The success of a LARP is usually measured in its attendance. If 60 people show up to your game on a regular basis, you are successful beyond your wildest dreams. If 30 people show, you're doing really well. If 15 people are your regular attendees, you're not doing half bad. If 6 people come, you might as well pack up and start a table top game
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Comments 20
Since the story is made up of plot and characters (and here I mean both NPCs and PCs), it's necessary to have both good people behind the wheel and good people powering the boat.
Story (Plot and Characters to be specific) and Mechanics. These are my requirements for a good game.
The quality of roleplay is marginally important, but I think that almost anyone can act if they have a good sense of the character they're portraying, especially if they care deeply about that character.
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To further examine this, though, there are players who prefer interpersonal character interaction more than they enjoy storyteller driven plot. In your opinion, which is more important, or are they of equal importance? And why?
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A game is successful when the players come, play, have fun, and leave wanting to come back.
I just don't feel that with many of the Sonoma domain games anymore.
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We can all roleplay if we wish to with each other. The complaint I've got with the Sonoma game is that certain players actively shun others. I've been shunned for a long time, but now they have gotten to the point of seeing us "outsiders" show up and they don't come to game, they go to the game across campus instead.
Its not worth a 2 hour drive to be insulted like that. They don't seem to care enough to tell us to our faces we're persona non grata.
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The problem isn't you. Its a perception. I can't think of many that appreciate power-scale difference in any setting with other PC's. To invest 3 years in 1 characters and then look over to see another guy that has double or more experience feels cheapening.
Personally, I would love to have you and Tim come up to our troupe games. (especially Hunter) But I know that a 2 hour drive for a game that isn't as a dedicated investment as the cam is daunting at best and disappointing at worst.
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And for me, 'fun' equals character work and good role play. There are supporting tiers--costuming helps maintain that illusion that I'm actually a golem spawned from an evil rabbi's laboratory or whatever, good plot gives me something for my character to react to rather than roleplaying hanging out at Chandni Bar and looking cool, other good roleplayers are essential because it's boring developing your character in a series of monologues.
But in the end, if I've had fun then it's probably because I've learned something about my character, or I've made progress in their development, or I've had a chance to really dig into them and play them hard.
You might have guessed. I came into role playing from theater.
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Over time, more people heard about the cool game we were playing, the game got bigger, and it was less fun.
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I love the Camarilla because I have not been subjected to the stupidity of the Disney Princess or Final Fantasy character who happens to be a glittery hawt vampire as well. Of course, now that I've said that...
Well, there was the taco munching retard in Mage, but I gave that a wide berth.
I've played in table top games before and whether it was D&D, Traveler or Masquerade; I've found the role play to be minimal at best.
To boil it all down again, a successful game to me is the quality of the role play.
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