fallout, as a L.A.R.P.
observations: Most of the players seem thrilled with how quickly conflict is resolved. Many of them are used to M.E.T. (Minds Eye Theater) and there was an very tangible suprise from some of them when they realized they had won or lost the stake in a matter of moments. Mechanics decide what the outcome is at the beginning, and how it happens, instead of both. This adds a fluidity to the game that most players aren't expecting. It is that more fluid style of game-play that I want in the game, so I'm rather estatic that it is working as planned.
concerns: I know Adam had some concerns about extortion, and it's really too soon to tell if the mechanic can be abused. I think he has some points, but as he pointed out himself; the system is designed in a way that will curb most of the power the stage-hands holds. The power of plot-points can work for or against the players, just as they can against the stage-hands; and that makes it a rather self-balancing scenerio.
The Atlas and Census
observations and concerns: Adam's had a few concerns about these, and they had a very valid foundation. He worried that players might not want to participate because it required work on thier part. He also felt it would be more work for the stage-hands.
The first concern so far has been proven wrong; the players overwhelmingly created new places and we had nearly fifty new places/locations for the Atlas.
But the second concern is very, very valid and apparent. I've chosen to want them typed up so they are easier to read, and this is going to create a rather large workload. If I decide I do not want them typed, there is almost NO work for the stage-hands. We'll have to wait a few more games before I decide the best way to fix this work-load issue. It might fix itself, or I might have to impose that I prefer the entries to be typed out. It's too soon to tell.
I'm just here to say that Adam's Ends & Means system is GENIUS and I love it to pieces already. Our first real game? Smooth as buttah (but not as fattening). It felt as though all the crusty, nasty bits of LARPing had been trimmed away to leave a sleek, streamlined system that really works for just about any LARP setting that involves player-driven story.
I could see that Sara and Adam didn't have to run around and babysit nearly as much as a MET game, which left them more time to really have fun with their NPC's. I appreciated that. I really got to like Sergei, and hate Vesper/Vespa, and actually CARE what these people were doing! They weren't just one-dimensional pieces of furniture that the STs made up on the spot to fulfill some temporary purpose.
So far, all I can say to our lovely Stage Hands is this: Bravo. Bravo. I look forward to the next game. (Comment this)
umbereon2000: See you know what I like about that, I didn't feel worried about putting Trevor into harms way
umbereon2000: at all
Tonya Nall: Me either...with the whole mugging thing...there wasn't even a scene with Sara, she just paid me to muss things up and be weak the rest of the game...not a problem! It was AWESOME!
umbereon2000: It made me happy that I didn't have someone who could just turn me into a grease smear by looking at them the wrong way
Tonya Nall: I love the fact that conflict doesn't take 18 hours of chops.
umbereon2000: that too
Tonya Nall: I suppose I'll have to change my playings style a bit, and actually "act" scared for my character. As freeing as it is to know you can't die, it should still affect the char.
umbereon2000: See dying is just another good piece of drama
umbereon2000: I have several scenarios in my head where it would be cool if trevor died
Tonya Nall: I look forward to the point where I can pay someone to kill me!
umbereon2000: Joy beats you to death with her teddy bear
Tonya Nall: Awesome! I already know how to set her off! Also, I thought it would be harder to be evil, because everyone knows what I'm trying to do, but so far, it hasn't been. I'm giong to be interested in seeing how that plays out.
umbereon2000: I didn't think about it
umbereon2000: I am more worried about obvious evil
umbereon2000: besides
umbereon2000: I am actually capabale of seperating IC and OOC information
Tonya Nall: I think it goes to the fact I'm used to it being such a "taboo" to know things I'm not supposed to play. This is another place where I really enjoy Adam's system.
umbereon2000: It helps a lot to know where other players are coming from
Tonya Nall: In usual LARPs, I'm trying so hard not to reveal things I know OOC, that I let them color my actions. Here, it matters, but in a different way.
umbereon2000: OOC it helps you big time so you won't be dissapointed if your expecting a reaction or something that you don't get.. and you don't feel as if your wasting time.
umbereon2000: But you can still fiddle with the story IC and have great exchanges (Comment this)
Tonya, your concerns about the lack of 'secrecy' are important, and I think I need to add a few paragraphs in the book to address those questions. But you have noticed something important:
The IC/OOC divide is a matter of roleplaying *style*. It's not a divide that's intrinsic to roleplaying itself.
And in my experience, it's perilous to keep a hard line between IC and OOC. It can be done, and done well; and there are experiences you can create no other way; but for the most part, a hard line is simply a stumbling block to good communication.
(And what is roleplaying? Hanging out and talking. *Communicating*.)
A soft or nonexistent line between IC and OOC allows a different style of play. So everyone knows you, Tonya, are planning on instating yourself Queen? Awesome! Isn't it great that everyone knows and can *engage* you in that? Already I think it's cool, because of the way Moira cares for Joy. I REALLY want to see what happens if Moira needs to choose between advancing her royal ambitions, and caring for the "simpleton." Is Joy only a tool to Moira? Or does she spark some human compassion? I think the OOC knowledge of Moira's ambition makes her *more* interesting of a character; if I didn't know, she wouldn't be half as interesting!
Consider: in books and movies, the audience gets to learn things all the time that the main characters don't. It's a great way to create depth and suspense. Why should RPGs be any different?
(Incidentally, I can't take credit for this style. Other games have tread this path before me. I'm just learning from them and making a LARP of it.) (Comment this)