|
NEWCOMER
ADVICE FOR OLD TIMERS
Article by Qadi @2000
|
Responsible for Your Own Good Time
You need to decide what you, the player, want to get out of the game,
as you "are responsible for your own good time" Ñ we
provide the setting. What would make it an enjoyable evening for you?
That could be anything from getting to hang out with your friends, to
meeting new people, to getting having really dramatic, emotive moments.
Knowing what you would enjoy doing is the key to achieving it. When you
walk away at the end of the evening, it will give you a criteria to judge
whether you want to come back or ways to improve things that were self-defeating.
What your goals are for enjoyment will also help you determine what kind
of character to develop, especially whether you want to build someone
more violent, social, intrigue generating, quirky, or reserved. Generally,
you want to build a character that fits your goals of having a certain
kind of experience. The game is not about "winning" or "losing"
it is about the quality of the experience, so plan accordingly.
Character Goals - Short-term vs Long-term
Once you know what you want out of the game, then you can design
a character to help fulfill those goals. Please remember that LARP is
by nature an interactive experience, so a mute, stoic or reclusive character
might be counter intuitive to the desire to meet people.
Then comes time to actually play. What you need to decide are the short
term goals for your character for the evening. They could be very simple,
from meet three new people, fight someone, or more complex, such as gain
influence in your clan, a blood boon or diablerize. By setting goals,
you give yourself purpose, and keep yourself from falling into the trap
of sitting around waiting for someone to come up to you and tell you what
to do. Because this is not a tabletop or video game, it is not as structured
with a Storyteller always guiding you and your friends through narrow
choices of a pre-planned scenario. Instead we recommend you set yourself
a minimum of 3 nightly goals and even if you don't know how to achieve
it, at least you have some motivation and can explain it to others when
you speak to another character who may be able help you. These goals should
be feasible thought not overly simple and are not a replacement for your
character's long term goals.
Showing Deference
Face it, a new player stands little to no chance against a more
experienced character, and a properly designed Elder can hold up against
most odds. What this means is that a new character not showing respect
to their Elders is looking to get killed. It is not customary for players
to bump-off a new player's character the first night, however the customs
of the World of Darkness will begin to assert themselves. All bets are
off when any neonate begins mouthing off to the powers-that-be. They may
be slow to act but they will never forget the slight and will mete out
punishment accordingly in time. If the infraction is rash and severe,
be assured the Elder will be likewise and swift. Even if you are playing
the loudest Brujah Anarch cussing out the Toreador Primogen (as is well
within your character concept), if your character has any survival instinct,
he will limit who he offends. He will be sensitive the need for back up
(menacing thugs or blackmailing court allies in reserve) when he does
it. If not, then don't cry when you get slaughtered in an out of the way
alley. Take it as a learning experience. A neonate should show respect
to his Elders, out of legitimate fear if nothing else.
Cashing in on Your Usefulness
One great way to get involved in things is to make yourself useful
to the Primogen Clan or court Elders. There are many ways to do this,
from passing their messages discreetly, to taking accurate notes, to going
out as a strong man for them, to distracting or delaying their detractors
from attending important meetings. The approach will vary for each character
and group, but by doing so, you will develop powerful allies, who can
aid you in the goals that you established. You may end up in a coterie!
Also, as they are long-standing players, they will likely have more of
an idea of what's going on, and so more things for you to do, as well
as knowing all sorts of people to introduce you to, and being generous
with funds and equipment to start you off.
Always go to your Clan for simple things like cheap armor and guns. In
all likelihood they either have some lying around, or know where they
can get some cheap for "family". For better equipment, you will
have to provide better service, either to them or to those who have it.
Whether it's spying, body guarding, or boon swapping, your services can
earn you things that your few influences will not be able to buy. Your
Influences are valuable, even if you only have a few. They provide another
means of gaining prestige and favors from those more powerful than you.
You can sell them, making yourself a profit, or donate them to the Clan,
which gets you kudos and title in some clans, or trade them for other
equipment or services, over a longer period of time or allow you to grow
more and others. In any case, those Influences are another asset, and
one you didn't have to spend points for.
Reliability and discretion are your greatest asset as a new player who
is providing services to those who are established. If you are someone
who will be there consistently, and do what you say you will do, you are
very valuable even without great powers, and will earn respect from those
who matter and be rewarded accordingly. Of course, conversely, you had
better live up to their trust, or you may find yourself shut out, or eliminated
if too inconvenient. Constantly causing problems for others to clean up
is not a good way to endear yourself to them.
Coteries, Packs & Clans
This is not safe in the World of Darkness. It is very easy to get
killed or exploited to uselessness, and at the beginning, you are at the
bottom of the food chain. Yes, this is supposed to be an Elysium without
violence, but for most players that seems to mean it's time to do violence
but not get caught. With the Sabbat or other groups it can be even more
cut-throat. In a tabletop game, there are plenty of times to interact
that are not on Elysium grounds and such is the case with SLAFC where
we have games in a variety of environments from your haven to court. Remember,
the Sabbat, Assamites and such could care very little about the concept
of Elysium. All in all, it's amazing that Kindred show up to these things
where they can get killed instead of hiding in strongholds but then everyone
needs to get out once in a while or go stir crazy.
No matter how dangerous the situation, there is strength in numbers. First,
you may join a coterie, your friends who all decided to play together
for support and may be playing any number of Clans or all in one. By sticking
together, you can avoid being picked off either politically or physically.
Second, especially if you don't know anyone else playing, you can be in
a group with Clanmates, once you are introduced to them by the Primogen.
They are more of a guaranteed support group. By working with them, you
develop a bond, and a raport that results in backup when you need it.
These groups can provide skills, access and tools that, in addition to
protecting you, also make you attractive as a useful ally, i.e, someone
to do favors for people. That provides you with entertainment, and also
with wealth.
Loners, Lurkers and the Stoic Mute
The idea of being the lone wolf who seldom speaks or is a hidden
spy that no one can speak to or knows is present, can be intriguing...
in concept. There are pitfalls it poses. Spying is indeed interesting
but very lonely, and LARP is often better suited and more fun as an exercise
in interacting with others. No, it may not illustrate the popular image
of the solitary and spooky vampire, but if you don't put yourself beyond
that stereotype then you are missing out on a big dimension of the game.
The characters that are played in this "theater" are a combination
of the supernatural monster and the person that preceded them. The ability
to talk and scheme and fight with others is the entire point of having
such a massive gathering. You could sit around and not talk to people
anytime (you could stay home, alone, for that) in your daily life; this
is a different opportunity.
Also, as a single person, you have much less chance of getting anything
done, while acting with a group can be much more productive. So, why be
alone? Sometimes the best "spies" never do it all themselves,
but rather amalgamate the disparate information from their sources into
something cohesive and broker it. Also, spy if you wish, but do something
with it. If you are a successful spy, no one knows it and they will never
approach you on those terms. Sell to others or otherwise interact with
them, dropping hints of your knowledge.
Also, remember that spies can get caught, and there can be deadly consequences.
So if you don't develop allies to protect you, alibis or a scapegoat,
your character may disappear one night, and no one will ever know or care.
This is very unexciting and anti-climactic. Take those abilities and use
them in social ways, and you will have a much better time. The sure cure
for blackmailers is to bump them off and sometimes those you spied on
may have allies who are sympathetic to your selling the information and
take it directly to your victim giving them time to plan your demise at
their many hands. Remember their plans may be many layers deep and built
by many hands over time. Watch who you rat out.
|