||[May. 5th, 2011|01:49 am]
So much is ...not going right in my own personal life right now. And|
rather than just bore folks, I'm going to focus on being positive and
explore another topic.
Each larp has its own style and venue. What works for one larp is
most assuredly not going to work for another. Each community is in
the scheme of things an entity unto itself with a unique flavor and
tempo. What makes one larp possess more quality than another? Is
there a formula? Is it the genre? Is it the combination of staff and
context that is placed therein? Is it the community itself?
Well - firstly I don't even think it's logical to compare larps unless
they are of the same genre/time period. Comparing larps like Shadow
Accord to larps like Legacies is like comparing a desk to a dresser.
Yes, they are both pieces of furniture; but, they serve entirely
different functions and what they provide they do in different
methods. On one hand - both are pieces of furniture; but, in the end,
that's all they have in common. Legacies and Shadow Accord are both
real time/boffer-action combat larps; but, in the end, that is all
they have in common.
The genre is different. The mechanics are different. The purpose
plot/st's serve is entirely different and how the players interact
with the outside world is also entirely different. Now that I have
started playing Legacies, I have been able to appreciate both larps as
individual entities with respective communities unto themselves. A
few of us happen to be members of both communities. The importance is
that we respect that both are entities unto themselves and entirely
different, and enjoy them for what they are.
I am so grateful to both communities for entirely different reasons.
And enjoy the role play for entirely different reasons.
Now - I enjoy the two different approaches to storytelling that I've encountered in each game. I find that they are two unique styles among several different styles I've been exposed to in live action role-playing games over the years. These styles are basically reflective of the purpose that plot seems to serve in each genre and what the players are allowed to do in and capable of doing in each game:
In Shadow Accord, Storyteller's Camp (or Skullcrusher Mountain as it is also called) the purpose of the Storyteller is to provide elements of the outside world and reflect the common views of the time period. I would not go as so far to say that it reflects all of 'oWoD canon' given the nature of the venue; however, ST camp does provide a cohesiveness through npc's with which factions continue to interact in order to further cement faction identities. It is more than just story lines that we provide. The interaction with the story elements and sense of cohesive identity help encourage character growth, development, and often lead to characters taking an aspect of the storyline and making it their own. In a sense, it reflects the view of the world with which the players interact. Storylines aren't built around one player or even a group of players; but, instead represent the factions and their interactions with each other, their enemies, and their elders/spirits/betters/whathaveyou.
In Legacies there is Plot Camp. And players have the option of doing more individualistic things with Plot Camp provided it is something in which other players can get involved. What separates SA from Legacies, aside from Genre and Rules set is the way in which players interact with Plot and the Outside World as it is reflected by npc's. If you do not create a character in which there is already an established faction (Skollarians, Andrani(sp), Canids, Orcs) it falls upon the individual player to take the initiative to make the game fun for themselves. (Hell, even if you are, it still falls upon the player to make it fun for themselves. A shared trait in any larp.) The difference is however, factional dynamics while present and available, don't rule the ultimate storyline. Fortnight has greater levels of interaction with the outside world around and greater impact. Characters can impact the outside world. Of course, Plot Camp is not afraid to bring about the benefits and/or consequences of such a thing. Because Legacies is based on a world entirely of the creation of the owners and plot and characters who have contributed over the years, and so many other wonderful, wonderful things, the greater metaplot revolves roughly more clearly around the actions and consequences of said actions that the people of Fortnight make. There is a greater sense of fluidity, and the fact that plotcamp is not afraid to deliver forces with which to be reckoned and consequences for actions taken and ..concepts such as botched rituals and other things, I see an entirely different dynamic.
That doesn't make either better than the other mind you. I think they are both enjoyable for their own strengths. Each community is as welcoming as the other; but, in entirely different ways. And I like that. I like the different flavors that each game provides. I would always reccommend each larp to players of the other. I can't say that one larp is better than the other, because I cannot compare them.
I'm grateful for both communities, and my experiences with both have certainly set the bar in terms of me being exposed to different styles of roleplay and larp structure as a whole. I hope I continue learning from both so that I will be not only a better player; but, hopefully, one day capable of delivering stories of my own.