[Cam] A Question to My Gamers

May 14, 2009 23:50

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 ( Read more... )

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creamer_boy May 15 2009, 16:27:35 UTC
Speaking specifically of Vampire, in both incarnations, I've always found that the most successful of games generate their own plots. That is to say, the complex interaction of the PCs with each other, and the interconnectedness of everyone to everyone else can create a machine which fuels itself. Storyteller plot is injected sparingly to represent outside influence rather than a desire to steer plot in a particular direction.

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fiannagalliard May 15 2009, 19:19:41 UTC
I dont know..but I know there are times where I have worked damn hard to get involved in the gloabl game and plot...and the few times I got it..have it turned around and not run for me locally like it should be...was a huge dissapointment.
since it wasnt as easy thing to come by...
and then there is the problem with the local plots..being only directed to the same PCs over and over again...I think this in part goes back tot he Shunned feeling some mentioned.
I get how STs might know their friends PCs better and therefore can think of plot easier for those PCs...but that isnt fair to all the other players...who are there for the same thing and put in just as much effort.

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Always outnumbered. NEVER outclassed. vovinoiad May 16 2009, 00:32:28 UTC
I'll take ten regulars who show up in costume and don't drop character and who can ACT over the sweat-pant wearing orc-horde of "You can't talk to me like that, I'ma Ventrue Elder!" players anyday.

To me, a good game is all about style and intensity. I want to FEEL like it's real. I want my adrenaline to flow. I want to walk into another world, and be another person...well..another being, anyway, for my time in-game.

What can I say. I have high standards.

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pizdushka May 16 2009, 06:19:58 UTC
In practice, game size does not matter in making a good game. It looks good on paper, the more players there are the more opportunities for interpersonal character development. But if the players refuse to step outside their box and play with different people, or play different characters each time (as opposed to a different costume/accent but pretty much So-and-So being So-and-So [which admittedly I've been guilty of in the past]) you're not going to have a good game ( ... )

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What makes a game good ambium May 16 2009, 19:04:00 UTC
Being a storyteller mostly throughout my cam life, I really wish that it was solely the plot and only the ability of the storytellers creativity that makes a good game. However, the reality of it is that it depends a great deal on it's attendees. Player driven story and conflict are far more interesting then random monsters that may show up, and even then the best story teller plot occurs when the players are brought to chose sides of grey area that have been created by the storyline (thus creating inter character player conflicts).

So yea, basically it's the players that make the game better,and the abilities of those players. That's not to say that the storyteller does not have a huge responsibility to provide entertainment for those players, he/she of course does. But if the characters do not react to the story, then there is really nothing going on.

-tony

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