So my first big vampire LARP as part of the Adelaide Roleplaying Community Incorporated is due to kick off this Saturday. I'm kinda nervous. It was initially slated to run with 30 people so all I had to do was ensure we had enough Floor GMs and Assistant GMs. We had a nice hall, fancy decorations, and some really neat character goals to keep things going for the six and a half hours and to justify the $16 non-concession door price.
Then we had 12 people purchase tickets.
Ye gads.... You can't rely on 12 people to entertain themselves for 6 and a half hours. Well, you can, but you shouldn't, because they won't be very entertaining 9 / 10.
So I'm having to shift things around, take the original advertised concept and mould it a bit so that everything I said about the game remains true but there's more stuff to do and keep them occupied. As it's a dice LARP I can't rely on drumming up buddies to charge in there as bad guys because, well, dice LARP combat even between 12 people is pretty boring, so I need to find ways to keep them entertained that doesn't rely on NPCs.
For a little while, I panicked. I won't lie. I considered swapping venues and building up a real murder mystery style game, very Lovecraftian, lots of props, but swapping venues a week beforehand is generally a bad idea. It looks sloppy. Plus I didn't have enough time to really do all the props and handouts that would make that work.
So I stole a couple Nordic ideas through a lens of Vampire: the Requiem. We should have more than enough stuff to keep folk entertained and busy. 6 1/2 hours. 12 players. The time allotment works brilliantly as well.
Naturally I can't discuss it upfront as some of my players will read this but I will be able to give you all of the details next week.
Also sorry I've been slack with this blog. I've been busy with LARPs and life and stuff. I'll do up a Game Translation this Wednesday on This Is War to make up for it.