Wednesday, October 31, 2018

Review: Archangel Frame

Edit: The first go of this apparently ate itself, so I have to make another run of it. Thanks Blogspot. I'll be looking to switch to Wordpress sooner than later.

Last week, I had the opportunity to play Archangel Frame, a new larp created by J. Harrison and Max Frost, and administrated by Edge of Forever Productions. It is ostensibly a theater larp played live on campgrounds and remotely through Discord. I played remotely, which was an experience in and of itself, but for the sake of this post I'll be talking about the AF experience exclusively.

Before we begin, time to cite some biases. Jae Harrison is a friend, housemate, and my coworker for the better part of the last decade. Max Frost has been a friend for only slightly less than that and I have been their Storyteller for Dresden the entire time. That being said, I would not be writing this post if I didn't think the game was good. There, biases cited.

Archangel Frame is a game about emotional and existential duress in a time of big robots fighting gigantic demonic machines. The game takes it cues from Big Robot series like Evangelion and The Big O.  Much of what makes the game, though, is the worldbuilding that we ran in to. The players are members of one of five nations under attack from the Ectics and their gigantic Devil Engines and fight them in the mysterious and titular Archangel Frames, gigantic angelic machines that are strangely aware and potentially sentient (?)

Beladyr: a kingdom of heroes gone to bloat from corruption and the cult of celebrity

Iorvenn: a former expansionist empire attempting to turn their supervillain powers to good

Jessabrasca: a scientifically advanced nation laid to waste by the Ectics

Patch Islands: an archipelago nation of warriors dedicated to fighting for noble (if hopeless) causes

Consensus: a hivemind of individuals connected by similar (if not the same) source as the Ectics

Each player assumes a role in Project Gabriel, and this is where the relatively light mechanics take place, all of them surrounding playing cards.

Pilots are at the forefront, using the playing cards they need to beat challenge numbers to succeed in their tasks, but at the cost of emotional or physical stress. They cannot generate these cards alone. Only the Admins can do that, under stress from the project leads themselves, Admins dispense cards (and stress) to the pilots as they see fit. Support roles can dispense card sleeves that mitigate the stress. Mayflies (think the characters of assault on titan, limited armor attacking gigantic monsters) support the pilots on scene, making guesses to the color, suit or number of a card. The more specific the guess, the better the reward with the risk being, at best, their life.

I played Oghma, a mysterious Consensus Administrator who served as a strategist for the remote team. One part tactical analysis, three parts The Question, Oghma supplied information to the teams while also dealing with investigating strange aspects of the project and some of the elements surrounding it. I was playing remotely, so I wasn't at the site of the game. Though I have seen photos of the piloting rig played during missions.

You would think, playing remotely at a larp, I would feel periphery. This was far from the truth. I had access to a website that displayed mission detail, including real time health of the Frames. I had files on the types of Devil Engines that players could fight with pages of details, and I had access to character and player dossiers to assess details and plan accordingly. I was apart of the experience, and the remote team saved the game at numerous turns.

Oghma doesn't have a costume. Oghma doesn't NEED a costume. 


What made the game were the characters involved. From the Consensus members nonverbally talking (thank you Facebook Messenger) to interacting with the terrifying Evil Queen Director Tristana (thank you Kiri for the amazing roleplay, its always lovely to know who to work off of). I played the game from 9am until I had to leave at 9pm, and I was upset I was leaving early and I hadn't even left my house. I had legitimate fun interacting with the remote team and the larping game, of having an influence on both

The highlight of the game is the community that built around it. Much of the game's player base comes from The Edge of Forever games like Doomsday and Planebreak, of which Jae and Max are members of. These are people who tend to bring their A game and go for broke on their decisions. I've gotten to interact with them peripherally, and finally getting to work with them was a thrill.

Larping, for me, is always a game of playing off of other people. I'll change my character to better suit the feeling. Oghma was going to be terse, and mysterious, he came off more as inquisitive and just better at being non-verbal. The game demanded to be more active, and I'm grateful for that.

On a personal note, I had been burned out on larping for a while, more as a gamerunner than as a player. Largely that was because I was running games more than playing them. Archangel Frame was the first time in a long time where I entered a game as a straight up player, having done no build for the game itself. I got to play, and I loved this game and the community forming around it. I look forward to the next game, whenever that may be.

Thank you.

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