An Open Letter to Our Players

Ezri

Knight
First, we, the Plot Team, would like to thank you for choosing to play our game. We recognize there are dozens of LARPs- most of them in this genre- that you have to choose from, and we wish to thank you for your patronage.

We felt, going into this new year, that we should reward your excitement and patronage with a slight overview of our intentions, and what you can expect from us. After all, you deserve to know what you’re paying for, right?

WE WANT YOU TO CONTROL THE STORY. First and foremost. This cannot be stressed enough. Understand that aside from a limited number of “fixed points in time”, the entirety of the season’s plotline is malleable based upon the actions of the Players. In fact, several revisions to the end game have already occurred based on player activities, and we haven’t even hit the opener yet! Sometimes, you'll be able to change the "win" conditions; sometimes you'll lose. The plotline is a race car, and we’re the mechanic keeping it tuned… but you’re the driver. We work for you, and you- not us- ultimately determine if the season goes the distance.

WE WANT YOU TO BE ACTIVE. Ever known the GM who complains that players check for traps every 10 feet? That’s the GM that doesn’t realize the reason players do that is they’ve been hurt by the traps the GM set. This is called “Counterintuitive Writing,” and while it works in books and on TV shows, it’s problematic when your actors have free will. We refuse to penalize you for playing. Yes, stupid should hurt- and it still will. However, playing with the things that are sent out shouldn’t be stupid- it should be the intention.

EVERYTHING IS KILLABLE- EVENTUALLY. The above two points culminate in the idea that every encounter is winnable by more than one method if you look hard enough, every storyline will be resolved based on Player actions (*not* NPC ones), and every scene is ultimately in the hands of the Players. However, that doesn’t mean that Bad Things will just roll over and die- in some cases research and proactive activity will be needed to determine your best course of action, and uninformed conflict will generally never be in your best interested. “If at first you don’t succeed, stab stab again” isn’t going to work. If the first stab doesn’t appear to do the trick, chances are this isn’t the right stabbing time, or you don’t have the right stabbing tool.

WE WANT YOU TO BE CHALLENGED. We want to offer you a fulfilling gaming experience. As such, we will strive to challenge you, on many levels. We will challenge the world views of your Characters, to allow for greater roleplay between Players. We will challenge the accepted metrics of the game world, propelling your Characters into the spotlight to a level never before attempted in Alliance HQ. We will (hopefully) push your roleplaying to new heights via new experiences and interactions both with other Players and NPCs. Lastly, we will challenge the minds of Players and Characters alike, as the continent turns slowly towards a new phase of its own existence.

What will the IG landscape of Fortannis look like in 2016 and beyond? I cannot answer that. You will answer it for both of us. I look forward to taking this journey with you.
 
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