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Wag
      
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| I my vague ‘might run a ‘lil LRP for mates dreams’ ruminations, I’ve been wondering recently and in the past about running a small up close and personal LRP. Say something set in a lift or a cellar or a small set constructed to look like a small submarine. Involving about 5-10 players to run over a few hours or a morning. The characters would be pre written and the scenario would be a disaster situation (think Apollo 13) with a bit of inter character intrigue. So my question is has anyone else run something in so confined a space? Any ideas on elements to include/tricks?
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RL: Mr Sofar
Curved core weaponry and bespoke stuff.
ShelfordFX
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I do talk a good fight
      
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Sounds like the sort of thing the Interactive Drama lot do:
http://www.rpg.net/larp/scenario.html
Might be some inspiration there?
http://www.hyboriantales.com
PD: Ghostdance ("The most irritating curse I've ever encountered" -- NPC played by H.)
Riftworld: Rossar Kuug ("Clearly mad, because he thinks he's a Com-Trow Skirmisher" - Aela)
Hyborian Tales: Crew, cook, dogsbody, general labourer, toilet cleaner ("Dangerously overoptimistic ref" -- Tom Nowell)
Otherwise usually crew ("Quite spry & fit, & willing to wear a big costume & run around a lot" -- various event organisers)
"My other oversized foam weapon is THE LORD" -- Questionable Content
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Initiate
      
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| Right, I've been meaning to post a reply on here for months. Just a quick response as I'm at work. I run a scifi event called Lockdown, which as the name suggests involves locking my players in a small room for a few hours. Essentially what you're looking for is creating reasons for the players to kill each other. A quick list of elements that I've found help: - Spies/traitors: nuff said. - Chain of command: as your top dog you really want to use one of two cliches - incompetent or arseholic. I personally love getting a player who will completely fold under pressure to play the officer in charge. Also, I've found making the officers the only armed characters adds a lot of tension. - Things to do / filler: it's obvious, but coming up with small tasks for your players to do is imperative. Whilst you are aiming for "lock them in a room, let them kill each other" you do need to create the little conflicts that blossom into bloody murder. A good example from Lockdown would be item parts; a few characters have the ability to build jury rig items from parts of junk found in the gaming area. Usually, more than one player will have a use for each part, thus leading to battles over powercells ("I want it to make a hacking terminal!", "I want to make a taser!" etc. etc.). As an activity it's great - it occupies the player for a while looking for the parts, then they have to build it, whilst all the time arguing over it. Great fun. That's all I can think of at the mo.
_____________________________ 15GI1CO
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Champion
      
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| We wrote and looked at doing a Cube / Saw style game at one point. The players are in a premises, and each of them has something to contribute to the group. The place is booby trapped to bggery, and they've got to work together to get out. Each player started in a different room in the building and had to resolve their own "puzzle" to escape from there to find the others. Characters are written deliberately to generate conflict so one of the characters was a complete mysoginist and had to ridicule every suggestion made my any of the female characters. There were also some sacrifices would have to be made. One of the traps would open a door the players needed to get through, but would take off the arm of the person who activiated it. The players would actually discover this so they'd have to decide amongst them who needed their arm the least. Looked good on paper. Just a case of having a selection of varied characters, decent players, and a suitable location of the right size. Sadly we couldnt find a suitable location for a price we could manage with such a small player base
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- Brighton Below : Organiser
- Serenity: Capt Tom Crowson
- RL: Simon / Trez
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