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- Archive-name: games/roleplay/live-action
- Frequency: monthly
-
- Sorry for the delay; I've been extremely busy.
-
- --Aimee
-
- Live Roleplaying
- Frequently Asked Questions
- rec.games.frp.live-action
-
-
- 0. What happened to alt.games.frp.live-action?
-
- It has recently been replaced by rec.games.frp.live-action, a move
- which we hope will enable more people to read the group more easily.
- While it is not possible to actually remove alt.games.frp.live-action,
- all posters are strongly encouraged to post to the rec group *only*,
- rather than letting there be two newsgroups dedicated to the same
- discussion.
-
- 1. What is Live Roleplaying?
-
- Basically, it's "Let's Pretend" for grownups. As in any roleplaying
- game, each player takes on the role of a fictional character. You
- play your character much as you would in an improvisational theatre
- setting, with a strong knowledge of who you are and what you want out
- of life, but with no script. Together, you and a group of other
- players create an imaginary world and a multitude of stories.
-
- These are *not* games of "killer" or "assassin": the emphasis is on
- dramatic roleplaying and interaction between players. Most live games
- involve a large number of players (from thirty to several hundred at a
- time) who walk around and talk with each other, acting out as much of
- their characters' actions as are safe. Dice are rarely used. Unlike
- many tabletop roleplaying games (D&D and other games of its ilk), most
- live roleplaying games have a strong emphasis on player-player
- interaction rather than on interaction between the players and the
- world which is controlled by the Gamesmasters (GMs), making the games
- very social events as well as intellectual and creative challenges.
-
- Why do it? Because it's lots of fun to be someone else for a few
- hours or a few days at a time, and to do it with other people.
-
- 2. It's not dangerous, is it?
-
- No. There are a variety of different systems used, but all groups who
- run any kind of live games consider safety *very* important. There is
- no running around in sewers, no swinging sharp steel, and no real
- demon-summoning. Gamesmasters and players alike stress that these are
- *games*, not substitute realities. Groups which use "live" mechanics
- have elaborate systems for combat, magic, and thieving which are
- designed to make sure no one gets hurt, and many of these groups also
- have medical insurance. There may be the odd bruise or ankle-twist,
- but nothing more than you might expect on a vigorous hike or game of
- touch football. Groups which use "virtual" 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 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 are
- different enough to require separate answer lists.
-
- But first, a brief word about nomenclature. Both forms of live
- roleplaying use many different terms to refer to themselves, many of
- which overlap with each other. The terms chosen for the purpose of
- this document are the best suggestions which clearly and correctly
- *distinguished* between the two forms of gaming. Adherents of each
- form are welcome to suggest other distinguishing terminology for this
- document, and are requested to do so by private mail to the editor.
-
- The first form is characterized by continuous campaigns and almost
- always live mechanics. Rules and plot structures are based upon
- traditional tabletop roleplaying games, and are usually very complex
- and as realistic as possible. Games are usually run in the woods,
- using boffer swords and other live systems for magic and thieving, all
- of which rely a fair bit on your own physical skills. You design your
- own character, and over the course of many games, build up experience
- which increases your effectiveness. Almost all of these worlds are
- "swords and sorcery," although a few organizations are branching out
- into other genres. Most of the time, you will play a "module," a
- series of planned encounters for a small group of characters, where
- GM-scripted non-player characters (NPCs) act as your adversaries as
- you carry out your quest. For the purposes of this document, this
- form is called "Live Campaign."
-
- The second form, called "Interactive Literature," is run under a very
- different paradigm. Rules are designed to be as simple as possible,
- and to require little or no real physical action on the part of the
- players. About the most violent thing you'll do is stick a sticker on
- someone; usually, you'll compare numbers on index cards. Games are
- usually run in hotels, often in conjunction with science fiction or
- gaming conventions. Genres range all over the map, including high
- fantasy, science fiction, historical, espionage, horror, cyberpunk,
- Saturday morning cartoons, and lots of others. Games are almost
- always single self-contained events, usually a weekend long, with the
- action building to a climax and resolving by the end of the game. The
- GMs write the characters ahead of time, designing plots and characters
- so each character has allies, enemies, objectives, and an interesting
- personality. Because the games are self-contained, there is no
- long-term building up of experience necessary to get a powerful
- character. Your adversaries are not the GMs or NPCs under GM control,
- but the other characters who have goals contrary to yours. The focus
- of these games is negotiation, persuasion, trickery, and so forth; as
- in real life, combat and such are effective, but often create new
- problems.
-
- 7. "Live Campaign" questions
-
- 7.1. Does this have anything to do with Dream Park?
-
- Yes, many Live Campaign game system designers were inspired by the
- Dream Park novels by Larry Niven and Steve Barnes, as well as by the
- tabletop games the live systems strongly resemble. Basically, people
- thought that it would be lots of fun to play their favorite
- roleplaying games for real in the woods -- and it is.
-
- 7.2. Who runs these games?
-
- The list of names and addresses follows at the end of this FAQ. Many
- groups are quite widespread, with regional chapters in various
- locations. They provide centralized authorities which help new
- writers design good games, standardize rules systems and reward
- levels, purchase insurance, and the like. Players who travel or move
- to a different area can usually keep playing their already-developed
- characters. There are also dozens of smaller groups around the world,
- each with a slightly different system.
-
- 7.3. What do you use for weapons?
-
- Most systems use PVC piping or fiberglass covered with foam rubber,
- with soft or retractable tips. To attack, you really swing the
- weapon, and if you really hit, you hit. More experienced characters
- generally get to do more damage per hit. Most systems do not allow
- weapons which could trap an opponent's weapon or body (tridents), or
- which are articulated (nunchaku, flails). Some systems do not allow
- thrown or projectile weapons (throwing stars, crossbows), but simulate
- them with tossed bean bags. Many systems do not allow attacks
- directly targeted at the head.
-
- 7.4. What do you use for armor?
-
- Some systems use coded clothing (brown cloth is leather armor, etc).
- Some require you to simulate armor, more or less realistically
- (fiberglass, etc). Some require that you actually wear actual armor.
- Most systems require that armor edges be padded, for safety.
-
- 7.5. How does magic work?
-
- Most systems use bean bags to determine whether or not your spell
- hits. As you toss the bean bag, you generally have to say a key
- phrase to indicate which spell you're using; some systems require
- longer verbal components (some use a whistle to stop time to allow
- spells to be cast); some require you to collect physical components
- from the game world in order to cast spells.
-
- 7.6. How does thieving work?
-
- Some systems teach you the fundamentals of real-life lock picking, and
- you have to really pick the locks you encounter. Some use more
- abstract representations, such as a twisting wire connected to a
- battery and a light. Your "pick" is a metal loop, which you must slip
- from one end of the wire to the other without touching it and
- completing the circuit (more experience allows you more errors or
- larger loops). One group uses only combination locks, and thieves are
- given sets of combinations which might work -- if you have the
- combination to a lock, you can open it. In most systems, traps have a
- mechanical trigger which you must really disarm. In some cases, the
- actual disarming is a simple as flicking a switch, but it may be tough
- to get at that switch. Picking pockets and burgling rooms is also
- generally done for real -- most systems have a convention along the
- lines of "real life personal items under the bed are off limits."
- Some systems use index cards which allow you to simply demand the
- items from the other player, along the lines of an Interactive
- Literature system (see below). In general, you must have a character
- skill in order to have the right to make a thieving attempt.
-
- 7.7. What kind of characters are there? How do I create one? How do
- I improve my skills?
-
- Most systems use character classes such as Mage, Rogue, Fighter,
- Cleric, and so forth; and character races such as Human, Elf,
- Half-Orc, and so forth -- basically, familiar races and classes from
- tabletop roleplaying games. Each class and race has particular
- strengths and weaknesses. Some systems have a class-free skill-based
- system. Most allow you to learn skills not normally associated with
- your class or race, depending on the development of your character.
-
- The group will send you instructions on character creation when you
- join. In general, you write a background history for your character
- and state what starting items and skills you think you should have,
- and submit it to a local plot committee, who will make sure you're
- being reasonable, and will attempt to work you into the ongoing plot
- of the world.
-
- Each time you successfully kill a monster, disarm a trap, recover a
- treasure, solve a puzzle, and so forth, you may receive "experience
- points," which you can turn in for improved skills. Some groups
- simply give you experience for surviving a certain number of hours,
- rather than rewarding you for specific actions. You work your way up
- over time. Some groups have very slow advancement, others tend to
- rush you up the first several levels.
-
- 7.8. Can I play a monster?
-
- Yes. In these games, monsters are all non-player characters (NPCs)
- under the control of the GMs. What you give up in autonomy, you get
- back in discounted or free admission. In most groups, people play
- monsters occasionally so that everyone else has someone to fight
- against.
-
- 7.9. What happens if I get killed?
-
- Some systems have provision for limited resurrections. If not, you'll
- probably have to make up a new character, or spend the rest of the
- weekend playing a monster.
-
- 7.10. Where do you play? How often? What's the schedule like?
-
- Most groups play in wooded campgrounds, in which many create an entire
- medieval village. Some sites have cabins with beds, some require you
- to bring tents. Many have events every weekend during spring, summer,
- and fall, including weekend-long events once a month, but this is
- highly region-dependent -- some places only have a few events per
- year.
-
- Most groups run single-day adventures as well as entire weekends of
- continuous play. There are usually no formal rest or meal breaks, but
- you are encouraged to remember to eat and sleep. Most groups prefer
- that you remain on site and active the entire event.
-
- 7.11. How many people play?
-
- While the number of people at the site at any give time may be quite
- large (several hundred), most actual adventures are organized into
- "modules" for small groups of players (4-12). A given adventure may
- be run a large number of times, allowing lots of people to
- participate. Of course, interesting things can happen any time of the
- day or night...
-
- 7.12. How much does it cost?
-
- Most groups charge a yearly membership fee, in the range of $10-30,
- which gets you the rule books, the right to participate in other
- events, and often a quarterly newsletter. You may also have to buy
- membership in a local chapter.
-
- Few-hour and single-day events cost $10-20, weekend events cost
- $30-75. You can play a GM-controlled NPC (monster, etc), usually for
- half price.
-
- Additionally, you are generally required to provide your own equipment
- (weapons, armor, etc), although some groups have loaners for new
- players. In most groups, your character cannot have a piece of
- equipment for which you cannot provide a physical representation.
- You're also on your own for food -- some groups have taverns where you
- can buy hot food.
-
- 7.13. Do I have to costume? What about other props?
-
- Most systems require that you make at least a token effort at
- costuming, but don't have the "costume police" associated with some
- reenactment societies. Many have requirements such as "each person's
- costume must be at least 80% one color, no two people in the party can
- have same color," or "all players playing dark elves must wear black
- face paint and pointed ears." These requirements are generally to
- ease the application of other rules and to enable other players to
- identify you at a glance.
-
- Most groups have a strong emphasis on making everything in the game
- look and feel as real as possible, which allows a strong atmosphere to
- be created. You may be provided with props, or you may need to
- provide them yourself, depending on the situation.
-
- 7.14. Can children play? What about people with disabilities?
-
- Children under 18 always need parental permission. Many groups have a
- minimum age, usually 14-18. People with disabilities are welcome, if
- they feel they can play safely. There are few provisions for playing
- a character who does not share your disability, however.
-
- 8. "Interactive Literature" questions
-
- 8.1. How does it work?
-
- Many characters (from 30 to over 200) are drawn together by choice and
- fate into a single place at a single time, where history stands in the
- balance. Each character has individual skills, desires, and a
- personal stake in the outcome. Over the course of the game, you use
- diplomacy, cunning, and roleplaying to convince the other characters
- to help you and your allies save the world, or rule it, or destroy
- it... all while they're doing the same thing to you. Because your
- adversaries are your fellow players rather than NPCs under GM control,
- anything could happen. Everyone has a chance to control the outcome
- -- the GMs act only as referees.
-
- 8.2. Yeah, but how does it *work*? How do you do combat and stuff?
-
- Combat, thieving, magic, and other "unfriendly interactions" (that is,
- things that don't involve people just talking to each other) are the
- least important part of an Interactive Literature game. For this
- reason, the rules are kept very easy and quick to resolve, serving
- only as a framework for roleplaying. Each game has its own set of
- rules, rarely longer than a magazine article. Most GM groups use a
- constant set of rules to govern things like "don't touch people's
- real-life personal property," "don't run in the hallways," and "don't
- freak out people who aren't playing," and write rules for unfriendly
- interactions as appropriate for each particular game.
-
- The thing that characterizes all of the rulesets, however, is that
- your real physical skills play only a minimal part in the game. For
- instance, in most rulesets, if your character is an expert burglar,
- you'll have to get to the room you intend to burgle (something pretty
- reasonable to ask of anyone), but your character's skills will take
- over from there. Almost every Interactive Literature system uses
- index cards describing your character's skills and proficiencies. To
- use an ability, all you have to do is show the card (of course, if
- circumstances demand, you can show it to a GM, so the other players
- don't know that you've done anything). If you're an expert swordsman,
- your combat card may have higher numbers, or a greater variety of
- moves, or whatever is appropriate to give you an advantage over a
- less-well-trained opponent. If you're a mage, you'll probably have a
- card describing what you need to do to cast a particular spell, and
- what effects it has when you succeed. Whoever 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]
- c/o VUWSA
- PO Box 600
- Wellington
- New Zealand
- email: thetroll@rata.vuw.ac.nz (Campbell)
-
- Dagorhir [Ohio, Tennessee, Maryland, Illinois]
- PO Box 1065
- Akron, OH 44309
-
- Dragon-Sys [Germany]
- Juergen Wittmann
- Winner Zeile 26
- 90482 Nuernberg
- Germany
- email: msdegen@cip.informatik.uni-erlangen.de (Markus Degen)
-
- Elsenham Live-action Fantasy Roleplaying [UK, London area]
- Heather Deep
- Park Road
- Elsenham
- Essex
- CM22 6DE
- UK
- email: m.martin@ucl.ac.uk (Matthew W Martin)
-
- Eternica [Flemish Belgium]
- Steven Redant
- Bremstraat 33
- 3520 Zonhoven
- Belgium
- email: redant@imec.be
-
- Ett Glas [Sweden]
- Bergkallavagen 72
- S-191 79 Sollentuna
- Sweden
-
- Fantasy Fieldtrip Society [Vancouver, British Columbia, Canada]
- email: pockling@sfu.ca (Richard Pocklington)
- Note: this group uses a more free-form system than most; their rules
- are very limited.
-
- Fools and Heroes [Britain, many locations]
- c/o Dave O'Neill
- 40 Connolly Drive
- Carterton
- OXON
- UK
- email: louised@aisb.ed.ac.uk (Louise Dennis)
-
- Games of Adventure [Seattle WA]
- Alex Walkup
- 20227 23rd NW
- Seattle, WA 98177
-
- Glasgow University LRP (The Cuckoo's Nest) [Scotland]
- email: gags75@udcf.glasgow.ac.uk (Russel Barnes)
-
- International Fantasy Gaming Society (IFGS)
- [Alabama, Atlanta, Central Ohio, Dallas, Denver-Boulder, Los Angeles,
- Metro Denver, New England, Norman OK, Northeast Oklahoma, Northern
- Colorado, Southern Wisconsin, Virginia, West Los Angeles, and possibly
- others.]
- PO Box 3577
- Boulder, CO 80307-3577
- email: patrick@convex.com (Patrick McGeaherty)
-
- Keele Live Action Society (KLAS) [England]
- email: ksc02@cc.keele.ac.uk (Paul Wilder)
-
- K'nar Gaming Enterprise [Michigan]
- c/o Christopher Jozwik
- Michigan State University
- 274 West Holmes Hall
- East Lansing, MI 48825
- email: jozwik@cps.msu.edu
-
- The Labyrinthe Club [Chistlehurst, England]
- Dept S
- PO Box 225
- Orpington, BR6 7SX
- England
-
- Leicester University LRP [England]
- email: cas3@le.ac.uk (Chris Smith)
-
- Live Action Interactive Roleplaying Explorers (LAIRE) [New Jersey]
- PO Box 661
- South Plainfield, NJ 07080-0661
- laden@sun490.fdu.edu
-
- Living Imagination of New England (LIONE) [New England]
- 260 Brent Street
- Manchester, NH 03103
-
- Live Role-Playing Society (LRPS) [Edmonton Canada area]
- Box 60209
- Edmonton, Alberta
- T6G 2S5
- Canada
- email: dmondor@traider.ersys.edmonton.ab.ca (David Mondor)
- Note: mechanics are entirely virtual, as for an Interactive
- Literature game.
-
- Make Yourself The Hero (MYTH) [Indiana]
- c/o Lee Dwayne Sudduth
- 2219 Park Avenue
- Anderson, IN 46016
- email: strahd@mcs.com
-
- New England Roleplaying Organization (NERO) [New England, Pittsburgh
- PA, Toronto Canada, New York, Arlington TX, Virginia, Georgia,
- Detroit MI, Chicago IL.]
- 80 Hardwick Pond Road
- Ware, MA 01082
- email: RAVENHRST@ACE.COM (Ford Ivey)
- [WARNING: There is a group in California claiming to be a NERO chapter
- which is not. They have been defrauding people. If you want to be
- sure you're really dealing with a legit NERO chapter, check with the
- office first.]
-
- Otherworld Interactive Theatre [New England]
- c/o Kristi Hayes
- 431A Broadway #45
- Somerville, MA, 02145
- email: hayeskr@hugse1.harvard.edu
- Note: games are designed to be *educational*, specifically fostering
- teamwork, leadership, communication, and self-confidence. Games are
- single events rather than continuous campaigns.
-
- Quest Games [Connecticut]
- email: jyaus@wesleyan.edu
-
- Realms of Wonder [Amherst MA]
- c/o Jon Merripen
- 599 E. Leverett Road
- Amherst, MA 01002
- email: Merripen@ecs.ucs.edu
-
- Traces of Reality [Oberlin College]
- OCMR 2245
- Oberlin, OH 44074
- email: rcormac@occs.cs.oberlin.edu
-
- Xanodria [New Jersey]
- c/o Doug Bischoff
- 47J Franklin Greens S.
- Somerset, NJ 08873-1955
- email: Info@Xanodria.COM
-
- 15. Interactive Literature groups -- contact information
-
- Unless otherwise stated, all of these groups use virtual mechanics and
- conform mostly to the description of Interactive Literature above.
-
- The following three groups (SIL, SIL-West, ILF) know of many other
- smaller GM groups and can help you find games running near you.
-
- Society for Interactive Literature (SIL)
- PO Box 44-1478
- Somerville, MA 02144-1478
- email: oneil@husc.harvard.edu (John O'Neil)
-
- Society for Interactive Literature West (SIL-West)
- c/o Stephen R. Balzac
- 808 Coleman Avenue #10
- Menlo Park, CA 94025-2455
- email: srb@helix.com, ayermish@leland.stanford.edu (Aimee Yermish)
-
- Interactive Literature Foundation (ILF)
- PO Box 196
- Merrifield, VA 22116
- email: jim@visix.com (Jim Edwards-Hewitt)
-
- Enigma [Univ CA Los Angeles]
- email: roberth@trifid.astro.ucla.edu (Robert Hurt)
-
- Japan International Gamers Guild (JIGG) [Tokyo area]
- email: alex@astro.isas.ac.jp (Alex Antunes)
-
- Kraken Games [New Zealand]
- PO Box 4310
- Christchurch
- New Zealand
- email: azazel@dudael.equinox.gen.nz (Dillon Burke)
-
- MIT Assassins' Guild [MIT, Cambridge MA]
- email: high-council@mit.edu
- [Note: historically, this group ran mostly spy thrillers and used a
- live combat system (plastic guns). There is much more variety now,
- but I believe there is still some live element to the unfriendly
- interactions]
-
- Ravn [Norway]
- PO Box 3867 Ullevaal Hageby
- N-0805 OSLO
- NORWAY
- email: ravn@ifi.uio.no
- Note: mechanics are live, some player input in character creation
-
- WPI Science Fiction Society
- Student Activities, Worcester Polytechnic Institute
- 100 Institute Road
- Worcester, MA 01609
- email: sfs@wpi.wpi.edu
-
- There are *lots* of smaller groups running IL, almost all of whom
- advertise on Tad Pierson and/or Terilee Edwards-Hewitt's lists, plus
- on the il-info mailing list.
-
-
- --
- Aimee Yermish ayermish@leland.stanford.edu 415-780-0403 (before 11pm PST)
- Society for Interactive Literature West -- Live Roleplaying
- Coming Memorial Day weekend to Baycon (San Jose CA): *The Game of Empire*
- Magic, mystery, murder, in the City of Ten Thousand Magicians: ask me about it!
-