Category Archives: LARP

Dystopia Rising Northern California, Season 2 Opener Review

TL:DR

  • -Fun game. Planning on going back
  • -Player base is still great
  • -Working well under new ownership
  • -Site could be better but in Northern California, options are very limited

[Note: As this is a review about my experiences at a game, it will focus a lot on my headspace and feelings as well as what actually happened. Writing this, I have found it to be a bit of a guide to how to get involved in a game so sorry for combining that with a review. If you want just a synopis of my thoughts, scroll down to the section under the bunny. The reading time for the whole thing, including this, is roughly 13 minutes.]

Before I begin there needs to be a little history. If you want to read my review of Dystopia Rising NorCal’s first season opener, read it here although it’s not germane to this review. Season 1 ended and plans were being made for Season 2. It was an incredible game with a well running team, some of whom are professionals in the practical effects and prop making industry. The site was an abandoned military housing complex with two dozen two story barracks which was an amazing setting in which to play.

However a series of events at the end of 2019 had the site unavailable, the owner had to sell the franchise to someone else – with the core 3 people at the top also retiring from it – and a massive rules change was made at corporate headquarters that was used to run over a year’s worth on online games due to the pandemic. Comparing the old chapter to the new I do not believe would be fair. My opinion about the old chapter is seeded in a year’s worth of memories that definitely highlight the positives without remembering any of the negatives and a huge amount of nostalgia is there.

As always, this is my opinion from my observations and experiences and I will be drawing on 30 years of experience in the US larping community, having run a very successful game in Northern California from 1994-2001. If others remember events at DRNorCal differently, feel free to comment but these are my recollections. So enough preamble, let’s begin:

The event took place at Kowana Valley – 160 miles/4.75 hours from my apartment near Berkeley, CA. The DRNorCal community spent over a year looking for a new site for a post-apocalyptic game but with the US’s litigious tendencies and the home office of DR setting the prices on tickets without taking into the costs for renting property in California, pickings are slim. This place had very little in the way of natural shading from the sun, no buildings available to the general player base (with the logistics department working out of two large carports) and site lines that sometimes had encounters happening within view of the town camp proper. However, it had been a long time since a game was run, the players were resourceful and we soldiered on. The drive, though long, was a beautiful one and I even got lost on the trip home as I was following the scenery more than the roads.

One of the views I had on the way to the game

I set up my canvas tent, got myself checked in and then headed over to the settings department where I handled makeup and costuming for the NPC’s from 9pm-1am. We had very few NPC’s but they did a terrific job of heading out into the game and starting the ball rolling on the stories for that weekend. I had worn 4 layers that night but I had not brought a winter coat. So even with thermals and a hoodie, by the time my shift was over, I had to make a conscious effort not to have my teeth chatter. I was looking forward to my cot, sleeping bag and blankets. Though I had forgotten something about group camping and I spent the night awake until around 4am due to the snorers nearby until I finally passed out. I have trouble sleeping for any period of time normally but this had me up every hour, realigning my covers to fix the cold spots and try to get my phone with its white noise generator near my head. My morning came around 10am during this fitful night and I ate ‘in genre’ which meant a cold can of Beanie Weenies (not a sponsor) and some crackers. Got dressed in my kit I made during the downtime and headed out into the game world.

Proud of the kit, not of the background

Most of my time was spent saying hello to old friends and listening to what was going on around town. I’m not a very ‘in your face’ type of player and prefer to just listen. There were the zombie (zed) raids hitting the town from time to time but I wasn’t really finding a story. Granted, I probably could have asked but between the drive, lack of sleep and doing my best not to freeze that night (I should note that the weather service had said a low of 47 F so it was only around that), I wasn’t in the best of moods. I decided to head off on my own, do a little exploring and gathering of in-game resources to try and get myself realigned in a better frame of mind.

I got back just in time for the town meeting. Normally I avoid these but this time I felt I needed a refresher on what this town (which had been played via online Discord (not a sponsor) games) was facing and all about. Found out there was a mining operation not far from town and that this was most likely the source of not only the uptick of zed but also some minor tremors as well. They did a sort of roll call of “Who can do this?” and people raised their hands. I put up mine for the two things I could do then talked to some people and said, “Hey, I can help you with X, just let me know when.” I got the head bob and then was left to my own devices for another hour.

I could not salvage anything more due to my character being out of mind energy so I headed back to my (now too warm) tent, plopped on my cot and began playing a game on my phone. I had begun to regret coming to the game. My head was going through all the costs – gas, food, kit, ticket, etc. – that got me here and how I’d be more comfortable in my climate controlled apartment and probably have more excitement playing on an MMO. Then I remembered one of my rules of larping: You get out of a game what you put into it. I had always played with increasing the experience for others above my own and had found that that really increased mine as well. So, forcing a mind shift that I knew would only last for perhaps 30 minutes before my old friend apathy came back, I headed out.

Every game has a few of those players/characters who everyone likes and tends to be in the middle of the mess. The character I targeted is called Del. I told him my skill set and I wanted to help the town. He told me he had been looking for a proficient salvager to teach the trade to a new arrival at the town. He introduced me to the character Ahti and we spent the next half hour talking about the differences of salvaging on land versus that at sea (our area is known as the Broken Coast – basically the west coast of the US that succumbed to its tectonic ways and fractured into a massive archipelago). With the new skill, Ahti headed on out, hopefully to make a fortune. I found Del again and told him everything was done. He nodded and told me that people were looking to copy some prints and as I was a master educator, I could help with that. So I got paid to make some blueprints then worked to gather enough supplies for someone to make a special med kit and suddenly I was back into the swing of things. Meeting people, using my skills where I could and helping others use theirs to get to their goals.

Del, the man who knows what’s happening some of the time


Now that I had my groove back, I began to talk to people with more confidence. That night, I was asked to help with a couple of NPC’s. There are plans for a railroad to be built near the town and two different factions wanted to do it. There’s a lot of stuff about the two but either one sounded to me (at the town meeting) like a good deal. So I was going to let those in charge decide. However, none of those in charge were around that night. Apparently my work that day had given people the idea that my character was higher in the pecking order than I expected. And, being the helper that I am, I went to help. Unfortunately, I negotiate like a brick negotiates with a pane of glass. So I left there thinking either I gave the leaders some time to come back into game, learn what was said and get things ironed out or I just started a railroad war. Either way, I was nice to be ‘in charge’ even for a short bit.

The rest of the night consisted of a revel, tremors and a massive push of zed wearing our arch nemeses’ armor and using their tactics. I’m simplifying as I looked back on this review and realized I am already over 1,500 words into it. Suffice it to say, I was having fun. Though I do have to mention one more thing. A son of an owner of the above train company came into town to talk. I cannot really put into words the emotions that happened during this though it struck me as a little savage. The way they talked to him slowly became more of an interrogation to the point of torture. It was one of the more heavier things I’ve seen players do at a game.

The part that really got me is that when he was leaving, a small group of zed ‘kidnapped’ him. While most of the older characters there simply shrugged a ‘good riddance’ to him, the new players leapt after the guy, realizing that we’d be blamed for his death. Despite the odds, they managed to bring the son back alive. Kudos to the new players. Not sure how much goodwill that will bring as baddies are notorious for twisting a good deed into a bad thing but still – well done.

I decided to sleep in my car that night, having moved all my bedding to it earlier in the day. However, my final trip was cut short when I was jumped out of nowhere by an NPC that took me down in under two seconds. One bad thing about my new kit is that my peripheral hearing is dampened. I was eventually rescued but every time I wanted to go to bed, I’d get part of the way there, see that little stinker hiding in the shadows, and I’d run back to the safety of the group. Though I finally made it to my car safely and slept a wee bit better than the night before.

The next day there were only 3 hours before game was to be called but I was asked to help research the tremors that had opened small fissures in the ground and were producing flammable gases that could blind and make people lose their mental strength (needed to perform most tasks that weren’t simple). After working with a group for almost an hour and coming up with the questions we could ask, we found out that there was most likely a snake-like creature burrowing under the ground and that perhaps the mining activities have pissed it off.

Side note: When given new information about a plot hook, don’t immediately say, “Oh, just like X.” Maybe the writer intentionally or subconsciously was influenced by Tremors but it’s never nice to make that comparison in front of the creator. Show some tact.

The rest of the day was spent saying my goodbyes, breaking down my tent and doing a quick cleanup of the site. Then it was a 5 hour drive home to say hello to a very ignored and irate rabbit.

Don’t care about game, give me treats!

So there’s my journey. What are my thoughts on the game? It seems to have a good structure. There was more fighting than I prefer but that’s what most people are there to enjoy. The story lines I encountered seem solid with just enough mystery to keep things interesting and it’s always nice to see a game where they put a reason behind the plethora of attacks on the town. As always, the player base is the most important part of a game and this one is very helpful and inclusive. Unlike a lot of other larps, they understand knowledge is power but only if that knowledge is shared and put to use. I have yet to encounter a player who wasn’t helpful and welcoming (in their character’s way).

Would I recommend the game to a new player? Yes, though I will point out that this was the first event under a new story group and owners. Also need to take into account the travel time and costs related to that. It usually takes a couple of events to get all the bugs worked out. It’s also why I rarely do a review of a first game but as it was run by people who have a lot of experience within the game world, I figured it was fair to do it. I know I plan on returning to the game next month.

How big should your larp ruleset be?

This is a question that recently came up in conversation and instead of throwing it into dozens of IM’s of the discussion group, I thought I’d put my two coppers on it here. NOTE: This is my opinion and just like every other gaming system out there, it is a reflection upon the creators as to what they felt would best serve the game they wanted to portray. There are games out there that have rules that go from 1-500+ pages. I have played in both games with such rules and each game was enjoyable. A different experience and play style but they fit what the creators were trying to… well create. No one way is correct but here’s the way I approach it.

First off: TL:DR – 25 pages.

Now to add the TL to explain it.

There are various portions of a rule book that need to be assembled to make the game function and inform all attendees how things work in the world created (even for modern games): Although I list these in the order I would put them into a rule book, others may feel something needs to be put before others.

Setting – 2 pages
Here is where you go over the basics of the world that the players are living in. You do not need to go into every aspect of every facet of the world here. This is again to give a quick summary of what is happening. This is the first thing new players will read so you want to get their attention. Being a creative writer, I like to spend a paragraph or two writing up a mock scene that a player could be involved with. It helps to draw them into the world.

Introduction – 3 pages
This is where you put the synopsis of the game you’re trying to create. This does not include the setting but more of what your game is about, what you expect from your players, code of conduct, OOG policies, etc. Most of this can be done in 3 pages because usually games (at least the ones I’ve attended over time) usually have a mandatory ‘listen up’ at the beginning of the game to go over them. General rules on the paper, more in-depth discussion/explanation at the listen up.

Character Building – 1 page
This is where a person learns what they need to do to create a character that will operate within the world. Again, it is a short piece detailing what needs to be assembled and not of the individual pieces (such as “Choose 3 skills” not a list of all of the skills or description of skill sets).

Combat – 2 pages
Personal taste but if combat requires more than this, it should be trimmed down. This again is the basics – how do you inflict damage, how do you prevent it, how do you take it, what happens when you take too much and how do you recover from it. The actual specifics of the types of damage is covered in the next section

World history/Setting – 5 pages

Characters interact within a world. And that world need to be detailed a bit more for them to understand where they may fit into things. Give them places to come from, lore of the past, more details about the groups that exist within the world and what the current political climate is like. This also can become overly detailed but I find leaving some things out to allow players to create it for themselves can help build a better world that players would enjoy being in. Although it is a double edge sword so as a designer, you have to be willing to help mold their idea to fit within the world you design and not break it entirely. I find adding in more detail is better to put onto a website so that the rule book itself doesn’t need to be bogged down.

Skills and Abilities – 12 pages

This is where you decide upon what is needed to tell the story and what can be removed for ease of game play.

Here will be the major chunk of the rules and depending upon the game world you want to create, as well as the mechanics, these rules can be as brief or as heavy as you want them to be. It is perhaps the most important part of the rules as it not only informs players what is possible in their world but also how to properly interact with that world. This includes skills the characters can have and any other abilities that the player themselves either can’t or shouldn’t perform at the game (cast magic spells, jump 30 feet down into a ravine, etc.). And this is where things can get dicey and really weigh down a game. The more nuanced a character’s interactions within the game world need to be defined, the more rules that wind up having to be written. My first system had a total of 8 pages of this, with 6 of them being devoted to magic spells. Over 5 years, this expanded to over 50 pages because players found ‘unique’ ways to use the skills and abilities that needed to be clarified and codified.

I have played in systems that had five pages in the appendix of single sentence entries for all of the effects that can put upon an individual (with each effect being detailed more within the rules itself). One game, I had a list of effects on the inside of my shield to know which of them would take my shield out of commission. This type of massive selection works great in a MMO where a computer is immediately applying all effects to the character but if someone needs to know the various different effects between chop, hack, cleave and slice – all being delivered by the same weapon – it will cause confusion that is better removed from the play.

You can decide to have every spell written down, different effects for each one for flavor and so on but in most games, it boils down to the same thing listed in the Combat section above with some slight variations to include such things as how can you manipulate the environment with it. I’ve always said that if all a magic system does is what is listed in the Combat section above and includes only a Light and Detect Magic spell – it’s not really a magic system – it’s just another form of combat. Likewise, superhero abilities, cybernetics, psychic, etc. should have something beyond fighting. Let the fighting remain mostly with those that are carrying weapons.

I’ve played in games where there were no set spells. You could throw any type of spell at someone by speaking what the effect was going to be before throwing it. “By the power of nature I entangle you in these vines!” And again, for the game it worked flawlessly.

This section also includes such things as character species, classes, etc. And just like everything else, the more you want to add into it, the larger this section will be. Needless to say, I prefer to keep such things to a bare minimum with such things as no classes and species being ones easily represented without vast amount of costuming/makeup to help with the immersion.

12 pages may not seem like a lot and I will agree. But if you keep in mind “Try to stick to a dozen pages,” you may begin to see certain aspects of the game that become redundant (sleep, fear, paralyze, etc. all just stop someone from acting until an ally comes over to remove the effect. Maybe just one spell will work) and have players have less things to remember.

So there you have it. This is nothing more than an outline to building a rule set and it is an outline that works for me. And I may have forgotten some sections as well. In the end, if you’re designing a game, it is important for you to put into your rules what you feel will best help to bring that world to life. In the end, it’s your game and if you’re not having fun writing and creating it, it will show in the final product.




Review of Alliance LARP 2018 National Event Denver, CO.

Still recovering from my event , but have a couple hours to kill at the airport so thought I’d write about the 2018 Alliance LARP National Event.

Location

Was at the Sky High Ranch at Woodland Park, Colorado. This site was huge. I do not have the exact measurements but it was at least a mile in one direction and perhaps half a mile in the other. Had very clear defined paths with a few deer trails. There were a few groupings of buildings – making it almost feel like separate sections of a frontier city.   The sheer acreage though meant that to get from one section to another could take anywhere from 5 to 20 minutes, depending upon where you were starting from.

Most of the cabins were just wooden buildings without electricity or even windows but I saw a couple that had lights and glass – not sure if these were ‘special’ buildings that weren’t meant for sleeping in. And the obligatory ‘tavern’ was one of the more ‘rustic’ looking ones with solid wooden tables, benches and not a great deal of camp decorations. Lighting was done by holiday string lights along the ceiling but it never detracted from the environment.

The paths would vary from being almost level to having some steep inclines. And the main stairway that led from the parking lot (which was completely out of view unless you went to the buildings on the other side of the lot – and then the cars were once more out of sight) was so steep it was literally named “Cardiac Hill”. I have suffered leg strain before at games but by the second day, I couldn’t squat more than a few inches without pain burning through my quadriceps. Now take into account with that that I’m from the San Francisco Bay Area which is basically at sea level and this site was at an altitude of 8,300 feet so I’m sure between this and my constant hunting in the woods for things added to that pain.

Altitude sickness was something that had to be taken into consideration . A couple of times my legs went wobbly and there were a few times I became more agitated than normal. But I was extremely careful to pace myself with breathing, running, hiking, etc. And a constant intake of water helped out immensely.

The only real issue I had was one of comfort – and that was the facilities. There were rumor of showers that could be available but I don’t know where they were as they were not allowed to be used (I believe due to the possibility of freezing the pipes). In addition, I think there was only one modern toilet on site that was also off limits because the last time it was allowed at an event, players clogged it beyond use. There were a couple of ‘modern’ outhouses that weren’t too bad (you had to bring a light in) but for the most part, it was a piece of plywood with a hole in it covered by a toilet seat. But as I spent very little time in them compared to the rest of the event, it wasn’t too much of a distraction from the game.

Plot

The game itself is what we are there for. Putting on one for over a dozen different chapters has its inherent issues. The designers tend to have minimal, if any, background what the other chapters are doing story wise. There are quite often major differences in culture, tactics and even some rules variants that to put them all into one single game would be a monstrous undertaking. So the story of a new shard being found and those that attended decided to help with the investigation and exploration of it makes it a very simple design for reasons and goals ito be there. And it was also done with a good deal of methodology. A rough topographical map was presented with a five by five grid on it and as the Scouts (more about them later) did their reconnaissance of the grid area, a tile of areas of interest was inserted onto the map and then investigative adventure parties were created and headed on out. This system worked very well as it kept a large number of players (over 110 I believe) moving and involved. The logistics area had a flag system where if a green banner was flying, it meant they were free for any adventures or requests from players. Yellow meant that they had one or two events currently underway but could probably handle a simple request and red meant that resources were all but unavailable due to them entertaining so many players.

So when an event/mod was ready, a Scout would approach the players, inform them that the other scouts had cleared most of the way for them and they could now go investigate the tower or swamp or river or whatever else might have been a point of interest. I only went on a few of these events (I believe about four) but they were good. The NPC’s seemed to know what they needed to do, the balance of the fights seemed good or perhaps a bit in the player’s favor but there was a lot of things that happened in these battles that tend to rarely happen in other games I attend. First, my ‘special’ attacks worked. The “Terminate” ability allows me to throw a weapon at someone and if it hits them, they immediately drop to zero points and are rendered unconscious, bleeding out. Most of the time though, a defense is called to block it.   Magic Armor, Dodge, Cloak, Phase, etc. But when I hit the bad ;guy with it, he went down without a whimper. I even heard that the Big Bad Guy of the even did not have a magic armor of his own which meant that he was able to be simply knocked out by someone who was able to be sneaky enough to hit him from behind.

In addition, fighting was almost always never the only option. Talking about nature, offering trade for things, negotiating, showing someone a better way to do things or even reciting a piece of lore was enough to allow players to complete their objective without bloodshed. Not that there weren’t fights but to have that second option is also, from my experiences, a rarity. And with the big bad battle the last night of the event, something happened that I cannot remember when, if ever, seeing it at a game like Alliance LARP. The… I’d say 2 hour continuous battle went down without a single major hold being called. There were a couple of short, minor ones for rules clarifications or to just quickly make sure someone knew that they got hit with something but never was there a battle wide hold.

And despite there being battles, there were also “puzzles” to solve, from finding the tenants of nobility to freeing souls trapped within a stone for centuries to finding and cataloging strange bronze plaques of nature scenes created by Hoblings – a race that is not native to the shard. This gave a depth to the game and a history to want to explore. And, on a personal preference note, they had quite a few rogue encounters. I picked more locks at this event than I have in the last dozen. Oh, and there was a fae ‘party’ in the tavern that was a whole set of puzzles and riddles to figure out in a certain time period. Children as well as adults worked well to get it done in a rather chaotic cohesive way that ended the encounter with a lot of fun, party like energy.

The People

None of this matters though if the people attending the event don’t breathe both life and fun into it. And they did this – from the chapter owner to the newest player, they were fantastic. Staying in character wasn’t an issue for them and it was a rarity that people broke it – outside of game clarifications that is.   And when clarifications were needed, they were made quickly and politely. People were friendly and helpful and many of the players held various parties and gatherings to help increase not only the atmosphere of the game but the mood of the people as well. As with every game, we always thank the NPC’s but I want to point out at this game that I rarely saw an NPC stuttering or looking for a GM when a player asked a sideways question. They went with what they felt their character would say and do and it so helped to feel that you were talking to a rat person and not just someone playing one.

Well that’s it. Hope this sleep dep report was entertaining to read.

Editor note – This is late in being published as I’ve been working non-stop since returning from the game and today is the first day that I had to check the report for spelling errors – but I didn’t change any of it to keep that ‘immediate afterglow’ reporting.

Review of Dystopia Rising – Hell Dorado

I attended SoCal’s Dystopia Rising (DR) event this past weekend (March 13th – 14th, 2015) and here’s what I thought of it.

TL:DR
Rating it a 7 out of 10. Will play in a chapter that opens locally to me. Has its ups and downs like most games.

BULLET POINTS
Pros:
– A game with real fear of death
– A lack of any obvious power gap
– Community building built into the game setting
– A pleasant mixture of combat and non-combative encounters
– A good number of players working on making their own entertainment

Cons:
– Incredibly long time to check in
– Unimportant encounters
– Encounters that could only be completed if someone had a specific skill
– Unable to leave early without permission
– A way to engage new players into the world/setting
– A few other things that most US boffer LARPs suffer from

DETAILED REPORT

I want to put in the following caveats:

1) I attended this game as a new player with the mindset of not knowing a lot about LARPing. I only read areas of the rulebook relevant to my character. I didn’t pre register nor did I have a character sheet in hand. I wanted to see how things went in this way as I’d say half of people attending a game for the first time arrive at the game this way. Many things I recount could be lessened or avoided entirely with pre-registration, reading the rulebook multiple times and researching all data online.

2) These are my opinions and observations made at one chapter of one game in one 24 hour period. There may be things I did not know about, things that I missed and so on and I’ll stipulate to all of them. However, this is what a person playing a game for the first time walked away with – for good or bad so no matter the reasons for what I gleaned, I gleaned it.

3) I tend to be more critical about LARPs than others. I’ve been doing this for over 20 years from building my own game to attending dozens of different systems and hundreds of different events. As such, I try to look for things that I don’t see at other games as the only real positives while pointing out continued errors that all other games seem to make. Call me an elitist or hard ass, but at 47 years of age, my time and funds are limited and I don’t have either to waste on things I don’t enjoy.

Timeline Of My Game Experience and a Few Thoughts With Them

After a 7.5 hour drive down from San Francisco, I arrive at the address at night for the game (15 minutes before the game is scheduled to start). As the area seemed like a vacant alleyway, I wasn’t sure I was in the right spot. But I find a sign saying “Event Center” and an open gate so I’m assuming this is the place and begin driving in. After half a minute driving, I see a singular tent lit up and find out it is the OOG/medical area where people set up when they have to (for medical reasons) be away from the action. The person there instructs me to continue down the road further and there I find over three dozen cars parked. It turns out that the location is actually a site for a Renaissance Faire. But a few DR signs at the gate and along the way would have helped out a great deal.

I get into costume and head into the place but as most people know about fairs, it is big and there isn’t any light. So once again I’m hoping I’m heading in the right direction. I finally home in on some talking and light and find my way to the main meetup area. Once found, I head out to find a portajohn (I did just finish driving 8 hours) and on my way out, a person in what I felt was somewhat of a gruff tone yelled at me “Hey, you. Human. Listen up. Move it.” So I head into the listen up. This is a 20 or so minute talk about the game. Some of the important parts covered were:

It is an adult game
It is a game that will push you to some limits – emotionally, physically, mentally
It is a game that will kill your character
It is a game where running away is not only an option but often the first option
It is a game that will not tolerate any sort of harassment or discrimination
If anyone has any issue at any time to contact the staff immediately

I felt that the talk took a lot of time to say “Act like an adult and don’t be a dick” but these days it is something that apparently has to be told to people… repeatedly. Then with a wrap up of where the various important stations were (medical, logistics, NPC areas, etc.) and sending off all the old players to their beginning areas, all the new players were taken away to go through new player orientation.

The orientation covered basic combat and basic rules, some history of the world around us, how to get explanations of effects while in game and that the game was a very lethal game. That when dropped to zero, you are still conscious, can still talk, scream, yell and that you should do so all the time. We then went off to participate in a new player module. A little less than an hour of 35 new players walking into town with a little bit of combat happening so we could get used to the way things flowed and so on.

Then, just as we entered the town, we got hit with a big bad guy. This thing was swinging enough damage to drop any new player outright. Old LARPing programming kicked in to the players and people began to try and take down the creature. It took three people being dropped and my screaming from the ground, “Run, you fools!” (yup, turned into Gandalf for a moment there) to get the rest of the new players to turn tail and run.

Luckily I was picked up by someone and pulled into the town proper. There someone else ripped open my button down shirt and began using a real staple gun (sans staples) on me to close up my wounds. That alone was an amazing experience and adding to the triage that was happening around me, it really got my blood pumping. For clarification purposes, I had an undershirt on and sheasked if I accepted physical roleplay – which is something else people take seriously – and in my opinion, sometimes to extremes. One person asked if I accepted physical roleplay just to shake my hand and, while doing so, heal me of my wounds. But I feel it is better to err on the side of caution then to violate someone’s personal space.

Shortly after this initial encounter, I had to go and register for the game. It took nearly an hour for me to be processed with three other people due to some issue with loading the database, speed of the computer, etc. Once it was up though, I was processed quickly and the people were very helpful. So now with my weapons approved and a character sheet in my pocket I was ready to get back into the game.

I quickly learned that night that this is a game of community. If you were out on your own and came across a bad guy, your chances of surviving were slim. This is not a game of being the lone hero mowing down several baddies – it is a game where if you manage to find someone to drag you back to a healer before you bleed out, you had a good day.

In addition, there will be creatures that require a specific skill to defeat. During the first night, a group of creatures could only be defeated by someone with the “Refuse” skill. Others required an “Awareness” skill to see them coming and yet another required the “Double Tap” to keep them down permanently. In addition, I came across a skill that made no sense where a ‘feign death’ made it impossible to kill the NPC. In my mind, I was thinking, “Feel free to fake that you’re dead, I should still be able to slice you up into little pieces.”

I went to bed around 2am and got back into it around 8 (I slept in my car so I missed out on any terrors of the night). The day was fun. I’m not going to list all of the encounters I had during it as there were many. However, it seemed that there were three basic types of combat encounters. One was the crunchies; where there were just a lot of things that everyone could kill. The second was the toughers – took a lot to take down or had the singular skill to kill them and I tended to run from those. And the third were those that everyone simply ran away from because unless you were able to defend against multiple special attacks, knew the rules really well and had the right people with the right skills with you, you were all doomed. Unfortunately my character’s strain (a strain is like a race in other LARP games) was one that was always happy to jump to the front and that’s what I did a lot.

But it wasn’t just combat. There were a lot of interesting diplomatic situations and situational puzzles to figure out. In addition, there were a couple of parties held, presents given out to players by NPC’s at them and, in one instance, enough cookies to even make Cookie Monster say, “I’m full.” Most of the ones that dealt with long term plots/plans for the chapter I opted out of since I wasn’t going to be a recurring player in the chapter so I didn’t want to become too engrained into it.

There were also plots that happened between players. And that’s a second part of the community aspect. The various strains have built in likes and dislikes of other strains and communities of the strains begin to pop up. The Vegasians have their own gambling house and area, the ‘Mericans have their campsite and so on. So when a Red Star walks into the bar with his Russian accent, all the ‘Mericans begin to tell “How many Red Stars does it take…” jokes, somewhat loudly. ((BTW, the answer is always Zero because Red Stars can’t do jack!))

There were also a few encounters that didn’t make much sense to me. Two I recall were first an NPC worshipping bombs and blowing themselves up and the second was duel between two NPC’s that, to my knowledge, had no significance to the group or game.

At noon came my mandatory 4 hour NPC shift. I am of two minds about this. I am normally strongly against it. I am paying a price to be entertained and I hope my normal PC interactions help increase other player’s entertainment. My travel is 15+ hours of driving round trip, paying $45, I’ll be lucky if I can get a total of 30 hours of game time and 4 of that has to be as an NPC. However, when your game has over 100 players in it, it’s hard to have an NPC staff large enough to handle those numbers effectively. I went out as a zombie twice and was one of the dueling NPC’s I mentioned before. Then I headed back into game.

I had a great time meeting the other players/characters, interacting with them and learning about their town and how things worked. Then Saturday night came around and once again there were some very tough NPC’s pulling players off into the dark and killing them. Meanwhile, the PC’s reaction to it was to sit in the well lit tavern area and not help out. Fair enough but unfortunately not my strain’s way of doing things. Went in to help and when I was dropped, I decided to go ahead and keep quiet and die – unless the PC’s decided to actually help out which they didn’t. I don’t hold it against them as it is a survival game and one way to survive isn’t to go towards the thing eating people but at the same time if you don’t offer help, help won’t come to you either.

Death was done rather quick and simple – met something called the Gravemind and had a little chat about her feelings about the people in the town and what it was trying to accomplish. Lasted maybe 10 minutes and then I was sent back into game at the graveyard. My character’s background felt that if no one was willing to back him up, he wasn’t going to risk his life any longer backing them up and I left. I also decided that the strain I chose wasn’t fitting with my play style so it was a good time for me to quit until I could read the rules better and get a character concept I could use better.

I went to turn in my sheet and leave but I was informed that I couldn’t leave early without authorization from a director. So after 15 minutes, they assigned me a cleaning task to clean up the NPC area and then could check out.

Some Further Thoughts

Power Gap – Although there are different levels of power in the game, it doesn’t seem too obvious as it does in other long term games.  Some people inflict more damage, some people can take more damage.  However, this isn’t always character level based.  Weapons can be modified, armor can be reinforced, etc.  To me, it wasn’t as noticeable as it tends to be in other games.  Sure, there’s a difference between something swinging 20 instead of 2, but because running away is acceptable in this game, it isn’t as huge of a hurdle as long as you stay ahead of them.

Resources/Building – This is one thing that should make this game fly.  I didn’t get a chance to experience it since I wasn’t going to be playing in the chapter anytime soon, there was no reason for me to begin gathering resources, making deals, increasing the abilities of items and powers and so on.  This is where real community will begin to build and where I feel the crafters are really necessary for the game to be at its best.

For me though, two of the major issues in a post apoc game are food and ammo.  In DR, you don’t have to worry about going hungry (although some food stuffs can be turned into special healing items) and for every combat, you have 20 bullets.  When you pick them up after the fight, you’re considered to be repacking your rounds.  To my knowledge, there is no end to the supply of bullets.

This can be a good thing though since no one would play with a major skill that could possibly be useless for the entire game.  Just wish I had known this beforehand as I spent all of Friday night without any bullets.  But still having something simple like a ’20 bullet’ tag that needs to be built by the builders would, IMO, go a long way for things.

Encounters without meaning – One thing about writing a good story is that you don’t put anything into it that has no relevance to that story. Even without having any impact upon a story directly, some things are put forth to help create the atmosphere or clarify a character’s personality or disposition. So whenever something happens at a LARP, I wonder “What bearing will this have on telling the story?”

This is something that has plagued me from day one of LARPing. Back in my original days, it was tiny bugs that bit you to make you relive your worst nightmare to everyone shifting suddenly two feet to the left. These things never happened again nor were they ever explained as a byproduct of something else happening. So when I attend games, I am on the lookout for these things. Putting forth effort for something that doesn’t impact the story in even a minor way is wasted effort.

So when it was announced there would be a wet t-shirt contest, I did a double take – not only for what I was assuming was a useless encounter but a step towards some inappropriateness. But as things progressed, I found out that the NPC’s hosting it were asking for “Men, Women and anyone else! We don’t care, we just want you to strut your stuff!” I thought, “Well at least it was being universally sexist.” But then it hit me. This was happening in the middle of the day, during 90+ degree heat and the staff was finding an IG way to cool people down. OK, kudos to them for completely snookering me on this.

Then someone came in worshipping a bomb. Telling us all about how we must work for the bomb and once we complete the work, we will be rewarded with a transformation to greater power through explosion. And then boom when the dynamite. I asked a couple of people if these types of worshippers were around often but they said it was the first they saw it. So I shrugged and assumed that there is a demo cult out there but in my mind, it will be a short lived one since, well, they’re blowing up their own followers.

Next was the one I NPC’d in – an honor duel between two NPC’s that a PC had to judge. We did it, left and that was it. I was never instructed as to any sort of family I came from, what my character did for a living, etc. so I assumed that there was no purpose for this other than to use up a required slot for the Story Teller.

I found out that the Story Tellers (ST) have to work a six hour shift and in each hour, they have to produce one combat, one skill based/puzzle and one roleplay mod (not every one may be used but they still have to write them up). Although I applaud anyone for trying to keep the players entertained, I also feel that having a quota causes completely irrelevant thing happening within a game. Quality should trump quantity. I had actually thought about volunteering to help with a chapter if/when it opens up in the San Francisco region but I’m not keen on the idea that all of my stories have to take place during one 6 hour period of the day.  I like to have them build over the weekend – a tease Friday night, a couple of encounters Saturday building to a climax that night and then a resolution on Sunday with perhaps some teasers for next event.  I feel that this restriction hampers things unless other ST are willing to use some of their time and work to further other ST’s plots.

And yet it can also be a boon.  Besides having a lot of entertainment put forth, if the ST’s shifts are known, PC’s could schedule their NPC time so that they are NPCing with ST’s they like to work with and also be free for the modules of the ST’s that they like to play in as PC’s.

Community – The community aspect with the game I feel is one of its biggest strengths and weaknesses as well. The strains do begin to flock together and when the crap hits the fan, everyone throws in to get things done. Looking at the casino that the Vegasians had set up and the ‘Merican’s camp and their own society they’ve created makes me realize that this is a great way to get people into the game, have a good support structure already in place and help build the community at large.

But this only works if the groups are open to others of their own strain. New players may not know people, be a bit shy about approaching and so on. And the strains tend to have some rather identifying traits to them. So such groups should invite others into their fold – which is somewhat counter intuitive since in such a setting, resources are low and suspicion is high.

I entered the ‘Merican camp but was never welcomed as a ‘Merican – although I was quite obviously dressed as a ‘Merican.   Only NPCs ever noted I was such and offered the hospitality that ‘Mericans (from what I read) offer to one another.   I was talking to one “Natural One” who was left out of the Spirit Walk that every other Natural One was partaking in.   And the only reason he could come up with was that he was a new player. I didn’t investigate the other side of it but if indeed every Natural One should have partaken in this religious event, simply because they’re a new arrival doesn’t mean they should be shunned from it. And now a new player has missed out on what I assume would have been a major part of his character’s background/belief system.

Adult game and acting like an adult – There’s a difference of course. An adult game means that there will be themes and actions of a nature that may not be suitable for younger people and/or some more sensitive ones. But this doesn’t give people carte blanche to throw away social etiquette. Here’s an example that hit me just as I was leaving that night. I came across three people dealing with a female NPC. I’m not sure what type of monster she was but I’m pretty sure she was some sort of powerful zombie type. I came into the middle of the encounter so I’m not sure what transpired before but what I heard as I approached was one female PC saying to the NPC, “Let’s try another tactic. Hello you ugly, little whore. Well we tried saying how pretty you are but you attack us, so if we say the opposite, maybe you won’t attack us.” (this may not be the precise words used so will apologize in verbage but not in intent/energy of the conversation). While I was stunned by this, something happened and she ran away (I’m assuming IC and not due to the verbal exchange) and had another player running after her screaming, “Come back here you bitch!”

Now I’m all for the rough, gritty life of a survivalist world but that world doesn’t exist. Our present does. And that other world will disappear in a few hours. Other words could have been used, or not said at all. “Come back here you corpse!” could have worked just as well.

Conclusion

Despite what may seem like a mostly criticizing review, I did enjoy this game – much more so than what is currently available to me out there. But I found it still has many of the same trappings other LARPs have that I feel is holding back the possibility for some really incredible experiences and events. I want to say it has potential to get there but all games out there have that potential.   I feel that this is due in part to what the majority of the LARPing community wants and expects from games and that’s understandable. You have to tailor your product towards your consumer.

In the end, I’d give it a 7 out of 10. It is a game that I will play in if/when a chapter opens up in the area – assuming of course that I’m not banned from that game due to this review.