Note: Yes I know this is something like my fifth blog post of the day, but frankly I haven't got anything better to do and there's lots I feel like writing. So there.
I'd never attended a LARP before this weekend, and so I was told I was the perfect guinea pig to use as a 'what went right/wrong' guide with regards to people like myself who've
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I try and differentiate when I am reading my sheet over goals I really need to do, and those that are just for character; It's metagaming, but rule 1 for me is "It's not about beating everyone, but having fun". In this game, "the safetys were on" until Sunday, so it was very unlikely you would have succeeded immediately. So do you go for a quick kill, implicate yourself and set up angst, use slow poison - then spend time trying to reverse it, or just feel relieved when you learn the "real" facts that you didn't set it in motion? A good game will allow for all 3, but sometimes I will either ask the GMs for a hint...
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For my first big game, I had LOTs of those, and it is still my #1 game - years later, I replayed as a different character. It is still up there, and I still had those sorts of thoughts.
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Ah well, there's always next time XD
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Would you mind if we quoted it on the Consequences website with a couple of changes to take out some of the specific Masquerade references?
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