Flagship 2014- call for ideas

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Re: Flagship 2014- call for ideas

Postby itowlson » Fri Jan 25, 2013 6:32 am

What?!?!?!? Playing the Nun LARP for laughs would be like reading 1984 for the rat gags.
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Re: Flagship 2014- call for ideas

Postby Mike Sands » Fri Jan 25, 2013 7:09 am

itowlson wrote:What?!?!?!? Playing the Nun LARP for laughs would be like reading 1984 for the rat gags.


1984's not about that?
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Re: Flagship 2014- call for ideas

Postby IdiotSavant » Fri Jan 25, 2013 7:47 am

Mike Sands wrote:Perhaps the time has come for the Nun Larp? Morgue?


That would be An Ecumenical Matter.
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Re: Flagship 2014- call for ideas

Postby morgue » Fri Jan 25, 2013 10:47 pm

The Nun Larp: A Procedurally-Generated Larp For 25-100 players

How it works

1. Everyone is a Nun. The setting is a nunnery.

2. You find your Nun name by opening the nearest book to you, turning to page 69, and choosing the first word you find (reading up from the bottom of the page) that sounds good with "Sister..." in front of it). Or just invent one.

3. Based on the meaning of your name (you may have to look it up in a dictionary), decide on your nun's Secret Goal. (Yes, this means everyone else will probably be able to guess your secret goal based on your name.)

4. Decide on two resources you have that will help you towards your goal (ensure you can replicate them in game; good: secret knowledge, books of rituals, mad science devices, poison vials; bad: armies of flying monkeys, the ability to shoot raybeams out your eyes)

5: During the game, the first person you meet whose nun-name starts with the same letter as yours is your Best Friend. Approach them and begin an "as you know, my friend" conversation where you bring them up to date on your latest progress towards your secret goal. Listen to what they say too. Throughout the game, do everything you can to help them achieve their goal.
(If no-one you meet has the same letter as you, you'll just have to make friends as you go.)

6. The second person you meet whose nun-name starts with the same letter as yours is your True Enemy. Approach them and begin an "as you know, my friend" conversation where you remind them of what they did to earn your reproach.

7. If you discover your True Enemy when they approach you to treat you as their Best Friend (i.e. you are their first letter-match, but they are your second) then listen to their schemes and act like they are your Best Friend. In fact they are your True Enemy and you will betray them later. You can tell them your goal if you want, because they'll try and help you, but you might want to make up a fake one.

8. As you ally with people and learn about their resources, see if you can come up with a way to achieve your goal using the stuff they can offer you. If you and they agree that it will work, and everyone is agreeable to sharing resources, great! Flip a coin. If it comes up Heads, you get your goal (with their help). If not, something's wrong - you need another resource to get the goal.

9. Once you achieve your goal you can, if you like, impose conditions on other characters in the game, as appropriate to whatever your goal was. Make these up. Impose them successfully by winning a test against them. Don't be a dick about the conditions. (Good: enlightened! cowed! intoxicated! scarred! hypnotised into servitude! Bad: dead! asleep! unconscious!)

10. The game ends when the clock strikes Time O'Clock.

Starting Up

In the briefing room before the game, everyone keeps their Sister namebadges covered until they enter the game space.

Everyone gets one token.

Divide the room in half and call a coin flip. The losing half become novitiates, and enter the game immediately.

Repeat the process. The losing half become sisters, and enter the game now.

All remaining characters get an extra token, and become Boss Sisters.

Repeat the process, with losers entering the game, to winnow down to one final winner. This is the Mother Superior. She gets another token, and the special power to decree Penance for any other character - sending them away to reflect on their sins.

Rules

Kick Arse rules. Any character with three or more tokens in hand is Kick Arse.
When you lose a conflict, give one token (if you have one) to the other person.

-----

Made up by me, just now.

Ball's in your court, Kapcon.
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Re: Flagship 2014- call for ideas

Postby IdiotSavant » Fri Jan 25, 2013 11:34 pm

You should totally enter this in the SDC.
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Re: Flagship 2014- call for ideas

Postby Dillon » Sat Jan 26, 2013 1:48 am

World War I could be about more than just the Western Front trenches, I think St Petersburg in 1917 would provide an interesting setting: multiple factions, the fall of an Empire, and one of the most significant revolutions of the 20th century. Need fantasy? Steampunk is a good fit. Has everyone seen that picture of the Storming of the Winter Palace with the Battletech Maurader mech added into the background?

Something historical, the Siege of Cadiz during the Peninsula War.

The French are mostly off-camera. The British want to fight and defeat the French. The Spanish Officers want the French defeated, but not to do the fighting. Its a siege, so you get food politics and smugglers, the potential for treachery with French agents. Underground and semi-occult revolutionary groups are quite plausible for the period. The Catholic Church can also add another dimension to any supernatural elements you want to include. Set inside the city and with little actual fighting, female roles can be included. There is a lot of internal Spanish politics around the drafting of the liberal constitution, which was eventually rejected by the King.

People will be familiar with the general themes and costumes of the campaign from the Sharpe's TV series. I'm fairly sure a good history of the siege was published within the last few years as well.

I ran a Discworld LARP, set in Ankh-Morpork back in 1994. Not my best game, but I do have the rules with Terry's signature on it in a box somewhere. :D

Something SF - Escape from Prison Station Zero

An escape game is probably going to focus on the puzzle of finding an escape route out of an inescapable Alcatraz/Colditz in space. Some potential factions include:
1. The wardens
2. The VIP visitor and escort team.
3. The prison gangs, with feuds and vendettas.
4. Various well meaning counselors, teachers and other people trying to rehabilitate the prisoners for galactic society.
5. The scientists-corporate types experimenting on prisoners for fun and profit.

I ran something a bit like this in the early 1990s, influenced by C J Cherryh's Downbelow Station, where everyone was trying to get off a space station before the forces of the Galactic Jihad arrived. I was trying for a Casablanca touch with corrupt officials stamping passports, but the officials largely abandoned their posts so the entire visa sub-game broke down. IIRC only two seats on the last shuttle out got filled, but there were three sabotage devices attached to the shuttle.

Key to the game working is being able to control movement between important areas, otherwise it won't feel like prisoners in a prison. Colour codes on name badges and doors to indicate security access.

Costumes: red shirts for the wardens obviously, boiler suits with gang colours for the prisoners.

Something Fantasy - Pilgrim Caravan

LARPs tend to be somewhat static when set indoors. So I had the idea of the characters all being pilgrims who are journeying between shrines. Shrines have custodians, merchants, and other people who want to separate the pilgrims from their coin. Pilgrims want to get the right token from the shrine for their scrip bag. Shrines can also add supernatural elements to the game, visions and prophecies, etc.

Every hour or so the caravan leaves the current shrine and moves to the next one. So that puts some time pressure on on shrine specific quests. Pilgrims need escorts, so that gets you a few chivalrous thugs in armour if you want a combat element in the game.
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Re: Flagship 2014- call for ideas

Postby Thimble » Sat Jan 26, 2013 6:00 am

St Petersburg and Downbelow Station sound fun, and I am ever more sold on the Nun Larp.

Speaking of nuns, how about something similar to The Borgias - that interplay between holiness, politics, serenity, viciousness, and ecclesiastical swank.
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Re: Flagship 2014- call for ideas

Postby Stephanie » Sat Jan 26, 2013 6:47 am

Dillon wrote:An escape game is probably going to focus on the puzzle of finding an escape route out of an inescapable Alcatraz/Colditz in space.
Colditz is actually really interesting as a prison. I read the memoir of the commandment for the last couple of years of the War, and he said that running the place was really hard. They were in a big arse castle that was designed to keep people out rather than in, so there were a lot of little holes built into the security if you had time to look for them, which of course the prisoners did. And the guards didn't have to just guard, they had to worry about meals, and shifts and making sure that the camp was functional, compared to the bunch of incorrigible hard cases they were guarding who were both ingenious and would try anything. Like the Poles who made a couple of statues that they could take out with them to role call when someone was making a break for it, or an officer who carefully duplicated a senior German army uniform and went for a 'stroll' on the parapets. The sheer frustration where the commandant describes this incident and says 'for once' the guard who challenged him insisted on checking his papers kinda lets you know that there were some social engineering problems going on as well.

TLDR - I think it could make for a good game, whether done straight or SF.
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Re: Flagship 2014- call for ideas

Postby musicforwolves » Sat Jan 26, 2013 11:12 am

I agree that it could make for an interesting game, but the question becomes 'Is it a flagship?' Depending on how it's crafted, it could have the potential to become very 'us vs. them' in mindset, and if the wardens have one goal and the prisoners have another, then that overarching rivalry could fall by the wayside.
I suppose in some sense I worry that the goal of successfully escaping from prison or running a prison lacks consequence. If you're a warden and you neglect your job, what's the worst that happens? Does the character get fired? If so, what does the player do? If the prisoner escapes, what do they do? Can a flagship be run where the goal for half the players could well be 'escape the venue of the game'?
It would make for a very interesting smaller game, absolutely, and one that I'd be very keen to play in. It has elements of 'Bad Dreams' to my mind. But I'm not sure whether it could easily support upwards of seventy players.
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Re: Flagship 2014- call for ideas

Postby Anarchangel » Mon Jan 28, 2013 11:17 pm

Dillon wrote:Something Fantasy - Pilgrim Caravan

LARPs tend to be somewhat static when set indoors. So I had the idea of the characters all being pilgrims who are journeying between shrines. Shrines have custodians, merchants, and other people who want to separate the pilgrims from their coin. Pilgrims want to get the right token from the shrine for their scrip bag. Shrines can also add supernatural elements to the game, visions and prophecies, etc.

Every hour or so the caravan leaves the current shrine and moves to the next one. So that puts some time pressure on on shrine specific quests. Pilgrims need escorts, so that gets you a few chivalrous thugs in armour if you want a combat element in the game.


We did something like this quite successfully with Asterix and the Big Trip in Christchurch back in the day. Sadly, I think the hard drive with the details was stolen.
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