Requiem, in particular, does not lend itself to this exploration, at least not in LARP.
If you actually wish to explore these concepts, I think you are better off attending a Forsaken, Lost or even Awakening game. Otherwise, I feel you are asking to be disappointed.
Requiem *can* lend itself to that sort of thinking. Look at the dynamic we had in the family. Granted its not a perfect portrayal but House Savage was created with Style #2 more then anywhere near style #1. But that's within house. Granted that how we interacted outside of house is totally different.
The problem is that there are far too many people more then happy to be leaders and godkings then to be the support role which is just as important in my opinion. Where is the king to stand if he has no subjects willing to stand with him? Love and respect are far more powerful then fear.
Forsaken lends itself very well to style number 2, but there is a closer bond between werewolves then between the others, and you will *still* find people trying to force style #1 on their pack and others.
My character died number 2 style a few months ago, but that doesn't mean I will always play that style. I play vampire primarily, so my future characters might play style 1 or 2 depending. 1 is a very good cannon vampire style.
Unfortunately, too many people would rather play blase than show fear, failure, or broken humility. They want to win all the time, and they don't realize that if nobody ever loses, then nobody ever wins.
I have to disagree with there being no story in WOW. The difference between WOW and LARP is that LARP is personalized to the individuals actively participating in the game.
WOW's story is as canned as any that may be found in a book or film. Because no personal decision of the player will change the course of the story for better or worse. The outcome is set by the programmer and cannot be changed.
But some people prefer the known and fixed outcome to taking a risk of personally offensive negative outcome that participating in a LARP opens a player up to.
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If you actually wish to explore these concepts, I think you are better off attending a Forsaken, Lost or even Awakening game. Otherwise, I feel you are asking to be disappointed.
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Requiem *can* lend itself to that sort of thinking. Look at the dynamic we had in the family. Granted its not a perfect portrayal but House Savage was created with Style #2 more then anywhere near style #1. But that's within house. Granted that how we interacted outside of house is totally different.
The problem is that there are far too many people more then happy to be leaders and godkings then to be the support role which is just as important in my opinion. Where is the king to stand if he has no subjects willing to stand with him? Love and respect are far more powerful then fear.
Forsaken lends itself very well to style number 2, but there is a closer bond between werewolves then between the others, and you will *still* find people trying to force style #1 on their pack and others.
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I don't know, Tony.
If you never play, you never really know what happens, though.
Because there is no Epic story, no matter how tragic, in WOW.
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WOW's story is as canned as any that may be found in a book or film. Because no personal decision of the player will change the course of the story for better or worse. The outcome is set by the programmer and cannot be changed.
But some people prefer the known and fixed outcome to taking a risk of personally offensive negative outcome that participating in a LARP opens a player up to.
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