So this weekend was a LARP weekend. These are always exhausting, but filled with fun.
Ultimately, LARP in of itself is not a game. Juuls states that LARP is in a gray area where it could or could not be a game. However, I'm going to put my foot on this side: LARP is not a game inherently. It is a medium. LARP can be used to create a game. Similarly, Tabletop is not a game...though the medium of Tabletop or Cards, can be used to create a game.
Ironically, LARP is actually where I became heavily invested into Game Balance. Here is where it really mattered.
Sure, back in the day, balance in Diablo 2 mattered to me in the sense that I mocked those who played the powerful classes as playing on easy mode, but in the end it did not matter. While paladins were weak solo, when you get some auras stacking, they became pretty awesome.
But in LARP, the delineation between the haves and have-nots became very clear and to the point where the game was no longer fun. People who steal loot, horde information, hog the game instances, overpower the encounters leaving nothing for the others to do, and otherwise alienate the other players. Fortunately, the majority of said players no longer show up at this game. Unfortunately, I now staff this game rather than play in it.
It has been a point of argumentation between myself and others as to who's responsibility it is to curb 'unfun' behavior. There are many things to consider.
Is it the Player's responsibility to regulate themselves?
Those overpowered and loot thieving players need to stop.
Or perhaps, those lazy bums need to get up and loot for themselves rather than just complaining that they get none. People find time to loot during battle, why can't they?
Is it the plot team/GM responsibility?
Game masters need to create mods that appeal to all players. Mods that all players can participate in and have a good time.
Is it the game designer's responsibility?
It's the game designer's fault for leaving loopholes and room for abuse in their rules. Game designers need to be more careful when writing rules.
The reality, as you might expect, is that it is a combination of all three, but the most important part starts with the game designer. Even if the players play nice, there is the chance that they will accidentally hop onto an overpowered character build. Everything starts with the game design. If your rules suck, then your game master will have a tough time making good encounters, and your players will have a hard time feeling useful. So, step 1: have a good rules set. Other stuff comes later.
On that note, for those of you who LARP. I'm working on a new rules set based off of Live Effects. I've spoken to many of you about it, but here are the core principles that I am functioning off of.
Gritty realism - Death is cheap. Survival is costly.
Gradients of Consequence - Absolute defenses are rare. Partial defenses will be plentiful.
Removal of no-win scenarios - Anyone can pick up a weapon and win. Chance of success may be slim, bt it is possible.
Consistency of ability use - You no longer "run out" of usages. Energy is no longer a concern. Rather, time is your only concern.
I will have a design notes document. I feel the design notes document is very important. It tells you why changes were made. One of the most frustrating things these past years of arguing rules was that it was very difficult to understand why Ira made the changes he did, what he wanted, and what he had already tried. The only reason I was able to get so many things passed was because I asked him what he was looking for. The importance of design notes is so that you don't have to ask the designer what they intended. You can just read it. Sure, some things are lost in translation, but the general gist of what the designer wants is there. Specific questions can then be answered.
Anyone who wants to read the alpha version or get in on the beta test, please shoot me an email and I'll add you to the list.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment