|
Some
Advice For First Time LARPers
|
![]() |
So your
friends talked you in to signing up for this "Live-Action Roleplaying
event." Or perhaps you wanted to try it and see what all the fuss was. You
filled out the questionnaire, paid your registration fee, and received your
character packet. Looking over the sheets and sheets of information you're
suddenly seized with a sense of being completely out of your depth. Now what do
you do? Let's face it--live-action roleplaying games (LARPs) can be
intimidating. Many people, even experienced role-players, often find themselves
wandering around their first live-action event wondering what to do with
themselves. So how do you have fun? What follows are some simple suggestions to
help you get more involved in your first live-action game. And getting involved
is the key to enjoying any LARP. (One note: while many of these ideas will work
for any style of live-action games, this article focuses on
"theatre-style" games -- one where the game centers around characters
and character interaction rather than on completing a quest or adventure).
Before the Game
Character Packets
The first step is to relax. Take a deep breath. Now open your character packet
and read it-- every sentence, every word. There's probably a lot of information,
but it's all there to help you. This is particularly important if you've never
played any role-playing games (RPGs) before. (Don't worry, if you're a complete
newcomer to role-playing--you're in good company. Many ardent live-action
role-players have never played any other type of RPGs and never intend to). Even
if you're an experienced role-player and it's a live-action event based on a
game you play regularly, read the information in the packet. Just because
something's in the tabletop game, it doesn't mean it's in the live-action
version. Often the game's organizers have a different slant on the game world;
or they've had to change some things to make the game work in live-action.
Assume that the information in your packet is what your character knows about
the world he lives in; if it's not in your packet, your probably character
doesn't know about it. One exception is when there seems to be glaring holes in
your information -- for example, your packet gives you a list of the people your
character knows, but doesn't say how your character knows them or how they know
you. Or maybe your packet is only a couple of pages long and doesn't really tell
you anything at all. Okay, you know you're a vampire and you live in New York.
That's not going to give you much to play with. If you have any questions about
your character packet, the best thing you can do is contact the game's
coordinators. It's entirely possible that in the rush before the event, some
vital piece of information was accidentally omitted from your packet or you
didn't get all the pages you were supposed to. This happens in even the best
organized games, so please go easy on the coordinators. Live-action games are
chronically understaffed and often a single person is trying to create and
coordinate as many as 100 characters -- usually in their spare time. Just
explain your confusion and the coordinators should be happy to fill you in on
what you need to know. It often helps to have a list of specific questions
prepared in advance, but if you are completely lost and confused don't be afraid
to say so. It's perfectly okay to say "I don't know what to ask."
Here are some useful tips to help make sure you get the information you need:
Larger games often have two, three, or even more contact numbers. Each of these
contacts may deal with specific types of questions; for instance, you may have
one phone number to contact in case of character questions and another for rules
questions. Or there may be a number for fighter questions, one for magician
questions, and so on. If that is the case, make sure you are speaking to the right
person. Don't ask the character contact person about combat rules and don't
expect a fighter contact person to know anything about your magician character. If
the game has more than one contact person and person you reach tells you that
she doesn't know anything about your particular question, don't get angry with
her. Some larger games are so complex, many of the coordinators just aren't able
to know what's going on with anything other than their specific areas. Thank her
for her time, ask who would have the answer, then contact that person.
Some games
have a "new player" contact. Contact this person if you're completely
lost and confused, or if this is your first game and you want some tips. If
there isn't a "new player" contact listed in your information, contact
the game's main coordinator. This may also be listed as the person to contact
with "general questions." He may help you himself or may refer you to
another person who can. Read your character packet thoroughly before you call.
Often you'll find the answers to your questions in that information. But don't
hesitate to call if the information you need doesn't seem to be in your packet
or if you're really lost. If you feel that your character background isn't
complete enough, don't be afraid to ask the game coordinators if you can fill in
the missing details. I have yet to know of a coordinator who hasn't responded
with an enthusiastic "Yes!" In general, feel free to "fill in the
gaps", but don't change information already in your character packet
without checking with the game coordinator. The information in your packet is
there to help you during the game; changing it will cause confusion for
yourself, as well as for the other players and the game's coordinators.
Sometimes
your character packet will list goals for your character to accomplish during
the game. Pay careful attention to these; they've been provided to help you get
involved. Even if your packet doesn't list goals, try making up a three or four
off the top of your head, based on the information in your packet. No, you won't
know if you'll be able to really achieve them or not, but don't worry about
that. Right now you're just generating ideas; you can always adjust them during
the game to fit what's actually going on.
In some
situations, such as at game conventions, you won't get your character packet in
advance. Don't despair. Find a quiet corner and take the time to read your
character packet. Don't let the fact that the game is going on around you rush
you; take all the time you need. If necessary, find one of the game's
volunteers, pull them aside and ask questions (but please don't grab someone
who's obviously in the middle of dealing with something). Then, when you're
ready, dive in. Most LARPs seem to take an hour or two to really get going;
people spend this time talking, finding their contacts, etc. So even if you have
to read your character at the game, you won't miss much and other people will be
in the same situation.
Getting Into Character
Okay, you've read your character packet and
the coordinators have answered your
questions. Now you're ready to go, right? Maybe. Many players can and do play
their characters "off the cuff," with just the information in their
character packet. But you'll probably have more fun if you spend some time
really getting to know your character. What does your character like and
dislike? What is his favorite color? His favorite movie? Does he like dogs?
Cats? What does he do for a living? If this information isn't in your character
packet, make it up. Even if you never use it during the game, the information
will make your character a more complete person, which will make him easier to
play. And dropping some of this information into the game will help bring your
character to life, giving him some odd quirks which make him stand out from the
crowd. Try to make this information fit in with what's in your character packet.
If your packet says that your character is a deep-sea diver by trade, don't give
her a paralyzing fear of the water. Usually you can modify your ideas to fit
what's written -- perhaps she used to be deathly afraid of water, but overcame
that fear. That would give you a character who was tenacious with a strong sense
that she could overcome anything she put her mind to.
Don't stop with what's going on inside your character's head. Figure out how he
would walk and talk too. Finding your character's voice means figuring out how
your character normally talks. You don't have to change the pitch of your voice,
or use an accent (although you certainly can if you want to and it fits your
character). Maybe your character talks faster than
you do, or slower. She probably uses different words. Each of us tends to choose
the same narrow range of words when we're talking. Just changing the words you
habitually use can make you sound and feel like a different person. Maybe she
uses a lot of "likes" ("like, you know, the last time I saw him
he was going to the store...") or "umms." Does she speak more
precisely than you or less? Does she think about what she says or do words just
pour out?
Just as
each person talks differently, they also move differently. Like finding your
character's voice, finding the way your character moves doesn't have to be
elaborate or complex. It can be as simple as figuring out one or two habitual
hand gestures he makes. Does he use a lot of gestures when speaking or just a
few? How much "personal space" does he claim? How far away from people
does he tend to stand when he's talking to them? When he shakes hands with
someone is his grip solid, crushing, or limp? Is he confident in his movements
or unsure of himself? Even figuring out just one or two of these things can help
you get into character.
Even if
you don't get your character packet until you're at the game, take a couple of
minutes to decide on a couple of quirks or habits that will help bring your
character to life. It's hard to overact in a LARP, so don't be shy about playing
your character to the hilt. The more you put into developing your character and
the more fully you get into character, the more fun you'll have playing and the
more fun others will have playing with you and the more likely they will be to
make an effort to include you.
When
You First Arrive
Some games
include check-in information with the character packet, others don't. If yours
does, please follow it. It's hard for people who are supposed to know your
character to find you if they don't know you're there. Also, the game
coordinators may have additional important information or items for you. If you
didn't get check-in information ahead of time, find someone who looks like they
know what they're doing and ask them how you go about checking-in. Particularly
look for people who have name tags which say "referee" or
"GM" or something like that. If there isn't anyone wearing a name tag,
look for someone who knows what they're doing and ask them.
The next
step is to read your character packet, if you didn't receive it before, and
spend a few moments developing your character, as described above. Even if you
received your character in advance, you may find it helpful to spend a couple of
minutes just "lurking"--getting a feel for what's going on and getting
into character. Don't be afraid to just drift around the playing area for a few
minutes. However, if you aren't in an "out of character area" be
prepared to respond to people who contact you in character. When you feel ready,
take a deep breath and dive in. A common mistake people make at their first game
is to drift too long. While it helps to get an overview of what's going on, the
people who have the most fun are those who dive into the action and the best way
to dive in is to talk to people. Start by finding the people your character
packet says you know. Talk to them; figure out your history with each other. You
can never talk to too many people at your first LARP. Introduce yourself (in
character) to as many people as you can find. Even if you're tremendously shy,
take a deep breath and go. You'll enjoy the game much more if you do. Many
professional actors are extremely shy people too. They have a trick which may
help you: they keep in mind that this is their character talking, not them. They
themselves don't have to say a word. This is where developing your character
will help you -- if you know your character well enough, he will talk for you.
During
the Game
By this point, you've talked to most, if not all, of the people in the game. Now
it's time to go back to your list of goals, both those provided for you and the
ones you made yourself. Look over your list and add any new goals which came to
mind while you were talking to people. These can be small goals, like "I'm
going to try and find the book everyone's
looking for" or big ones like "I'm going to take over the
city." Then figure out how you can get other characters to help you. Don't
worry about picking achievable goals; in LARPs, plotting and striving is more
fun than actually getting. Even if you just
can't come up with any goals, you can get involved by causing trouble, fostering
intrigue, and adding to the general confusion. The best thing you can do to have
fun at your first game is to get your character in trouble; Playing it safe
isn't much fun in the
long-run. Don't be afraid to start rumors -- true or not -- and spread them to
everyone who will listen. Try to find out what everyone else is up to and then
find a way your character can use that information to her advantage, or at the
very least to cause trouble. Notice, please, this is trouble in character.
Causing trouble yourself, as a player, is a first-rate way to ruin the fun for
everyone, including yourself .
Trouble
between characters is the meat and drink of LARPs. In most tabletop games, the
GM provides all the opponents and obstacles which the characters have to work
together to overcome. By contrast, in LARPs, it's often the other characters who
provide the obstacles and opponents for your character. If you can increase the
general level of intrigue and confusion, you'll create more fun, not only for
yourself but for everyone involved. Remember, that just because a character
doesn't like something you do, it doesn't mean the player isn't enjoying it
immensely.
Which
brings up another point -- stay in character. Look at everything that happens
from your character's point of view, rather than from your own. If you need a
break or to ask a rules question, go to an "out-of-character" area, if
your game has one, or use a "time-out" signal (find out what this is
in advance). Staying in character for four or more hours can be difficult and
exhausting, so don't be afraid to take breaks if you need to. You'll have a lot
more fun if you stay in character.
A trick some role-players use to help them stay in character is to think of
someone they know and then ask themselves "what would Bill or Susan do in
this situation?" rather than "what would I do in this situation?"
This helps them play someone else other than themselves.
If you
can't bring yourself to make trouble for other characters, you can take the
opposite tack -- offer to help them out. Find someone who looks like they know
what they're doing and offer to take messages, guard them, run errands, etc.
Don't worry about falling in with the "wrong" people. In most LARPs,
every character is the "wrong" people to someone there and if your
character happens to fall in with another character whom everyone dislikes or is
out to get-- well, you're more involved. Plus, you can always try to change
allegiances later when you know more about what's going on. If you're completely
at a loss, you can explain this is your first time and you need some help
getting involved. Most players are eager to share their hobby and more than
willing to help you.
Look out
for other players who look bored. Bored players cause problems and will often
start killing people just for something to do. Gather other new/bored players
together and brainstorm ideas of things you can do. Or if you're stuck on your
own goals or can't figure out a puzzle, bored players can sometimes help you
find something you overlooked. And they'll welcome the chance for something to
do. You can also send these characters off on "wild goose chases",
chasing
after rumors you've invented. And later, if you find yourself at a loss for
something to do, these players may be able to return the favor later on. Even if
not, you're still on your way to building a group of allies.
Live-action games don't have to be intimidating. A little character preparation
will help you get into character and that will help you interact with the other
characters. Getting in, talking to people, and volunteering to do things will go
a long way to getting yourself involved. And if you create plots, twists, and
rumors, you'll soon find yourself so busy you won't have a chance to worry about
being bored.