Hmm...
So far as the "old fart larper" it is good to see that wide-eyed innocence again in a bunch of players wanting to at least try and work together and do the right thing. Heck of a change from the prior Alliance game in Alberta, though a lot of that sadly was how that plot crew literally set up things and even over-ruled and instructed players that they "had to be evil" etc. (And then they wondered later why there was no cooperation solving problems? Yeah odd that...)
So far it is a very good thing indeed. Mind you it's fun having to play with a set of characters that are utterly paranoid and suffering from a kind of "battered spouse syndrome" based on what they escaped from. It does make for more interesting role-playing.
So High Points:
The players and their characters themselves. Once more this is what keeps me coming back. Biggest failing I've seen in some Larps is when the NPC's are the glory. Here, oh I'm going to love what makes these players and characters tick.
NPC's. Well they certainly are keeping things lively and it is fun to try and work with whatever their motivations are. And so far they are sticking to the "guide" part and not stealing the spotlight. Instead it is that "gentle prod" to get the players to step up.
Hooks. I suspect there are more of them that the character isn't aware of, but that's a good thing. Not everyone needs to be taking the same path or plotline.
Improv. That really is the basis of the best of the best Larps that I've ever taken part in, and that adaptability does appear to be showing. I've now become more curious than ever before just what this crew can do with a weekend.
Low Points:
An accidental choke point in a possible quest path. While I grant my own "whoops" in that one... (NEVER send the alcoholic to drink the bottles...ever...darn role-play.) it has been my long experience to make sure such a possibility is prevented by either accident or willful. Usually this is done with "take one only" or an instruction as such. Otherwise I have seen it time and again for it to happen in many a Larp game. (Put it this way, as much as you design to Idiot proof something, the Universe works harder to make bigger idiots.)
Player frustration. This isn't a problem that is "plot" related though. I blame it on playing a character too well that when he's trying to do something completely helpful...like pass clues along so his companions don't know about it to others...yet can't get anyone to go along with it. I think the solution is going to have to be played out in character during events trying to figure out a way to "do better" etc.
Odd Points :
Hearing issues. It is comical to see this pop up as a "concern" from a Plot/NPC character that in the robes they can't hear too well. It's Ironic seeing as the "former Magistrate" is seen as arrogant for ignoring people when the simple fact is the player IS deaf! :funny: Don't worry I am used to a lot of hearing people having "odd stereotypes" on what deaf people go through or how they behave. The "invisible disability"
However, that said. It is really heartening to see and understand that once players and plot become more and more aware of this "disability" they do adjust for it. (My main problem is "I don't ACT deaf...I still don't get what the heck that's supposed to mean... :whistle: ") And the fellow companions around me who are aware of it for some time are now making further efforts to "sign and explain later" when it is pretty evident I have missed something due to it being an "invisible disability".
Why I like this group, I feel I can have a large amount of trust towards it; players and staff alike. That helps as I guarantee it is going to happen where I will miss something and have to defer to the judgement of those around me. (And it won't be "exploited" like it was in another Larp, but I digress nor will go into it.)
And yes I've digressed a lot. Sorry, problem with living in a quiet world. Advantage is I can sleep through anything. :funny:
Overall, any Larp in its first sessions is going to run into bumps, hiccups and outright "whoops". The best ones find a way to work with it, and sometimes even turn it into a "happy accident" and learn to deal well with the surprises the "Christopher Walkens" of the group come up with when they once more go off the script. Heck the best chronicles I've run have a lot to thank for "going off the script" thanks to the players.
And I am very looking forward to what this crew can do with a full event ahead. It will be glorious. :hahaha: