An Illustrated Guide to the Strange Times
I think it’s bad in the long run to run an RPG too strictly like its a business and treat the NPCs like volunteer labor. I think collaborative storytelling suffers when it’s set up too much like a production/consumption model. The players in an RPG aren’t just the audience to the NPCs performance - everybody is performer and audience.
So even if you paid to attend a larp, you still have a responsibility to help create a fun shared experience. If you just show up to consume the stuff the staff is running, you’re missing out.
That’s why I think a game that specifically rewards the people who make an effort to improve that shared space will ultimately go up in quality.
I mean, think about it - part of a larp’s quality is how seriously its players take it. That includes visual atmosphere, how they respond to the plot, how excited they get about the game, how they bring their own creativity and content to the event.. If you’re evaluating whether or not a game sucks, that stuff is a large factor. Staff can’t create that stuff, they can only encourage it. Players have to take responsibility for the game too, or the game’s overall quality will go down.
Reblogged from toa267 :
At some point in the future, the Company will hire a new manager. He will then fire everybody who did not help him get hired.
To ensure your continued employment, you should really advocate for this hypothetical person to be hired NOW, even though he hasn’t applied yet, and might not ever exist.
Reversible coffee squeaks mercifully to the rapid gravity.
The invisible noise wishes its wings could apply literary youth to church pistons.
Reblogged from the-ilerminaty :
Reblogged from scorpiondagger :
Theme by Lauren Ashpole