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Wag
      
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(apologies if I repeat anything anyone's said - I'm aiming for completeness here.)
It might be a good idea to come and play one or more of the larger UK systems to get a feel for how they work, if you have the time/resources to do so. We can describe and explain to our hearts' content here, but there really isn't a replacement for actually experiencing it.
UK LRPs, in general, fall into three rough categories, as mentioned earlier - local club systems (5-40ish), event systems (30-100ish), and festival systems (500-3000). The focus on linears typically diminishes as you move up in scale; larger systems place more emphasis on "Player vs Player" styles of game, since they have more players to work with 
Of the games capable of organising huge numbers of players, the Big Three (linked to above) each have long and complex histories. Since you seem particularly interested in large-scale organisation, I'll go through them one by one.
The Lorien Trust have been organising "The Gathering", the UK's biggest LRP festival (with up to 3000 players), for well over a decade now, and it existed in various forms long before then. It uses a relatively simple ruleset along with a "Ritual of Peace" mechanic (whereby 'killed' PCs return to life after a certain amount of time) to support large numbers of often casual players. They also utilise large numbers of props and special effects in order to engage their large player base, including constructing one-off environments such as castles, underground caves, pyramids and a variety of other themes.
The game is organised into a number of "Factions", rough national groupings with their own agendas and opinions. Emphasis is typically on Faction-level play for most players (through interaction and plot, etc) although there is plenty of inter-Faction roleplay also to be had. There are also Guilds of specific trades (mages, scouts, alchemists etc) which operate in much the same fashion as Factions.
One of the most notable features of the Lorien Trust events is the large scale battles that are organised and controlled by the game team. Each Gathering, in particular, is typically ended with a very large scale battle, typically with many hundreds of players per side.
Curious Pastimes split from the LT "mainstream" some years ago and have been running competing events ever since. I haven't personally played CP, but can state that they share the "Factional" structure of LT games and so on, but have a considerably harsher ruleset. Most notably, the Ritual of Peace is absent, meaning characters can and do kill each other with comparative ease.
I'll leave it to someone who's been to CP to describe it further.
Profound Decisions was set up a few years ago by some of the organisers of Omega LRP, a large event system notable for having ended when the players destroyed the world. Describing itself as a "professional Live Roleplaying company" (meaning professional in terms of organised and responsible management), they started the Maelstrom campaign.
Maelstrom is notable in that it is a sharp divergence from the classic swords'n'sorcery, elves and goblins Tolkien-inspired fantasy campaigns run by the other festival organisers. The theme is colonial fantasy, using races based upon animal types and cultures ranging from the Renaissance to Viking- and Celtic-inspired concepts. Also uniquely amongst the festival games, Maelstrom allows firearms; flintlock pistols and muskets that are physrepped using cap-firing replicas.
Finally, it is notable for it's emphasis on "Player-Led Plot", of which see below.
In terms of general festival organisation and management of large numbers of players, the common factors between the festivals seem to be self-refereeing rules, player base division, and large numbers of volunteer crew.
Referees are still needed, but they are generally used to adjudicate non-standard situations (eg, Maelstrom Referees handle Supplications to the Gods as one of their duties). Marshals (see below) are around in the largest systems to keep an eye on rules infringements and safety. For the most part, however, the rules systems are designed to work without the need for referees, utilising several ideas such as laminated cards for items (indicating the item's properties) and standard spell call systems, where the game has a set of pre-set calls that can be made as a result of spells.
Player base division is my own term for the deliberate splitting of the player base into discrete chunks, whether those be Factions, Allegiances, Guilds, or whatever. This serves the purpose of immediately initiating a player vs player mentality, whereby these player chunks compete against each other. It also produces a vast amount of interaction, to the point where Maelstrom focuses almost entirely upon that interaction to the extent of not introducing much external plot except where appropriate to the campaign and minimal NPCs (a style known in UK LRP as "player led plot"). Even outside of Maelstrom, the large amount of inter-group roleplaying releases the organisers from the burden of providing all the entertainment for the player base and allows them to focus on storyline and other kinds of plot.
Volunteer crew are massively evident in most UK festivals. Ranging from the open monstering culture at the LT (whereby any player can head into the "monster tent" and play a monster for an encounter), to the CP's system of having nearly half the player base play monsters at a time in vast PvM battles, to PD's small, specially-chosen crew, NPCs are generally an important part of a festival. Beyond this, volunteers are used for setup and takedown before and after the event, and to help with administration.
Hope this explanation helps, and apologies for rambling on.
PD - Brother Farael of the Ordo Dictum Dominus
EOS - Some Raggard Scum, previously Some Arimin Scum
6P - System creator (now retired), Andrei Treune of Clan Suner (for the moment)
RL - Will Robinson
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Initiate
      
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Yeah i would love to come but....(ahh always that but!) At least not yet, i cannot come.
Anyway, this helps immensely, trust me, as all that i have gathered from you have given me more ideas and energy than i thought it will.
I will start small (club like) and write some basic of rules while giving a thought to later expansion. Something like living rulebook, that constantly evolves. Few people and simple plot. I will put focus on RP as until now our larp was more action game (like paintball with swords but with worse rules) than lrp.
Oh, yes i apologize for my weird english as i am not native speaker, and haven't used english for self expression for quite a while
eats, shoots and leaves
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Initiate
      
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I have started to put together the system and wrote some text. but im writing in Croatian and it will need translation later when im done and i have some time. i will put thanks to systems i have studied. the name is very old, and was suggested by my friend. New Croatian system or NECROSYS for short.
this weekend my friends and i are going to location and will do some barbecue and work on terrain and buildings and stuff (fun times!).
eats, shoots and leaves
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Champion
      
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| Hi Chromat, I play in the Low Countries, where influences from Britain (mostly Netherlands) and France (mostly Belgium) meet with the growing German scene. The scene here is about 20 years old and some clubs and events are well established. Some started out doing linears on afternoons before moving on to catered weekends, some plunged in at the deep end. If you like reading, there is a wealth of information on pagga.net, an older forum, that is now archived (read only). I`ll do a step-by-step of entering an event. The player hears or reads about the event. This is an important step. Without communication you won`t have an event. Or at least, you won`t have an event with players. The player decides he wants to play and enters his name _and_ pays the event fee - anything from his share in the costs of running the event, like places to play and things to eat & drink, to a full share of running and organizing, including things like the organizers` cost of getting to and from the event terrain, and some ‘profit’ to be set aside for future investments, like buying props and monster-kit (costumes, masks, weapons); and a cash reserve (in case attendance is extremely low at a future event but the organizers don`t want to cancel it, or when something gets broken and the organization has to pay for it. Bigger events will usually allow players to subscribe and pay ‘at the gate’, and so will smaller events if they`re having trouble attracting players. The more popular small to medium sized events which are booked full in a matter of days - if not hours - only consider a player as entered if he both subscribed and payed, mostly because they need a way to figure out who can come for sure and who goes on the waiting list. Maximum number of people a site can accommodate is one consideration for setting a number of how many players you take in, but the number of crew members who can play monsters/NPCs is also important. Since crewing is often less popular than playing, the Belgian club I play with will initially set the number of allowed players low, and will then raise it (to include the first people on the waiting list) when crew-entries pass a set treshold. Both the entry list (alphabetically) and the waiting list (in order of potential entry) are published on the forum as soon as they become available. (Since payments across borders are usually slower than those within the same country, they have an affiliated club in the Netherlands who accepts entry fees in their stead for Dutch players, so players from both nationalities have equal chances. This does mean they have to wait for the results to come in from the other club, before they can publish the lists.) When players see they are (low) on the waiting list, they will often reapply as crew, and sofar the crew treshold has always been reached. (One time they`ve even had to put a stop on allowing crew until they had enough players. ) The player then fills out and sends in a few forms. These can contain a waiver of responsibility. Whether this has any legal consequences is debatable, but that doesn`t matter really, it serves to make the player aware of the fact that he is engaging in a pastime which does involve certain risks - hitting eachother with fake weapons, running around in the woods and over other unpaved terrain well after dark, and playing in and around abolished buildings, and to get it through to him that he has a personal responsibility both towards his own safety and towards the safety of others. Another favourite is the medical form, in which the player is asked if he`s physically fit to enter in sportslike activities, if he wears spectacles or contact lenses, whether he has any food allergies (important for catered events, which will also ask the player whether he prefers vegetarian meals) or any other allergies, whether he is currently on medication, who his family doctor is, and who to call In Case of Emergency. This serves to have some basic information available if the player should run into any kind of accident on or off site. They are, after all, away from home, where such info might be readily available, and even if they come with friends, friends don`t always know such details. Under the laws on privacy players can refuse to volunteer such information, but being private organizations, club can than refuse to allow such players, although there isn`t really reason for them to do so, unless they`re completely safety-paranoid. The player also indicates which character (if he has more than one) he will be playing, or will fill out a character creation form if he will be playing a new character. Especially on smaller to medium sized events that involve personal plot (plot written especially for a single player or small group of players, based on background, position within the game world and involvement with main plot on previous events) it is desirable for the plot team to know which characters will be attending. All these forms can be filled out at the gate as well, but unless you check in a day early, it`s all time taken off the time you can play, so you`d better do it beforehand. The player lives in happy anticipation for a few weeks, which he may spend working on his character`s costume. This anticipation may be further fueled by involvement on game forums, meetings with other players, training days or kit making workshops prior to the main event, and game background being ‘trickled’ down to the players via mailings or the club`s homepage. During this time he may also try to get a ride to the event site, if he doesn`t have personal transportation to carry him the distance. The club can assist in this by encouraging players to carpool and asking people to volunteer to drive other players to and from the railway or busstation nearest to the site. The player turns up and goes through the check in. The three basic steps in check in are player check in, character check in and weapons` check. The player`s name is checked against a list of participants (it will also be established whether he`s there to play or to crew), he will be assigned or allowed to choose a place to sleep or to put up his tent, and sometimes offered the chance to buy tokens to exchange for consumptions during the event - to prevent someone playing a thief to mistake the OC cash register of the bar for IC treasure, the tokens are usually destroyed when used (they`re mostly made out of paper) so there`s no worry about someone ‘accidently’ stealing those. The character check in may follow immediately after that, or may be postponed until the player has changed into his IC clothes and gear, and usually involves handing the player his character`s envelope of achievements (money, spell components and other stuff acquired by the character, that is considered property of the club instead of of the player), which may also contain some random or not so random ‘rumours’ and other IG info. Sometimes a player is taken apart by one of the refs to get a quick last minute briefing before play begins. The weapons` check may be part of the character check in, but often clubs insist to check any weapon the moment it is brought on site, so it may even preceed the player check in. At big events players often get some mark to prove they`re allowed in the game, a paper bracelet with their entry or player number, event name and date, and sometimes some medical info; but just as often a stamp or felt pen signature (often in combination) on the back of the hand. On small and medium events the organizers will usually know everybody by face. At medium sized events people may not know the names belonging to those faces, and the organization may ask for a mugshot (a polaroid or digital picture) of the character (!) so that when briefing monsters and NPCs for specific plot they can simply show those pictures and say: these are the people you`re looking for. (Of course, there are few things the plot team enjoy more than to get a rookie crew member who doesn`t know any of the players yet, and tell him to obtain - as in steal, or get somebody else to steal - item X from character Y, and no, you have no idea what he looks like, you just know he`s supposed to be on site. Good luck.) When accommodated and changed into character, the player then waits for the time in signal. At big, fest style events, players are sometimes allowed to put up camp an organize themselves a full day before play actually begins. At smaller events the game often begins with the adventurers (i.e. the characters) arriving in town, sometimes being led by an NPC guide along a short circuit of ambushes or encounters the plot team wants everybody to witness in order to set up the starting situation and to make sure everybody understands what that is. In such instances, players are requested not to wander the grounds, but to stay together in one place until the game starts. Exploring the terrain before time in is discouraged. Game starts. Now, plot takes several forms. The first distinction is between refereed plot and player led plot. Put simply, the bigger the event, the more it relies on player plot. This is in part because it would be too much work to make detailed plot for so many people, but it`s also because in really big events, they _can_ leave it to the players. Many smaller clubs encourage player input, but although a single player can have a huge impact on the gameworld, he needs the plot team to play ‘the people’ and come up with the complications of his actions. At big events, the players are the people. The smaller the event, the more exceptional the characters the players portray, unto the point they may be saving the world and the multiverse on a regular basis, but they can in no longer be considered to be true representatives of the population, and their reactions to eachother`s action does not equal the reactions of the world at large. Player led plot at big events usually takes the form of feuds between rival factions. Player plot at smaller events more often revolves around personal ambitions. The next distinction is between locational plot and timeline plot. Locational plot goes along the lines of: ‘Here is the alchemist`s. He sends players off to find him some rare earths and herbs. They can also buy potions from him and if they have the alchemy skill, they can rent his lab, unless he takes a dislike at them. Here`s the druid`s grove where the players can get another quest.’ etcetera. While locational plot is fine and a good way to flesh out the gameworld, it doesn`t provide much of a story arc over an entire weekend. It does combine well with all kinds of puzzles, gives a good opportunity to send players all over the terrain (or to subtly encourage them to stay in one particular area) and makes for a good tie in for linears during a free-roaming event, where a single party can explore a dungeon without being bothered by other players who haven`t found the dungeon yet, but who can tell something`s going on because they can clearly see the players of the first party who are _pretending_ to be underground. Timeline plot typically takes the form of: ‘On friday evening the PCs will hear the first rumours of orcs being spotted just off site; on saturday during the day the first orc patrols will appear on site. On saturday night some players will have the opportunity to meet with certain orc leaders and try to negotiate a safe passage or truce (or to assassinate them). On sunday morning the orcs`main force will enter the terrain and if the players haven`t reached an agreement with them by then, they`re gonna have a pretty tough fight.’ Or: ‘If the players haven`t stopped the mad scientist by saturday evening, he will have had the time to complete his doomsday weapon and they`ll be in a whole lot of trouble.’ Note that locational plot and timeline plot work bests in combination. The mad scientist, for example, may have to obtain certain ingredients from all of the key locations. He may flat-out buy the first ingredient at friday afternoon, visit the second location on friday evening and ‘forget to mention’ that he takes something with him when he leaves again. Then the next day he may hire some people - including PCs - to rob the third and so on. Note also that ‘locations’ aren`t necessarily stationary. The Belgium club I mentioned is famous for always having to inns on site. The regular inn, where the players are first gathered and where they can meet upright and law abiding citizens, obtain some basic knowledge, components and adventuring gear, hire some scouts and craftsmen, and buy cheap pilsner like Heineken or Jupiler. The shady inn, where PCs can meet with more ‘interesting’ people and obtain obscure information and items that are not altogether legal and where they sell the better appreciated beers from smaller breweries, has to be found, and it has become something of a sport among regular attendants to be the first to find it. On one event when I was playing, my party spent the entire friday evening to try and find it. It was well after midnight and we`d already come to the conclusion that it wasn`t in any of the buildings, wondering if maybe they`d broken with tradition, when we saw three stealthy characters pushing a tarpan covered hand cart along the moonlit road. Sure enough,the cart was laden with special beers and illegal magical components. (Moonphase is an important consideration when booking a terrain for an event.) A final word: my friends and I - first generation LRPs in my country - have long since come to the conclusion that there are three basic things an event needs to be a good event: warm meals, soft beds and clean toilets. The statement is deliberately provocative, but the idea behind it is, that players who come to have fun, _will_ have fun, unless you spoil it for them. So, don`t try to be brilliant, just be efficient. Brilliance is for players.
________________________________________________________ - IRL: Edwin Hofstra
- - mostly crewing at the moment
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Wag
      
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CHROMAT (4/24/2007) But now i am interested in organizing a new event, and a big one. Not big form the beginning but i plan for it to grow. And i am trying to figure how does it works, these big events, with as much as 3000 people ( wow! ) how are things set up to coordinate such massive number of people?
You need to get a clear mental picture of your event and how many people are likely to be at the event. Then you need to design the event accordingly. E.g. if you run a game with 15 players you might write a kick arse linear that they really enjoy. But you cannot run that linear at an event where you have 150 players, it just won't work.
Different styles and approaches work better in LRP at different scales.
History is an important source for LRP. Along with other works of fiction.
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Wag
      
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chalicier (4/24/2007) Profound Decisions ... Describing itself as a "professional Live Roleplaying company" (meaning professional in terms of organised and responsible management),
*ahem* And also money-grabbing barstards... It's supposed to mean "professional" in all senses of the word, as in "undertaken or engaged in as a means of livelihood or for gain" as well as "done by a professional; expert:" Sorry to be pernickity.
Also Shards used firearms years before we ever did and I think some of their events could be classed as fests from what I know, although i think they are smaller than Maelstrom events.
There's nothing new under the sun... and that would be my key advice Chromat, read everything you can, think about how it might work in practice, steal anything you like...
History is an important source for LRP. Along with other works of fiction.
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Heroic Knight
      
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CHROMAT (4/24/2007) Ive already read most of those, and found most of them similar, differing mostly in some skills, little bit in safety regulations and counting of body hit locations and hit points and little else.While it might seem the same, they're not. Maelstrom differs strongly from the other two big UK systems in ways that aren't apparent in the combat and magic rules. People call it "player-led plot" but I think there is a better way to describe the difference. Player character interaction in Maelstrom rests on a series of economies. There is a monetary economy, people can spend their time trying to get rich. There's a land economy, where you try to rule over more land. There's a political economy, where you try to gain influence over more people. There is a harvesting/crafting/trading economy, which requires land to harvest raw resources from, skills to craft them into useful or valuable items, and cash to buy them. There is a religious economy, where you battle for the souls aligned to various faiths (including apparently diabolical ones). There is even a magical economy, where certain resources are used up in the process of casting magic and must be replenished through harvesting and trade. And all of these economies are tied together, sometimes mechanically and sometimes by the overlapping affiliations and enemities of the groups who wield influence over them. When people call this "player-led plot" what it really means (in Maelstrom, at least) is that for player characters to master the economies of the setting they have to interact with each other. They can trade, steal, politic, explore and war their way to improving their position in these economies. In the process they make friends and enemies and heaps of cool colourful roleplay happens, so it's not all dry money changing hands. The various overlapping economies provide a framework for player interaction. Some characters are not really interested in any of the economies, but they are surrounded by characters who are so they're swimming in this ever-changing economic situation, like it or not. Even players whose goal is "to make the world better" or whatever regardless of economics have to deal with other players who are enmeshed in the economies*. Such an economic system works much better with more players (like, over a hundred or so), which is why I think Matt recommends matching your system to the size of your event. The more players you have, the more complex the economic situation between them all. If you have too few players the economics probably become too simple to carry the roleplaying. Ryan * Philosophically, this echoes the Marxist idea that pretty much all human motivations are economic if you dig deep enough - an assumption that's a basis of most modern economics and politics. In this sense it's a very morally grey setup, perhaps reflecting the re | | | |