God, I am stressed. It isn't so much that I am not used to pre-event preparation. Heck, I've been doing it long enough. My staff just rocks. I love Madrigal. No, this event is different. So much so that I even had nightmares that the event sucked. Some people get stalked by creepy aliens. I walk onto an empty field with a hundred bored PCs
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"Hi, I'm Sans_Peur and I own a LARP!" ("Hi, Sans_Peur!")
I don't tend to have what I'd call nightmares, per se...but I love dreaming so some people might consider what I just think of as cool dreams to be nightmarish. I do get the NERO dreams on occasion, but more often, the reality of disappointing my players is far more specific and individualized than the broad stroke "everyone hated it" concept.
The thing you have going is that you have a staff that's successfully proven they can run a good event without you...for me, that's something I both love the idea of and if being totally honest, partially fear - "After all, if they can run without me, who needs me?" conflicting with "Holy crap, wouldn't it be nice if they didn't need me and I could be done!?"
Maybe it's time to look at what more of what you've got planned you can share the load on some more, just so you don't max yourself out. Speaking as someone who sucks at delegating, I'm the pot right now, but hey....
-R
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Your staff and your player base *truly* love the game. That's rare, and that's important. It can grant you (and us) a great deal of wiggle room, though I understand that's not what you want things to have to come to.
If you find yourself in a bad way, tell us. We will regroup, reprioritize, push things out, and make sure that the important primary plotlines go off...even if we have to stand Paul on a chair to rep you, or have to run [that really important plotline] from a different point of view so that you don't have to be there.
The players will see what we need them to see, hear what we need them to hear, even if it isn't exactly what or how we planned. And worse comes to worse? We have another event, after this one...if for some reason everything *does* go down in flames, we have time to do damage control.
It's all good. We'll make it happen. It's going to be a great event. :)
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*snicker* I want to see this.
Seriously, though, I'll chime in with what other folks have said. I definitely know the feeling of not being at 100% but thinking that you can MAKE your body work through sheer force of will, and it's not a useful feeling to have. I hope you let your staff know if you need an assist.
You should probably also try to remember that no staff member or player will ever be as hard on you as you will be on yourself. We all have a blast at Madrigal, and I'm sure this coming weekend will be more of the same.
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Of course, I have no idea how much recovery you might need afterwards. :)
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And so's Rob.
Be well.
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A very wise man has given me much advice about plot over the years and I can't help but think that he could help you in this instance if you'd take a look in the mirror and listen to him, because it doesn't sound like you are.
Is any given encounter(s) *so* important that damage control can't be done or that plot can't roll with it and keep it going? The very nature of your statement sounds like it breaks your cardinal rule that this is a living story that can be changed by player action. You make it sound almost scripted and if you don't perform your part right the play will end 'wrong'.
I know a lot of what we'd *like* to see happen so that our careful plans come to fruition, but if the players have fun with whatever happens, isn't that of the utmost import? Aren't you and this wonderful plot team going to find a way to take whatever happens and make it 'right'?
They are also physically demanding. Have contingencies. Another lesson learned from ( ... )
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