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LRP Review - BIF June 2009 PDF Print E-mail
Written by Calliesky   
Monday, 15 June 2009
Hmmm, Camelot . . . .

Given the sheer amount of lore surrounding such a place and the plethora of legends to draw from I felt this weekend was incredibly light on storylines. Maybe we missed a whole bunch of stuff, but I must agree that there was far more sitting around than actual activity this time. Yes the weekend was set a few days from the castle and its surrounds, still I had hoped for a slightly more engaging game. The fact that until the week before most English characters had no idea that BIF’s England was made up of three kingdoms made for a bit of confusion—even by the end of the weekend some still had no idea where their loyalties lay.
Friday night did begin with the normal catch-up (after all we only get to see some people a couple of times a year), but I think the few NPCs present outdid themselves as peasants, especially given that it was the very first LARP for a couple of them. Very entertaining and even confusing, and of course they provided the info on what to look for the next day. As far as I’m aware there were no actual events on this evening.
For the rest of the weekend there seemed to be only a few tasks/stories to complete. Save the girl and some items from Redcaps, find out (and subsequently defeat) the troubles at the lake, deal with the ‘questing beast’, obtain some monster parts and make sure all items ended up in the correct hands.

After taking a stab at the questing beast and deciding that was a bad joke (and that it couldn’t reach us anyway) most of these stories were wrapped up by sundown Saturday. By dinnertime I was trying to imagine what the night-time events would entail . . . but by 11pm had figured out there would be none. For the first time in many years players were able to get to be before midnight and not feel that they were missing any gameplay. After the frightening night events of the last weekend or two this would have been a relief — had I felt challenged by the story during the day. Dinner was good, much more relaxed and actually tavern-like in comparison to recent weekends. Would have loved to see and actual tavernkeep from Friday through Sunday who we could pay and interact with, could have been a great role for an NPC . . .

On Sunday only one task was left – defeat the beholder stalking the Lake and return the mirror regained from the Redcaps to its rightful owner. The Lady of the Lake, frozen in it by some great power (hopefully the beholder or we had really missed something). I believe working out how to take down the beholder was the greatest challenge of the weekend, but with twenty odd players at the showdown and its aftermath there wasn’t much room for more than standing around and watching. Indeed one person was brave enough to bypass the beholder and walk out onto the ice whilst the confrontation occurred behind them but I think her foray was cut short by all the players descending on her in the immediate aftermath.
This presented a great opportunity for characters to use several skills that are rarely utilized in game and allow these background characters to become involved. Balance is something that is logical to used in walking on ice, is almost never used in the game and yet when asked if needed this was dismissed by the GMs. As such every one trooped out onto the ice, and the chance for some independent activity was lost. And this is the reason I question why so many of the skills are still present in the BIF system. If they are never to be used, why should any person take them?


The one improvement I have to allow from this weekend was its potential connection to the next weekend and by extension to past events. The ongoing storyline of ‘the scarab’ was bought into the open here and a direct request for help has given every PC a reason to travel to the next few countries. This was great, and I hope that there will be the same strong incentives given to those who were not present. Many characters this weekend had absolutely no reason to be there, and this is a constant key that seems to be missing from BIF weekends. Given a character reason to attend, or even to not attend, may improve player and NPC numbers. I have always NPCed weekends where my character has no interest in going and given stronger incentives I think this could be apply to all characters.


Overall this was certainly not the best weekend, indeed one of the slowest I’ve attended. A few aspects that have been tried and failed in the past and yet are re-used — in this case the magic gems in the tavern. Given that these items protected the town and by extension the party from the apparently unbeatable ‘Questing Beast’ (aka the yeti) they had to be protected. There were several attempts made to steal the gems which of course meant that they must be guarded. Which in turn meant that only a couple of people were willing to sit still for the whole weekend to do this.
I know the argument is “That’s a player’s choice”, but every time that choice and sacrifice is made by the same few people. Players do not pay for a weekend to come and sit by an important box or item whilst everyone else goes off on adventures. And a roster of guards had NEVER worked out on the various times is has been tried. This weekend it took not the attacks and attempts at theft but an incursion by the unbeatable beast for any other PC to pay attention to the items, and even then only one person of the fifteen or so asked was willing to take over responsibility for the gems. This is the third time at least that such artefacts have been written into a game and each time whoever has taken responsibility for such things has had their enjoyment of the weekend derided by its necessity. Sure it’s the noble thing to do, and yes such items might be easy to make a story of, but if by their very creation you are going to ensure that someone/people are going to get less out of the weekend then just leave them out!


Another difficulty was the crew. Yes there were not enough NPCs, yet the few there were did well with the exceptional lack of roles offered them. Across the whole weekend most of the acted only as redcaps or peasants, with all major roles being played by GMs. Seriously, LARPs need NPCs but if a person knows they will be outright bored if they volunteer then there will be no one willing to do it. I feel very sorry for those who did NPC this time, especially given that two of them were first-timers. It really didn’t seem to be a good introduction for them.


So, altogether somewhat of a disappointment. Very slow moving story, little in the way of NPC variety to interact with, and purposeful seclusion of PCs didn’t help at all. Maybe reintroduce a few more static or puzzle encounters and create some story linked roles NPCs can fall back into when not monstering. Setting (props and costuming) were fine, not problems there. It doesn’t matter how many props you have though, the NPCs are what make an atmosphere. They did well with the little story available to them.


Again I rank weekends only by comparing them to each other. This one would rank in the bottom five of all the BIF events I have attended — around 4/15 I think.
 
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