Thursday, September 27, 2012

Hating the Game: My Reflexive Resistance Against Sheet-Play



Yesterday, a survey went out proposing a new concept for World of Darkness' Next Chronicle. It proposes,  in essence, a combined Venue that allows (at least) the four sanctioned venues of Requiem, Awakening, Lost and Forsaken to interact with each other on a full basis. This is made solely for Cross Venue.

Ah, yes, Cross Venue. Mentioning that in a room full of Cammies is akin to throwing a chair in the middle of a crowd: a riot will most likely begin immediately after. It's a natural law, look it up.

Now, there are many reasons why people don't want to do Cross Venue. The first is lack of interest in the other Venues. They're just they're for the genre they like. That's perfectly fine. The other reason is Confliect of Interest. A Vampire in the Ordo Dracul wants to try to divert Ley Lines that a Prime Master Mage is currently cultivating, they are played by the same player. How can that be resolved successfully? It's a bitch. The third is the concept of "Super Friends" instant solutions for one venue by calling in a favor from another. I think that's the least of the three I can think of. Using a solution like that can be done, but like all things should have consequences.

Actually, that's the main two reasons against Cross Venue I can think of. I'm of the mind that we live in the World of Darkness. It makes a kind of sense that we run the risk of existing next to the other denizens of the world we inhabit. This is especially true when your domain is a place like New York City. Let me sum up with something I used in an email thread:

We live in New York City, over 200 languages are spoken here, more than any place in the world. Go down any street and you will see a cross section of humanity in various flavors of Race, Creed, Sexual Orientiation, Gender Identity, Economic Class and profession. From Men who can play Monopoly with Real Builds and Risk with Real Nations to people just trying to eek out a life for themselves on the streets. You can see it all, and if you're daring, interact with them.

It's a little Vain to think that the same can't be said of the supernatural denizens of New York? How many Changelings and Mages have walked through the Mekhet Elysium of the NYPL to find a book?, prayed at the Nos Elysium at St. Pats? How many have walked through the night and seen or heard something down an alley that they knew was something from their side of things.


How many times have they seen some one walk by, and see someone walk by them and go "I know you. For I'm like you. For neither of us belong to the world of normalcy any more, but the World of Darkness" (Insert Orchestra music here at Title Drop...:P)


A Bit melodramatic, I know. But that's the point. It's vain to think that the supernatural entities in the City aren't going to trip over each other some how in some way. What happens with that? How is it managed. I think because it's New York, it's possible to explore that. Because this would be the place to do it, and also because we've got a clutch of players who would be willing to take the challenge.


Still, there is resistance. The main reason, from everything that I have heard, can be summed up in one word:

Thunderdome.

Thunderdome has become a colloquial term to me for a situation that is simply violence for the sake of causing violence in a venue. Kill boxing because one can.

I have a problem when it comes to gaming. The problem is Munchkin Players. A Munchkin is defined as "a player who plays what is intended to be a non-competitive game (usually a role-playing game) in an aggressively competitive manner. A munchkin seeks within the context of the game to amass the greatest power, score the most "kills", and grab the most loot, no matter how detrimental their actions are to role-playing, the storyline, fairness, or the other players' fun. The term is used almost exclusively as a pejorative and frequently is used in reference to powergamers."

In short, these are people who are in a LARP playing more their sheet and less a character. Who are focused on winning the game over playing it.

I can get wanting to have an edge in the game, but here are a few things:

1) This is a game, and this sort of thing just sounds like it's taking something too seriously. Especially since this is an open ended game with no real form of Winning.
2) this is a game populated with other people, and this sort of action kills the fun of other players. Do whatever the hell you want to their characters so long as it makes sense in the universe your PCs occupy.

There are other reasons, but soon I start barking and throwing things. I've honestly seen players that purposefully make sheets that are designed for maximum damage and then seek out excuses to use them despite (and in some cases, in spite) of whatever story is going on. I've called it Joy Riding on a Sheet, and that's how it should be seen.

Give you an example. One player was given an NPC sheet to an effectively immortal character who had some dangerous attacks. He was given specific instructions in character, which he then completely ignored and began using his abilities blatantly in front of everyone (the NPC was described as subtle, this wasn't that). He killed not only the veil of disbelief in the game by constantly wanting to do pulls, but he also killed the plot, as many of the other characters killed him and the other NPCs out of sheer frustration and by the end of it I let them.

I have also seen players who consistently write up Hitter characters who just sit there, waiting to be used. They don't RP much, if at all. They are the Meta Threat. You as a player and PC KNOW that this is a person. It, like it's the subtle threat to the above mentioned scenario's more overt threat.

I'm a writer at heart. I enjoy tension, I enjoy character development. What is the tension and development for a character who just strolls in to show off? This also brings the case of responsibility of those with Higher MC levels, as they are rolling characters with years of experience on their first night (but that's a different arguement). When you have a higher power character, there is the risk of you becoming the plot, the thing that needs resolving.

Now imagine all of these kinds of players to enter in a Cross Venue forum. It's like a deranged Cock Fight, or even a Pokemon battle, with the Sheets being their pokemon and they are the trainers. What could be a fun mixing of genre's and characters and it just becomes some grudge match that ends in a lot of broken sheets. I'd say this is a cynical approach, but due to past experiences, I'd qualify it as realistic.

In the end, I can't stop Munchkins from running around the land of Oz. I can however compensate for them and reward good RP in it's stead. I'd love to do a cross venue story, as I believe this can make for great RP, but that would have to take time to see what the club creates as a venue which. If lucky, they'll make a de facto "corebook" that  helps mitigate Munchkins and their ilk.

Later

Monday, September 24, 2012

The end WAS Nigh: a Review of Dystopia Rising

Shockingly enough, I'd never done a boffer LARP.

I know! My love of RP, characters and swordplay, it would be a No-Brainer to try Boffer LARPs. But I'm a New Yorker on a tuppence budget, not many opportunities to get to go out into the great wild and beat people with foam rubber weaponry in odd settings.

This weekend, I got the chance.

I went with my friend Courtney to Sparta New Jersey to play Dystopia Rising, a Survival Horror LARP based on a setting written by Michael Pucci, and run by Mike and his tribe of Marshall's and Storytellers. Dystopia Rising is set 4 or 5 generations after the world shat itself. Overrun with Zombies (colloquially known as "Zed"), radiation, mutations all abound and general wierdness, it's safe to say that society as we know it died so definitely Rasputin would have claimed it overkill.

The current time is when the few who survived (though not unscathed) get together in the town of New Havyn, which prides it's self as a Brewery town (Distillers are a Job/Class that can be taken, and brews can be made to buff stats). The town and the surrounding area is relatively safe...relatively being the operative word. Zed attacks, mercenaries, raiders, mutated animals and just generally creepy fucking things abound here.

Then there are the goddamned citizens, who sometimes are joined at the most by the desire to not die that night, or at least long enough to shoot at each other.

Fun times.

What this means outside is this: any where between 2-3 hundred players come to a camp every month. From Friday 9pm to Sunday around Noon, those players are In Scene. There is no real out of character area, no real safe times. You run the risk of being attacked at any point during the day from without and within. You are, for all intents and purposes, at the End of the World surviving on what you can find out there.

I'll give you the run down of my weekend. I rolled a sheet for a Rover Tinker. Rovers are like Gypsies, in that they are Caravan drivers, traders, and the like. They each and everyone one of them are devoted to a sense of personal honor and hospitality. Breaking faith is a great sin regardless of it's them or others who do the breaking. Not the best of fighters, only armed with Small Melee Weapons (knives, wrenches...one person had a Fish)  Tinkers are item builders and fixers, specializing in weapons and armor and deal mostly in Scrap (which are located all around the camp grounds throughout the weekend and require a skill to pick up)

I was taken on a Module for New Players and Characters, we were taken in by a member of the town guard to various check points, created using flares. At various points, we were attacked by Zed. Let me remind you that this was 10pm at night in the middle of the Jersey Woods. We couldn't see three feet past ourselves. So when the Zed (people playing NPCs, I'll get into more detail later) appeared, people needed to be ready. They attacked in numbers and in force, I got hit a few times (we were all encouraged strongly to RP our wounds) and needed medical attention.

Let me take the moment to state something. You can die in this game. When you do, you are absorbed into the earth and brought to the morgue, where you are brought back, this time a little more off (think Derangement). Every race has a set number of times you can do this. Once you've reached Zero, you die for Real and come back as a Zed.

We get into town, and immediately hit the Bar. The Town of New Havyn is centered around one building, the Bar/Town Center, called the "Double Tap". That's where the offices of the elected officials were, a section of space cordoned off for unaffiliated visitors (new players) could sleep, and where most attacks happened. Naturally, a lot of people stay camped infront of the entrances to the Double Tap when not getting a drink. I got myself situated in the Shanty Town (the new player space) while others found other accommodations throughout the camp, either in pavilion tents throughout the grounds or their own tents. I met a few faces I knew and had ties with. There wasn't much to do for a new player, especially one who wasn't a hitter or affiliated with any of the outside camps or religions.

That is, until around midnight.

That's when the fireworks went off, literally. Followed shortly by the screams of wounded players in the distance. Soon, people were coming to the Double Tap in droves, some of them carried in to see medics, healers, and patch up artists. Fighters were bartering with people to repair their weapons and armor, and that meant me. I worked for about two hours, repairing people's armor and weapons, Roleplaying the actions of hammering, screwing and fixing the swords, guns and armors. I was useful, and I was needed, and above all I got paid for most of it. There are three kinds of payment in Dystopia Rising: Credits, Scrap/Herbs/Food or Reputation. I made a bit of all three that night.

By around 3, things were quiet. People went back out into the night taking on mercenaries and shamblers/zombies. I stayed outside, still waiting for more to show. After a while, Myself, Courtney and others went back to our cots in the shanty town.

That's when the Hunter arrived.

Hunter's from what I gather are a type of Zed that are super fast, super aggressive, and cockroach tough. The only thing that keeps them away is light. And it was headed right for the shanty dorms. So there I was, a mechanic with a 2 damage meat cleaver and Courtney with her 3 damage ball bat and psionic ammo (she could only confuse and knock back people). I shouted "Zed!" and people came running, chasing him off into the dark, again and again until the Hunter walked towards the doors of the Double Tap and promptly flopped on the floor.

Everyone looked at this quizzically. Zombies don't just DROP dead. Not unless it's the Zombie of Ric Flair, dropping down after five minutes of getting the shit beat out of them. It had to be a trap. So, of course, people went to investigate, resulting in this exchange:

Someone behind me: "5 Cred if you lick that Zombie to see if it's dead"
Someone Else: "How the fuck would that tell if he's dead or not!?"
-two beats later-
Me: "You're not seriously going to lick the fucking Zombie, are you?"

needless to say, it wasn't dead.

After it was finally gone for good, we went back to bed. We made the wise decision to sleep with our shoes on and our weapons within arms reach. Courtney craddled her's like a teddy bear. It was adorable if you forgot it was a foam nailbat.

The next morning came, and I shambled out. By 11, I headed over to the game Operations barn, it was time for my NPC shift. DR has required NPC shifts for most of the players. Some pay to opt out of the shift, but most dig in, performing standard duty for whatever scenes/modules the STs required. I got to play a Zombie in two modules, one a shambler, a generic Zed and the other an Animate. Animates are what happens when vermin get infected and start nibbling on bodies: the bodies become infected with vermin, making them masses of rodents and insects and snakes in a meat suit. They are hell  on combat. So there I was, in corpse make up, terrorizing the shit out of people. It was probably one of the more active things I've done in a long while and certainly felt good to have people back up and take cover as you approached.

It was hear that Frank, the head ST, said some good Storytelling advice. "LARPing is a large social experiment. We see if we can't effect change through our choices."

One of the funnier things that happened that I found interesting. Most of the area isn't accessible to all the players, only except when on modules. However, as we were doing the Animated one and cleared out the first group, the retreating party ran into a returning party from another module, and we proceeded to wipe the floor with them too!.

After wards, when I went back in character, the city went Dark. The generator went out, and none of the lights or the radio station(a legit radio station). We all huddled into the bar, knowing the worst would come out soon. Followed very quickly however was a very real down pour. Very soon, we had Zed coming in wave after wave, almost making it to the door. We have PCs fighting each other, fights and other conflicts were going on all over the area. It was quiet after a point, and we went back to bed. Not before, however, another Zed attack and strange masked men walking through our doors. The didn't attack, they just looked at us, holding their fingers at their lips as they backed away.

Sleep came uneasily, our weapons remained at our sides.

The rest of the morning went by without a hitch, until game was called.

Dystopia Rising was a challenge, a challenge to remain in character for as long as possible. I found myself slipping more into me after a while, because I was new, and because I didn't have the strongest of grasps on the character base of Rover yet. I may change that. However, the fact that everything I did in the game for the most part was live was exhilarating. I had to be ready at all times.

One of the things that worried me was that, as far as I could see, there was very little policing of people's stats. It worked on a form of Honor System, you knew how much HP you had left, you keep in your mind. I suck at numbers, and I'm sure I wasn't the only one. Also, I wasn't told at any point during the game that Mind Point (any major action like repairs, etc) had to be notated on your sheet. I kept as much to my limits as possible, but short of a Marshal or ST stopping me (which I never saw once during the weekend) I could have just done actions the entire day without any one the wiser.

One of the other problems is that there is a lack of connect for New Players. After the beginner's mod, we were on our own. Unless we had strong character ties already going in with individuals, groups or nationalities, we were essentially on our own. It kind of reminded me about Requiem, where the political groups and coteries stick to each other, sometimes hogging all of the plot to the detriment of new players. However, the DR modules are mostly designed for anyone to jump and go off on adventures, creating ties that way through shared experience.


It was also amazing to meet a lot of people I knew from Camarilla, Jedi and the general geek community. I'd met people I'd only heard of in anecdotes, and working with them was a lovely pleasure and surprise. Speaking with my friend and fellow player Ericka, it was not unlike a Camarilla Convention, except it's one Venue and it is on for 40 hours

In the end, I liked Dystopia Rising. There is a learning curve to it, no doubt, but it's only because it's based on simplicity and trust. The total immersion was refreshing and a wonderful challenge. It's not for the casual player, make no mistake. You are in the woods, and you are fending for yourself and your friends. Bring some food that can be cooked quickly (strip the labels off of Cans and bottles to make it appear scavenged in a bid to stay in character). It's worth it if you want some more Live Action in your Live Action Roleplay. It requires less focus on your sheet and more on your natural skills (sense of direction, good listening skills in the dark, and decent eye sight are pluses hear. Plus a good sword arm.) It's a hit to the wallet, especially if you plan on opting out of NPC duty or wish to buy extra XP points. I get the reasons why, there is a level of dedication in having this space. There are props, equipment, buildings, upkeep, rentals, storage and amenities that need to be paid for plus also promotional stuff. There's a trilogy of canon-novels coming out in October/November, and we're pretty sure we met some of the characters this weekend.

It's worth going to, just to experience it. Like Frank said, it's a social experiment, and it's interesting to see where it leads.

Later,

C








Wednesday, September 19, 2012

Inspirations for Mage

I figured as I begin work on the venue, I should come up with a list of inspirations that I take out and would like to put in.



Books
Dresden Files, by Jim Butcher:
            The Dresden Files is about a Wizard named Harry (No, really) who advertises his skills freely in the Yellow Pages (He's there, under Wizards). It's a noir tale full of beautiful people, horrible images, and snarky narrators.
            Harry Dresden is, for all intents and purposes, an Obrimos. His main magic is Fire, Wind, and Kinetic Force. If that isn't Forces, I don't know what is. Later on in the series, he acquires the use of Soulfire, the very very fires of creation. This is a good analogy to Prime spells as well. The magic in the series is bent very much on respecting the laws of physics while also doing the impossible. Creating fire means pulls heat away from something. Also, the Wizard's ability to destroy technology can be seen in some ways as a form of Paradox.
            Also, there is something about this series that has established a very dense and lush universe around it. There is more than just Wizards running about, as there are several shades of Vampire, Werewolf, Fae and everything in between. There is a reason that there is a Dresden RPG out there, it's as lush and dark and modern as the World of Darkness, so much so that they could almost be cousins.

Mistborn, by Brandon Sanderson
            Mistborn is a series revolving around Allomancy, the use of abilities fueled by ingested metals. With this, special people are granted the ability to enhance their senses, their durability, the ability to push or pull metal objects, control emotions. It's set during a time when the Lord Ruler, the hero who fulfilled the Prophecy and became a living god to defeat the Deepness. 1000 years later, his despotic reign continues. The story focuses on a thieving crew of Mistings, those who can only burn one kind of metal, and therefore have one kind of ability) and two Mistborn who can burn all metals in their bid to rob the Final Empire.
            There are a lot of parallels with Mistborn and Mage. The source of the powers are vastly different, but the Mistings and Mistborn all have their areas of expertise, like each particular Path. Also, each person with powers gained those powers by Snapping, experience such a powerful trauma that the power inside that opens up. This is not unlike the Awakening itself, except there is no Watchtower in Mistborn but Kredik Shaw, where the Lord Ruler lives.
            Mistborn can best be seen as "This is what happens when the Seers win." The Lord Ruler, with his invulnerability and his nearly infinite power, could very well be an Exarch made manifest. The Iron Ministry, with it's bureaucratic Obligators and nightmarish Inquisitors would not need much to be Seers, hell, they could probably teach the Seers a few things. Also, many of the creatures that appear here can be very good entities from the Abyss.

Nightside, by Simon Green
            If Dresden is an Obrimos, than Simon Green's John Taylor is definitely a Mastigos. Like Dresden, Taylor is a detective, except his beat is in the Nightside. The Nightside is the parallel realm close to London, where the rich and extradimensional normally do their dealings.
            As I said, Taylor is definitely playing to the Mastigos appeal. His special ability is his "Private Eye" which allows him to see and find anything. This can be anywhere from grandmother's pearls, to the weak spots on a magical construct and the ability to take it and push it into disaster. His favorite trick, when being held up by a gun, is to simply say "Your gun is empty." The gun magically has been emptied of its bullets, which then come raining out of Taylor's hand.
            Also of note is the cast of characters, every single one of them is dangerous. From on-again off-again bounty hunter girlfriend Suzy Shooter (aka, Shotgun Suzy, aka Oh Christ, it's her, RUN), his on-again, off-again ally Razor Eddie, the Punk God of the Straight Razor, and his on-again, off again(noticing the pattern?) friend Alex Morrissey, a descendant of Merlin who runs the Oldest Bar in History. Each one is distinct and memorable. Also of note are the many numerous Eldritch Abominations, that range from "Mildly Alien" to "Lovecraft was a pussy"

TV Shows
Witchblade
            Based on the Top Cow comic book, Witchblade is the story of NYPD detective Sara Pazzini, who is thrust into the realm of the supernatural when she is bonded to the mystical weapon known as the Witchblade. There are those who wish to stop her from learning the secrets of the blade, however, and barring that, try to control her.
            The Witchblade is, without question, Mage's definition of an Artifact. The Witchblade has passed through history since the dawn of time, and is created from something not of this World. The character of Kenneth Irons would make a lovely Seer or Scelestus in game. Likewise, the character of Gabirel Bowman, collector and seller of weird and old artifacts, is a Mysterium character if there ever was one.
            One of the key things to factor into this is the fact that Sara should be considered a Sleeper who has Awakened herself. She is brand new to the really real world, and is often struggling with the new reality she’s in while many of those around her feel she is losing her mind. This is one of the more endearing parts of the series, this struggle between low ideal cycnicism against higher concepts.

Carnivale
            It was mentioned as a inspiration in the corebook, and for damned good reason. Carnivale is the story of the last generation of Magic, killed off by the detonation of the Atomic Bomb in trinity in the 1940s. It is the story of two men, Ben Hawkins, and Justin Crow. They have been chosen, for reasons that become revealed through the series, to represent the forces of Light and Darkness in an eternal struggle. The question becomes, who is the Light, and who is the Dark? Ben Hawkins finds his place amongst the a traveling Carnival, where the other sideshows and outcasts. Justin finds his place as a Reverend in California. There stories are almost separate, but when they meet, all hell breaks loose.
            Carnivale could just as easily be seen as a Mage game set during the Great Depression. The progress of Ben and Justin, in their own ways, reflects the learning of Arcana and Gnosis (more so that last part). They go from one trick ponies to be reality bending demi gods, capable of tremendous accomplishments.
            Special note is to the character of Samson, played by David Lynch favorite Michael Anderson. Samson’s speeches and the beginning of each season set the stage perfectly between the war that is going on. He tells you everything and nothing at the same time and would make a beautiful NPC in games.

The Prisoner
            The Classic Series starring Patrick McGoohan as the unflappable ex spy known only as Number 6. The Prisoner is a tale of an unnamed spy being sent to The Village, where everyone lives in peace and subversion. Number 6 attempts to maintain his integrity, individuality and sanity as the denizens of the Village (including the ever changing Number 2) attempt to make him break. After a while, it becomes less about what he knows, and more about breaking him. By the end, even the audience is left with their sanity taking a dive.
            Honestly, this is very much a series that is required viewing for when to handle the Seers of the Throne or even the Guardians of the Veil. Secrets, the ability to keep them and the ability to retrieve them, is one of the central themes. Also, the struggle to maintain individuality should appeal to those Guardians who have sacrificed their own for their knowledge of Masques.
            The pervasiveness of The Prisoner is such as there is a Legacy for the Free Council that is, roughly, based on The Prisoner. The Blank Badges are a deliberate subversion of McGoohan, however, as they embrace the anonymity in their various methods to take on conformity and and the Lie.

Ghost in the Shell: Stand Alone Complex
            The classic cyberpunk franchise, Ghost in the Shell is the story of a special forces agency Section 9 in a futuristic Japan where cybernetics and AI have become the norm, and the lines between man and machine are blurred to the point of being impossible to tell.
            This series should be required viewing, as it is both one of the more visually stunning while also philosophically heavy. The series doesn’t pull it’s punches with dialogue, one of the shows main focus is the status of the soul as it undergoes change, something that is Core to the Mage venue. I can see this series being something that would appeal to the Adamantine Arrow fans in the Mage, as it shows the use of the individuals strengths and abilities to enhance the teams efforts. It’s also required for anyone playing Free Council, this is the Free Council triumphant, as the technology has mimicked magic.
            Special note goes to some of the main characters. Most particular acclaim goes to the character of the Laughing Man, whose abiltiies to hack minds and eyes would make him the perfect Mastigos Subtle One. The Character of Kazundo Goda is a Guardian of the Veil, with his high end gambits and his focus on identity and roles. Section 9 Chief Daisuke Aramaki would make a decent Silver Ladder, as his imperious nature can literally make a room full of bickering politicians stop on a dime and get to work.

Warehouse 13
            Warehouse 13 is the story of government agents tasked with retrieving historical objects with amazing abilities and storying them in the eponymous and probably sentient Warehouse.
            In fairness, this should be titled “ Mysterium: The Series.” The show focuses on collecting historical and magical items and the adventures the characters have to go through to obtain them. This is the Mysterium purview written all over it. Artifacts are described as magical items that have been past through history over time.
           
Full Metal Alchemist
            One of the more prolific anime's to come to the west. Full Metal Alchemist is the story of Edward and Alphonse Elric, young teenage brothers gifted with the power of Alchemy. Together they tried to use alchemy to bring back their deceased Mother. They failed, spectacularly. Now they travel to restore the damage they caused to themselves.
            This show should be required viewing for Mage, and especially the Moros. It covers a lot of ground and territory about the nature of power and using it responsibly. Most notably, however, is the concept of magic costing. To do something that is grand or vulgar brings about the potential for disaster. The damage done to Ed and Al can be seen as a form of Paradox, especially what results from the alchemy they tried to employ. Homunculi come off as crosses between Abyssal Creatures and Goetic Summonings rolled into one.
           

Movies
The Matrix
            Well, yes, this was going to show up. Matrix is the story of a man who wakes up to find the reality he’s lived in is a simulated lie fabricated by machines. It’s a war on two fronts as they outrun the mechanical monsters in the real world while simultaneously taking on the simulated governing programs in the simulated reality. Meanwhile, the main character learns of his new powers and abilities until he exceeds the expectations of both realities.
            I've said it before to others, but I think Mage is alot like the Matrix, except that we're all Neo, just with better acting abilities and a third act that (hopefully) doesn't suck.

Dark City, by Alex Proyas
            The slightly older brother to the Matrix that no one ever pays attention to. Dark City is about a man who wakes up and finds his world is not what he thinks it is, and finds it populated with strange beings, and as he learns more about what is really going on, he comes into his own power.
            Again, very similar to the Matrix, but it has a level atmosphere that the Matrix doesn't have. The antagonists of the film again have that Abyssal/Seers vibe, where they control everything that the literal Sleepers of the world do. Instead of making the "the System that runs everything" a given fact, they show HOW they run everything.
Limits of Control, by Jim Jaramusch
            Due to the nature of the movie, very little is explained. The best that can be surmised is that the movie is about a silent Hit Man who goes about the process of gathering intel from his informants as he is about the make a hit against a powerful target. Each contact speaks to the Lone Man (as he is referred to) in a long, monologue-ish diatribe that may or may not have anything to do with the task at hand, but somehow, it is.
            This entire movie feels like a Guardian of the Veil mission. All of these non sequitur discussions seem like false leads, are analogies that grant the Lone Man some insight that allows him to quietly and coolly dispense with his target. By the end of the movie, the Lone Man has achieved a kind of Zen Hit Man level in his task. Worth watching to get a feel for Veil or playing a Subtle One.


Eventually, I will make lists for the other venues

Later.

A Moment of Brevity, Mage Style

Given to me by my friend and fellow player, Chris

Me: Well, I'm off to see a new book after hanging out with Mage for a bit.

Mage: Aw, don't be like that, there is plenty of depth to me.

Me: See, that's the problem, you have depth but you like to go overboard and it annoys people so i think we need to see other people for a while.

Mage: Pfft, it's in my theme. Oh you'll be back. you can't stay away from my succulent verbose pages.

Me: Yah, well time to move on for a bit.

*Phone rings*

Me:Hello?

Promethean: I Still love you.

Me: I like you too but you're still staying in the basement until i can find some players.

Promethean: *cries*

*hangs up phone to have it ring a second later*

Me: Hello?

Hunter: You got to help me man! Vampire's gone crazy! Nutter than Changeling on DMT!

Me: What is it this time?

Hunter: I don't know, something about the 4th tier and not being in it. I never paid any attention to it so i kinda just tuned it out but now she's gone postal. Hell, she makes me look sane and I kill people fore a living!

Me:Look, just remind her that she is the flag ship title and she will eventually get it. she also needs to stop acting like a spoiled child when she sees something the other gameline has.

Hunter: Yah, I agree with you there. Hold on, i think she heard us. brb

*the phone cuts to the sound of chainsaws, bestial howls and shotgun blast before the line cuts off.*

Me: Why do i deal with these crazy game lines. maybe i should try some of the blue book line.

*meets Changeling Breeds.*
Me: So what's your story?

CB: Human's suck! I mean they like take over the world and shit all over it! i mean look at this place! complete and utter shithole!

Me: You do realize that almost all your players are human and most of them don't want to play eco terrorists?

CB: Nah man, I heard from this one character in Mass Effect 3 that removing choices from players and making them meaningless is an AWESOME way to run a game! I mean, who wants a thing like choices? What? you mean that nWoD doesn't have a metaplot? Pifff!

Me: Ok.. i guess we can rule out personality... How is your crunch?

CB: Oh it's awesome. i mean the players can take stuff out of mage and werewolf and have the time of their lives! and the stats allow for flexibility and innovation!

Me: Ok.. So your admitting that your allowing players to steal powers from other gamelines, and the stats and powers that you do have are a convoluted mess that it takes the likes of the fans to figure it out.

CB: See! Flexibility! It's a feature!

Me: Right..

Skinchangers: I'm sorry but I couldn't help but notice but is this guy bothering you?

CB: You stay out of this! You're not even a real book stand alone book! You're a Werewolf rip off!

SC: Oh hush! You could say the same thing about Slasher and he turned out perfectly fine.

*Sliver razor wire drifts across CB's throat and digs into his flesh as the hands guiding it suddenly pull up. there is a slight struggle until CB's body lays still*

Slasher: I'm most dreadfully sorry but he had the most colorful eyes I have ever seen and i simply had to have them for my collection. If you wish, I can give you any other part of the body. I'm more than willing to share.

Me: Um.. no thanks.

Slasher: Ah, a pity then. By the way, If you see Hunter, let him know that Changeling wants to meet with him again. Something about someone following her again. I would personally do it my self except the things that follow her just leave twigs and bones. Not exactly the same as looking into a victim's eyes as the knife falls upon them. feeling their dying breath on your arm as you dig out their eyes.. Ah the screams... first of surprise, then anger, then fear, and finally death.. anyways, I've rambled on enough. time for work.

*Slasher drags CB out*

SC: Well ... he's mostly fine but at least we are coherent.

Me: And what about Inferno and Immortals?

SC: Oh, Inferno is awesome! a little peeved that he's going to be replaced by his little brother soon but his systems are just damn good.. and that theme...

Me: you're getting drool on the table

SC: Oh sorry. Anyways, Immortals is pretty cool as well. no one's got a bone to pick with him and he's coherent. the system is great but it lacks that certain... zing that makes a book great.

Me: right..

SC: Oh, and there is Second Sight.

Me: right, Mage's little sister. cute but Mage is hotter.

SC: if you say so.

Me: So is that it?

SC: Well, there is Innocents but he scares the shit out of me?

Me: Why?

SC: Ever play Amnesia?

Me: Good point..

SC: other than that, i think that is about it.

Me: hum... I need to think for a second.

*Phone rings*

Me: Yes?

Geist: Get that damn dog off my street!

Me: He's a wolf, he has every right to be there as you do.

Geist: Bull crap. I died to be offered the Gift by the Pink Pony on a holy jihad to rid all the world of youtube commenters and I will not be stopped by some dog who think he can be an artist with his piss on my damn sidewalk!

Me: You're not being very reasonable..

Geist: Fuck reason! I had a motherfucking religious experience! When i died from being kicked on to an escalator and perpetually tossed around for five hours until breaking my neck, I saw the Pink Pony in all her glorious forms. she said to me to kill all youtube commenters and thus making the world a better place!

Me: Right...

Geist: You just wait, I'll get him this time!

Me: you said that the last three times after he killed you.

Geist: practice makes perfect.

*Hangs up the phone*

Me: well, this has been fun but i need to head back.

SC: aw, i'll see you later.

*goes back to house*

Mage: so how did it go?

Me: could have been better, could have been worse.

Mage: cool, do did you get any fun ideas while you were out there?

Me: a few, want to try them out?

Mage: sure, after all, I can do anything...

Me: yes.. yes you can.

IC/OOC Talks Part 1: The Healing Power of Make Believe



I had thought of this paper a few months back during a particularly heated game of Changeling The Lost. The scene was the funeral and wake of one of the more influential Player Characters in play at the time, meanwhile, the Sovereigns of the City had a plan going on during the time (details Withheld to prevent spoilers). This would be my first game as a character in Lost, a Wizened Author brought in as a friend and worker for The Spring Sovereign escorting in a new Character played by the same person whose PC had died.


Still with me? I'll give you a moment...moving on.


The proceedings were held as much like a funeral as could be possible, up to and including the player of the deceased lying dead for display at a wake and being eulogized over. This was a character who had ingrained herself deeply into the fabric of the game, and when she died, the entire game stopped for her. This is probably the highest compliment one can be paid when a Character Dies. When you can stop plot and people thank you for it, it's an accomplishment.


But that's not all. For those of you just tuning in who don't know what Changeling the Lost is based on (how you're reading this is beyond me, seriously) I will described. CtL is the story of those who were abducted by the Faeries (aka, The True Fae, aka The Gentry, aka The Others, aka Oh God It's Them Run!!), were subsequently altered to whatever purpose the Fae wanted, and then subsequently escaped back into the Mortal world. Too strange to live, to weird to die. These are survivors of abuse, Post Traumatic Stress sufferers, with the horrors of their imprisonment etch in their minds indelibly.

Now, put them all in a funeral where one of their best is killed. Better yet, make it not about the expected cause of Death/Re-Capture by the Gentry but something as Pedestrian as a Car accident. Add alcohol, old grudges, and a lot of suspicion.


Emotions weren't running high that night, so much as they were sprinting up a sharp incline like it was an Olympic Event. By the end of the night, people were legitimately crying.


It remains one of my favorite games I've played.


The reason for this was the fact that, for the most part, people remained in character. Let's be real, we're a bunch of people running around a studio rehearsal room playing pretend. However, because of the way people reacted, the reality of the situation was reinforced, people became emotionally invested. Many people spoke on how emotionally Cathartic it was and how better they felt afterwards.


For years now, I had been talking about the transformative powers acting and theater have on people. I have known friends who have used their time on stage and in the creative process to explore, delve, confront and assimilate their problems and come out better for it.

Case in point: My friend "A" had Asperger's Syndrome, which gave him a difficult time in understand social cues, boundaries, etc. He joined New York Jedi, a stage combat group, the exact same time I did. As time grew, and he collaborated with others he learned to work through his disadvantages. Now he's happily engaged and the father of a beautiful baby girl.


My love of theater and it's ability to help people heal was reinforced by my internship. My supervisor was a Drama Therapist, using many theater techniques to help explore and contemplate internal processes we weren't sure about. The main goal was, as far as I was concerned, to draw out insight, that ability to go "a ha!" within ourselves. It was amazing, there was very little changed from what I experienced in theater class and what I experienced in the group therapy session.

And it worked.

This is one of the reasons I'm a proponent for seeing LARPing as Role Play over playing a game, and one of the reasons I've decided to write this blog. This will be a discussion I'll be going back to a lot in this. I'll be looking at topics such as (in no particular order)

- "When RP goes too far"-The Darkside of Too Much RP

- "Hating the Game"- Wherein My Reflexive Resistance Against Sheet Use is Explained
- "It's ain't called the World of Darkness for nuthin'" Tips and Notes about Role Playing in WoD 


To close off this section, let me end with this point. We are, all of us, just kids playing make believe in a sandbox. I think it's a great sign that many of us still have that aspect in us. It means that the world is not too cynical, and some Innocence has prevailed



See ya
C

Thursday, September 13, 2012

Without a Net: First Month of Storytelling

So, as I said in the introduction, I'm now Storyteller for New York City's Mage the Awakening. For those of you not in the LARP/Cam/MES circles (if so, how the Hell did you find this?) a Storyteller, or ST, is responsible for developing, delivering, and maintaining the story for a venue (specific game) to which they are assigned. We approve everything that comes in, and run with the decisions that go out.

Out of all of the games in the New World of Darkness, I like Mage the most. Mage is the story of humans Awakening to the Truth, that the world they exist in is in fact a Fallen shell of it's former glory. Magic existed once, as did society's that revelled and build with it as we do hammer and nails. Then Mages took to war with themselves, and the in their vanity cut themselves off from the Realms Supernal, the source of Magic. Those who use magic here are able to tap into the power of the Realms, to hack into Reality.

I like it because, out of all of the other games, it's one of the more human. In Vampire, Changeling, etc, something horrible and traumatic happens to you and you are effectively cut off from the world. This isn't the case in Mage. You Awake, you still have a life. You grow old, die, have children. You aren't a monster or have to hide from the world. You can live a relatively normal life on the side. However, there is always the chance of shucking that all away to embrace the power of being a Mage, leading up to the inevitable declaration that you are a God.

I originally intended to run for Mage in May 2013. The games are resetting, and everything is changing. All of the stories, plots, and characters from this Chronicle are being retired. Every one will be creating new characters in new versions of the city's they inhabit. It's a world builder's dream. Of course, we don't normally get everything exactly the way we wanted it. The current Domain Storyteller (the one running the entire city and all games therein) was my predecessor in Mage, and when he was elected to the whole Domain, someone had to fill his place. I was the only one who ran, so I got the position. So now it's my job to close out the Chronicle, as well as consider building up the New One.

Oh, goody.

Now, before then, my only experience as a Storyteller was working as an Assistant ST for Vampire the Requiem, the flagship game in New York. I learned a lot about Storytelling and especially mechanics, which is a problem for me. But it was always an assistant gig, I had someone who was directly above me who was truly responsible. This was now my show, as much as it is for a Storyteller.

As I said before, the Storyteller is responsible for creating and dispensing plot, but they are also responsible in Maintaining the venue as well. By that I mean that it is their job to maintain continuity, both for the player and the venue as a whole. Each player has their own stories, fueled and shaped by interactions with the other players. There are times where interactions make a more interesting plot than what the ST has in mind. I will probably comment on that in a blog of it's own. 

But that's one of the major things I'm focused on. I'm a writer, I can write plot and stories. However, I need to keep the plot fluid enough to account for the creativity and ingenuity of the players.

Two major pieces of advice a lot of my friends in the group . The first is to know what more story style is. Well, I like developing a frame story and then having people react to it, events will happen, but the focus is on the reactions, how people handle it. "This just happened, WHAT DO YOU DO" kind of stuff, I'm willing to run with most of what is going on.

The second piece of advice, given to me by my friend Jenn, was to be mindful of the administrative stuff. This is something I've had to keep in mind this first month as several people have already come for applications for various things. My main concern in all matters is "How does this affect the venue? Is there an RP reason for your character to have this? if so, how?"

This last part is important for me as a member of a group of players. It's a personal pet peeve I have about players who play the stats on their sheet more than they do a character. It's a point that will have it's own post sooner or later. The gist of it is that we are singular members of a global story. How does whatever we do enrich ourselves locally, regionally, nationally or globally.


To finish, let me quote a phrase that I have taken to heart. You can't spell "Sadist" or "Masochist" without using "ST". For anyone who has ever done this job, that notion is awfully prophetic

C

Narcissism and other Delusions: An Introduction

My name is Craig Page. I'm currently an Unemployed Mental Health Counselor born, raised, and living in the North Bronx. When not finding work and researching Carl Jung stories, I'm usually being a geek about the City. I have been in NY Jedi Stage Combat Team for Three years, and have been playing Live Action Roleplay (LARP) for nearly two years now. My main experience has been with playing in the club Mind's Eye Society's (Formerly The Camarilla, and even with the name change, most of us still answer to Cammie) renditions of The World of Darkness games, starting with Vampire The Requiem and moving my way through to Mage the Awakening (to which I now ST/GM for in NYC) and Changeling the Lost.

That last part is why I'm here. I find the concept of LARPing to be interesting, an immersive form of theater and play where you are both the player and the character interacting with other characters and players. It' MMO without the joystik, it's life in stereo. I'm making this blog as a journal of my ideas, quandries, philosophical meanderings of LARPing and gaming in general. I'll also share my explorations as me as Storyteller (ST) as I go from player to Storyteller and now get to see things from the big picture.

The reason for the Title of this intro "Narcissism and other Delusions" is fairly simple, or should be. As much as I think this report is a good idea, it still smacks of Vanity to me. Who the hell am I to spout off my opinions and have other people hear them? Dunno, myself. But this is seeing what other opinions are like. This is a learning tool as much as it is a soapbox. You don't have to agree with me, nor I with you. But I do like knowing other ideas, or else I don't grow.

Til then,

Craig