■+└&ëG&ëë╛n Ä┌9&9ptHÄ▄9&9vt=╕PPÄ▐9& 6û& 6öÜ`┘â─╕æ%PÄ▐9& 6û& 6öÜZ┘â─ÜT┘δ╕╡%PÜ|α â─╗TÄ:ë₧■îå■&╟╕╨PÜ╒ â─ëF∞ëVε╕pPÜ╒ â─ëF≡ëV≥+└ëF÷ëF⌠èå{ ■å{ <vΘvâ~uZ 6`# 6^#╕└%P ╢~ VÜααâ─╕P ╢~ VÜ"αâ─P ╢~ VÜJ] play your character and how much fun you have are far
more important than who does better or worse than you.
4. Do I need experience? What if I don't know anyone there? What if
I'm shy? Who are these people, anyway?
Don't worry. Many people who play these games have played tabletop
roleplaying games, but many others have not. Lots of other real-life
activities are excellent preparation for live roleplaying. If you've
ever daydreamed about being someone else, or about being in a
different world, you've got what you need.
Besides, most game designers set things up to give experienced players
incentive to help new players along. You'll probably have knowledge
or abilities that other people need. Other people will help you out,
not just because they're nice, but because they need your help.
And they *are* nice, too. These aren't wild-eyed lunatics or immature
geeks -- they're ordinary people from all walks of life, who happen to
like using their imaginations and sharing the experience with other
people. All live roleplaying games are very social -- it's a great
way to meet new friends.
5. Can I team with my friends?
Of course! Just let the Gamesmasters know ahead of time. Really big
teams often get broken up into smaller ones, just to keep things
balanced, but you'll practically always get to stay with at least a
few of your friends.
6. So how do they work? Who runs them? How do I get involved?
There are currently two basic forms of live roleplaying, which a mechanics use systems
based largely on index cards, rendering the whole event little more
dangerous than a walk in the park. There is more description of these
systems later in this document; rest assured that these are not
dangerous or satanic games. [There is further information explaining
the falsehood of this sort of accusation, which is frequently leveled
against roleplaying games in general, in the rec.games.frp.* FAQs]
3. Who wins?
Everyone who has fun. Yes, sometimes you'll come away from an
adventure having accomplished your goals, sometimes you won't. Most
games are set up so that it isn't possible for everyone to "win" all
the time -- if there's no chance of failure, success doesn't have much
sweetness. But "winning" isn't the point of live roleplaying games.
Dramatic roleplaying and creative interaction are what's really
important, and what's really fun. Some of the most legendary scenes
happen when people are "losing." More so than in any other form of
gaming, how you are, you can play
anyone at all, without having to spend time building up real-world
skills.
8.3. Who runs these games?
Again, the complete list of addresses follows at the end of this FAQ.
This game structure was originally designed, somewhat concurrently and
cooperatively, by the Society for Interactive Literature and the MIT
Assassins' Guild (the names of both are historical accidents). The
overall goal of these games is to create a world where you can be
someone else with a maximum of dramatic roleplaying and a minimum of
rules-crunching. There are no centralized authorities who control how
a particular group of GMs designs or runs a game, but some
organizations (most notably the Interactive Literature Foundation)
attempt to provide a central clearinghouse for information.
8.4. Where do you play? How often? What's the schedule like?
Most Interactive Literature games are run in hotels, although some
college-based groups simply run on campus. Occasionally, games are
run in wooded campgrounds or other appropriate venues. Often, games
are run in conjunction with science fiction or gaming conventions, to
keep costs down. Because of the vast amount of writing involved in
producing a single game (2-4 person-*years*), most individual writing
groups only write one or two games per year, but in some areas
(particularly the US Eastern Seaboard) there are so many groups
writing that you can play every few weeks, all year 'round.
Some groups have written "minigames" which are designed to take only a
few hours to play, and some of the college groups run games over a
ten-day period, with players going inactive to go to class or do
homework. However, most games are run over a weekend. Once you have
read your character information, you are free to interact at any time
with anyone else in the game. However, most groups do not allow
combat, use of special abilities, or anything else which might require
a GM's intervention, until some time after the official beginning of
the game (Saturday morning for a game which runs Friday evening to
Sunday afternoon). The early part of the game is a "safe" time, so
you can meet all the other characters without worry. Also, most
groups schedule sleep and meal breaks, which are again "safe." You
can keep playing your character, but you cannot be attacked. And of
course, any time you want to just take a break, you're free to go
inactive.
8.5. What happens if I get killed?
It depends on the game. In a fantasy world, you might simply become
your own ghost, or you might get resurrected. In a cyberpunk world,
you might be cloned and backed up on tape. If the GMs have extra
characters, you might be given a new character. Some GMs write bit
parts, such as police officers, for players who get killed. Or, you
can just hang around and ask everyone what's *really* going on, as
long as you don't tell what you learn.
8.6. How many people play?
While some Interactive Literature games are written for as few as
eight people or as many as two hundred, most are written for thirty to
ninety players. Rather than forming a small adventuring party, you
spend the weekend interacting with anyone you come across in order to
advance your goals, so you really do play with all those other people,
and it's to your advantage to deal with everyone else in the game --
most of them have some knowledge or abilities you can benefit from, if
you can convince them to help you. Most games are organized into
factions of 3-8 people (rarely is a faction more than 10% of a game),
so you have allies, but traitors and multiple loyalties are common.
8.7. How much does it cost?
Few of the game-running organizations charge membership fees, and none
require membership in any organization to play in their games. Some
publish quarterly newsletters, which cost $10-20/year, and some groups
offer discounts on their games to subscribers.
Most games cost somewhere between $10-35 for a whole weekend, although
games run apart from an existing convention can cost $65-125, or even
more.
If the game is run at a convention, players are usually required to
join the convention, at a cost of $15-40. Sometimes, the GMs are able
to arrange discounted convention memberships for game players.
You are on your own for food and sleeping arrangements in most games,
although many GMs provide free munchies (as do many conventions) and
will help players coordinate crash space. Occasionally, a game will
be offered as a package deal, but prices are highly variable.
You do not need to bring or buy any other costuming, equipment, or
supplies -- everything you need to play the games is included in your
registration fee.
8.8. Do I have to costume? What about props?
You are never required to costume, although it's always cheerfully
encouraged. Your character is usually identified with a name badge.
Props which are part of your costume are just part of your costume --
all items which could affect the game are created by the GMs, and are
always clearly marked as game items. Most props are index cards with
descriptions of the items, although most GMs like to include as many
"real" props as they can afford.
8.9. What kind of characters are there? How do I create one? How do
I improve my skills? Can I play a bad guy?
Every character in an Interactive Literature game is a unique
individual, not restricted to a particular class. Your character is
described to you in a 3-10 page short story describing your skills,
desires, background, allies, knowledge, personality, and objectives.
Each character is created by the GMs to be deeply woven into the
interconnecting plots.
When you sign up for a game, you fill out a casting questionnaire,
which gives you an opportunity to tell the GMs about yourself and
about what you're looking for in a character. They rarely have
exactly what you describe, but there's so much variety among the
characters, they probably have something you'll enjoy for the same
reasons. Once you get your character, if there are elements of your
background or personality you haven't been told about, you're free to
make them up, of course.
Depending on the game, it may or may not be possible to improve your
skills during the weekend. However, because the games are
self-contained, rather than a continuous campaign, you don't have to
start with a weak character -- you enter the game with a fully
developed and advanced character, prepared for action.
Of course you can play a bad guy, or a good guy, or someone to whom
those labels wouldn't apply at all. Each player is part of the world
for the others, and if everyone were nice, there wouldn't be much need
for conflict, so the game would be pretty dull. But don't worry:
people who play these games are grownup enough to realize that just
because you're their enemy in the game, doesn't mean you're a bad
person in real life.
8.10. Can children play? What about people with disabilities?
Children are welcome, with or without their parents. As long as they
can talk to adults and understand the game materials, they'll do fine.
Realize, however, that games often have plots that might be rated
PG-13 (drugs, crime, violence, occasionally sex) -- although the
representations of these things are always totally G-rated, you might
want to talk to the GMs ahead of time if you're concerned.
People with disabilities are welcome in Interactive Literature, and
GMs will make every effort to help you be able to play freely. Your
character will not share your disability. It's best to discuss your
particular needs with the GMs ahead of time, so they can make whatever
arrangements are necessary.
9. Boy, Live Roleplaying sounds like a great party!
It is. But no group which runs any sort of live roleplaying game
permits alcohol or drugs in its games. Being under the influence
doesn't make for very good roleplaying, and can annoy and endanger
those around you. Many groups also prohibit smoking.
10. How do I find out what events are coming up? How do I get my
event listed?
There is a list maintained on rec.games.frp.live-action, posted
every other weekly. Mail your announcement to Shade Palmer
(npalmer@magnus.acs.ohio-state.edu)
Also, most groups have a calendar of events which they publish in
their newsletters. The SIL's announcement list is maintainted by Tad
Pierson (tad@intercon.com). The ILF's announcement list is maintained
by Terilee Edwards-Hewitt (jim@visix.com).
There is also a mailing list for Interactive Literature announcements
and discussions, il-info@han.paramax.com. To be added to the list,
send mail to il-info-request@han.paramax.com.
11. I'd really like to run one of these! How do I get started? Is
there a publicly-available ruleset I can use?
Your best bet is to play in a game or three first, and then find a
group of experienced writers and apprentice yourself to them. There's
only so much that can be learned from reading someone else's set of
rules, especially in a system such as Interactive Literature. It
takes experience to learn what sort of plots work and how to weave
things together to make things fun for your players.
If there isn't anything in your area, it may not be too easy (although
the net does make it easier for learning how to write). Contact one
of the listed groups, and see if they have any advice.
Many groups have starter games which they will sell or give away to
people -- if you plan to make a profit, expect to have to share that
profit pretty generously with the people who put all the time and
effort into writing. Contact a group whose work you are interested
and see what they say.
Because of the large amount of time and effort most groups put into
their game design, and because of the near-impossibility of enforcing
one's copyright over something that's been freely and widely
distributed, they are generally reluctant to make their work
accessible to the general public (by anonymous ftp and the like).
However, most game designers are eager to help out people who are just
getting started, and will give you ideas or samples or even more
in-depth help on an individual basis. Again, your best bet is to
contact someone whose game-writing skill you respect and ask them if
they can help you.
12. Which kind of game is best? Which group runs the best games?
Whichever one you think is most fun. Ask some more questions, or just
come give them a try. Many people play both Live Campaign and
Interactive Literature, while some can't figure out why anyone would
want to be so stupid as to play a particular system they don't play
themselves. It's easy to get into flame wars over whose games are
better, and they're really pointless arguments. This newsgroup is a
forum for game players and designers who wish to trade ideas and learn
from each other; please keep the language calm and as nonjudgemental
as possible.
13. What if I have other questions, comments on this FAQ, or want to
get my group listed?
If you think they're of public interest, post them on
rec.games.frp.live-action with a comment that you'd like them to be
included in the FAQ. If you'd rather keep things private, send mail
to Aimee Yermish (ayermish@leland.stanford.edu). Your comments are
always welcome. If your group is not listed, or listed with incorrect
or incomplete information, it wasn't meant as a personal slight, and
will be cheerfully corrected.
Listing policies:
1. No phone numbers will be listed, because the editor does not want
to be responsible for your getting awakened at 4am by someone who
couldn't figure out which time zone you were in.
2. Only one contact address per organization will be listed, for space
reasons. Organizations with multiple local chapters are encouraged to
submit the contact information for their central office, plus a list
of the local chapters or the general areas in which those chapters
exist. People who are interested will contact the central office to
get the contact information for the chapters near them.
3. Names of individual local kingdoms (or equivalent) will not be
listed, because they are of little meaning to those not already
involved in the organization.
4. Dates of events, whether regular or scheduled, will not be listed.
Send those to Shade, Terilee, and/or Tad (above).
5. If your group differs sharply from the description above (for
instance, your games sound mostly like Interactive Literature, but you
use live mechanics), please mention the differences. The editor
reserves the right to boil these descriptions down to a few words or
to omit them if they don't actually distinguish anything.
[Editor's note: I happen to have opinions, as do we all. I have done
my best to keep them out of this document, and to describe all games
and game designers the way their enthusiasts would want me to. I'm
also human. If I've misrepresented something, or failed in some other
way, please let me know, and if something needs fixing, I'll be happy
to do it.]
14. Live Campaign groups -- contact information
Unless otherwise stated, all of these groups use live mechanics and
conform at least mostly to the description of Live Campaign games above.
Aberystwyth University LRP [Wales]
email: warpsoc@aberystwyth.ac.uk
Adventurer's Guild [England]
email: jay@dsbc.icl.co.uk
Adventurer's Inn [Northern California]
PO Box 1654
Ceres, CA 95307
Amtgard
[Many locations in OR, CO, TX, NM, and possibly others, including East
Coast USA and Scandanavia. Central location is El Paso TX]
email: duanew@atlas.com (Duane Watts)
email: amtgard@scf.nmsu.edu (listserver, send a blank message with
"help" as the subject line)
Archaea [Washington DC area]
email: edchang@wam.umd.edu (Ed Chang)
Avgrunden [Sweden]
Box 25006
100 23 Stockholm
Sweden
email: d91-dho@nada.kth.se (Lennart Borg)
Birmingham Treasure Trap [England]
email: S.A.White-SE2@uk.ac.bham.cs
Brunel University LRP
email: larps@brunel.ac.uk (Tom)
The Camarilla [many locations in WA, OR, CA, UT, MO, IL, IN, GA, MA,
NJ, TX, possibly others, as well as the UK and Italy]
8314 Greenwood Avenue North
Box 2850
Seattle WA 98103
email: ophelie@wizards.com or andrew@wizards.com
email: mailing list accessible -- send mail to listserv@wizards.com
with the message text "subscribe camarilla-l Your Real Name"
Note: this group runs Vampire games under the White Wolf system. The
plot structure has elements of both Live Campaign and Interactive
Literature. Mechanics are entirely virtual.
Chapter Victoria LRP [Victoria University, New Zealand]