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 Post subject: Digest on How to RP
 Post Posted: Mon Feb 05, 2007 11:56 pm 
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Amtgard Role Playing
By Sir Luke


1. Role-playing does not meaning winning all the time. The biggest problem with most RP arcs is that someone has to lose, no one likes to lose, so no one will admit to losing. That makes any kind of resolution next to impossible because as a society, we are individually too big-headed to let the other guy win once in a while. This is, in my opinion, a direct result of the "Let's Ditch" mentality because ditching is a sport and Amtgard is not. In sports, no one wants to lose, ergo no one wants to lose at Amtgard, even though the two are only lossly related.

2. Good role-play is driven by more than one person. Period. No matter how much one or two people dedicate themselves, unless "everyone else" buys into the story, then it's just two dorks not even touching honestly. I will say this about VLARP/World of Darkness - because there is little "combat" most players (well, long-time players) find a part of the story they like and find a way to fit in it, or even make it more interesting. (Yeah, there are munchkins everywhere, so don't even start on me. I'm talking generalities here) To make it interesting, you have to have an interesting story that more than a couple of people will be able to enjoy ... harder than it sounds, I assure you.

3. Roleplaying is ALWAYS better in small doses. If you are running a series of interconnected battlegames, don't do it all at once. Spread it out over a few game days, or even two or three mini-games in one day. Epic or marathon roleplaying is not for the average Amtgardian, and the sooner you (generic) realize that, the better off everyone will be. Baby steps first, especially if you are from an RP-Poor section of the game or from an area filled with jaded old fucks who can't be bothered to, you know, actually play Amtgard.

4. Build on what has worked before. If you've had a good RP experience, stop and think about what made it great. Mimic that. Much like fighting, running a quest (or RP scenario) takes practice and good examples. I daresay it's harder to perfect than fighting, mostly because you have to learn to communicate your needs, balance up teams, write a good story, plan the game, know the rules, learn your target audience *and* deliver a final product to a VERY critical public. It ain't easy. You will fail many times before you succeed - but ultimately it's worth it moreso than any old battlegame or ditch fight or ironman tourney.

See, any fucktard can make a list and pair matches and count wins. Any old tard can reeve a tournament or line up two sides for a mutual annihilation game. And you know what, that shit is forgotten about like five minutes after it's over.

But a Quest, a good, true, functional role-play heavy Quest - now that is a thing of beauty and a joy to behold. People will talk about a great quest for YEARS after it's over and will go home and plan a game on their own because they were so motivated. A good quest is what Amtgard is all about, not ditching, not singing, not sewing, not camping ... those things are what Amtgardians *do*.

Questing is what we *are*.

Quests
Quests are the life-blood of every Amtgardian. It is our reason for being; a chance to challenge wits and skill, sword and spell, against vile opposition. Quests are about High Adventure; rescuing maidens, slaying Dragons, and staving offthe hordes of the Undead. Where else can a band of motley adventurers rely on their special abilities to carry them past a trap-laden labyrinth to the fabulous treasure guarded at the end? These are the reasons our personas thrive, their goals and dreams come to life!

Quests are almost universally Class Battles using the full range of rules in the Handbook. Quest-designers strive to weave a playable story line into a series of action encounters for groups or individuals to overcome or confront. Successful Quests will always utilize components of a work of fiction: Introduction, BuildingAction, Climax, Descending Action, and Resolution.

The Introduction sets the stage for the Quest. This can be as simple as explaining the premise to a bunch of players while standing around in Nirvana, or as complex as the Quest-maker can reasonably plan out. This is the most important part of every Quest, for without it, there is no direction and no definition of the guidelines of the game.

Once the Questors are armed with the knowledge they need to start Questing, the BuildingAction can begin. This stage should be filled with fighting and peril, but still allow a chance for participants to gain clues and interact with the forces controlling the Quest. Once the players have prepared and/or proved themselves, move along to the...

Climax. The point in the Quest when the players figure out a mystery or are moved to solve some problem or conflict. A11 clues should lead to the Climax, for it is here that players gain a personal stake in the Quest.

The Descending Action comprises any obstacles that challenge the players on their way to the final stage of the Quest. Fill this area with more action and sword swinging.

The Quest ends when it is finally Resolved. Resolution occurs when the Quest is completed successfully or all the Questors have died trying. This is the reward stage of the Quest, when players should feel they have accomplished something, even if that something is no more than "we had a good time".

Designed properly, a good Quest will be remembered for years. It can set the stage for many other battlegames and allow players to act in persona and develop relationships with other personas. They can serve as a testing area for new Monsters or Professions, and gives Smiths the chance to strut their stuff.


Relic Quest
Relic Quest is a one-day affair. The Wetlands alone stretches almost 300 miles North to South and 200 miles East-West. That's a lot of driving to do, especially if you have to drive there, run through the woods all day, then drive home again. Compound the distance with a limited number of prizes and SOMEONE is going to be driving home empty-handed. Now, obviously, not everyone can earn the Sword of Flame, but there are plenty of things a Questmaster can do to assure that a good time is had by all.

The DO'S
1. PRE-EMPTIVE ROLE-PLAYING: A couple of weeks before the Quest, start a Role-Play thread on your local mailing list. Get people involved and thinking about the upcoming storyline. Even if most folks only read the first two or three posts, at least they'll be somewhat familiar with the ideas and characters. This can also add plot twists and ideas that you, as Questmaster, never imagined. Make sure nothing is RESOLVED on-line, save all that for Quest Day. But there can be plenty of clues tossed around, challenges between characters and interaction that might never happen in the actual field of battle.

2. KEEP IT SIMPLE: Amtgardians are notorious for arguing about the rules. Try and keep any Quest-specific rules to a minimum, or if totally unavoidable, make the new rules as easy as possible to remember. Make a big poster and hang it in Nirvana so dead folks can read it while they wait. Make a hand-out and give a copy to everyone, and extra copies for Monsters, Reeves, Team Captains and players who frequently try and break the rules (or conveniently forget them). Hold a pre-Quest meeting for Non-Players and Questors alike, outlining anything new, innovative or different.

3. RECRUIT REEVES FIRST. Nothing makes a Quest more unmanageable than a lack of strong, qualified Reeves. If your Quest involves team sign-ups, make every team field a Reeve in addition to Questors. Then shuffle the Reeves around to teams or areas they don't have a personal stake in.

4. FIND SOMETHING FOR EVERYONE: The most destructive force in Questdom is the bored player. If you have more players in Nirvana than on the field, something is wrong. If your Kingdom has a fighting company full of hard-cases or bullies, give them a role or quest to keep them out of everyone else's way. If players are LEAVING or QUITTING because they can't seem to figure anything out, then throw them a friggin' bone. It all boils down to creating a Quest that the newest newbies and oldest farts can enjoy together and solve independently of one another.

5. HAVE A RECOGNIZABLE STORYLINE: Maybe this should be at the top of the list? Anyway, it should go without saying, the best Quests are just live-action stories waiting to unfold. Think of your Quest as one long class
in Improvisational Theatre. Everyone should have a place and everyone should have at part, even if it's just a walk-on. If your plot has more twists than a California highway, re-think things. Quests are NOT Mystery novels, if anything they're more like one-shot comic books - self-contained, straightforward and able to be finished in an afternoon. Quests, like works of fiction, should have a beginning (where the players are given their motivations), a conflict (fighting, puzzles, obstacle courses), a climax (big battle, ultimate bad guy, etc.) and a conclusion (where the prizes are

won).

6. GIVE THE RELICS SOME AIR: In other words, if you create a Relic Quest and no one gets to USE the relics until the last ten minutes, then it sucks. Start over and this time get your head out of your butt. The key word of Relic Quest is RELIC, for crying out loud. Get them out there and in the hands of Monsters and Questors alike. And that whole "once you have a relic you can't play anymore" crap sucks just as bad.

7. ONE RELIC TO A CUSTOMER: Regardless of who ends up with the relic at the end of the Quest, be sure to only AWARD one relic per team. Give outstanding teams an honorable mention at Court. If a team is "eligible" for more than one relic, let them have their choice of first picks and divide the remainder amongst the populace. On a similar note, make sure at least one or two Relics can be earned by Monsters-players. No one wants to volunteer to Monster in a quest they have no chance of winning.

8. AWARD YOUR PARTICIPANTS: Make a list of everyone who helps make your quest work; Reeves, Monsters, volunteers (like garbers or water-carriers) and outstanding players alike. Pass this list on to your Monarch with notations on anyone you think deserves an award (and please, leave yourself off the list!) Request time in Court to read it (preferably at a kingdom event, so everyone can hear it - and just read the Thank You's, not your award recommendations!) Even if the Monarchy decides to ignore your requests, then the volunteers still know they are appreciated.

The DON'T'S
1. DON'T MODIFY MONSTERS OR CLASSES: I know this sounds weird, but stick with what's in the Dor Un Avathar and Handbook. Make up all the NEW Monsters you want (just be sure the Monster-players and Reeves have copies and understand the concept) - but don't arbitrarily renovate anything pre-existing. Nothing starts a rules argument faster than changing something familiar. Surprises are one thing. Wholesale alteration is another matter entirely.

2. DON'T OVERWHELM THE QUESTORS: If there are more Monsters than Questors, it's time to rethink things. If every Monster has 2 or more points of Invulnerable Armor, then your Questors are going to get creamed. If you are using riddles or puzzles, make sure the average human has a chance to solve it. Your Reeves should not look at your cunning questions and go "Huh?" If your Monster-players say "Wow, no one is EVER going to get past us!" then it may be time to tone things down a bit.

3. DON'T GET MARRIED TO AN IDEA: Things go wrong. It's a fact of life. Add in fifty Questors, twenty Monsters, five Reeves and 60+ pages of Rules and things can go REALLY WRONG, REALLY QUICKLY. Roll with it, baby. Be prepared to change things on a moment's notice. If the Quest calls for a team to get eight puzzle pieces and only one team is close, lower the number to six. If no one can solve the Sphinx's riddle, change it. In fact, run through the quest in your head a few times and try to THINK like a questor. Ask your riddles and puzzles to your non-Amtgard friends and see if *they* think it's tough. Then sit down and come up with a list of problem areas and possible solutions. Expect the unexpected, as they say.

4. DON'T GET DISCOURAGED: Another no-brainer, but it bears repeating. Don't blame Questors, Monsters or Reeves if things go poorly. You have no one to blame but yourself. When things start to go horribly wrong, just call a Lunch Break. While everyone is off getting cheesy fries you have the chance to calm down, think things out and try a different approach.

5. NO BUFFALOS! In other words, don't let the hard-asses and cry-babies push you around - just kick them out of the quest and be done with it. This is especially true if there are folks TRYING to mess things up by purposefully killing newbies or less skilled teams. There are a great many bullies in Amtgard - don't let yourself or your quest be a victim. If twenty players are complaining about the same guy sluffing them (or the same team, for that matter) then get rid of the jerk(s) and let the players who want to PLAY get back to business. I guarantee it will be better to be unpopular with one player (or team) than to let the rest of the kingdom suffer through a lame quest.

Obviously, there is a big difference in running a quest and running a GOOD QUEST. But with a little hard work, proper planning and a firm guiding hand, your next Quest will be one to remember!
_________________
Luke
Reduced, Reused, Reanimated

KEEPING IT FRESH
One of the most common complaints from long-time Amtgardians is that regular practice days are just no fun anymore. Following years of Ditching and Questing, the luster and wonder of by-gone days has vanished. Players become jaded and bored, attendance wanes and (in many cases) a chapter falls off the face of Amtgardia. When players are bored, internal bickering and strife soon follow. It behooves every Monarch, Champion, and would-be Smith to keep things as interesting as possible. This can be accomplished in many ways, which will be discussed below.

The Populace: An Untapped Source

One method is to alternate battlegame-planning duties to members of the Populace. While there will be the occasional dud ("Hey, let's fight three Extra-Planar Entities in a Lava Field!"), by-and-large the populace is invariably capable of many great ideas. Set a schedule at the start of the reign and ask for volunteers. Remind the volunteers in Court as their turns approach. This allows the more experienced players the chance to challenge newer players with the battlegames of yesteryear, and allows newer player the chance to "see-how-it-is-done" and innovate. This is also a prime chance for Monarchs to award this type of behavior, in the hopes more players will strive to emulate it.

The Importance of Continuity

Amtgard is a world within a world, with a life all it's own. As such, it has it's own personalities, institutions, and geography. One sure way to keep an interested populace is to develop their persona's place in that world. The best way to do that is to have a point of reference for players built into the very parks and populaces themselves. How would you, the mundane, feel if every time you drove to work the roads had different names? Or if your boss had a different face? Pretty weird, huh?

Why should your Shire be any different? Give names to local landmarks. When a local is granted a Title, select a parcel of land and let him/her stake a claim to it as "family lands." Make a set of characters who are not personas per se, but rather roles to be played during Quests and Battlegames. Some examples:

1. Lord Xenon has just served two terms as Baron of Bubblebrook and has been Lorded by the King for his services to the club. When next Lord Xenon meets at his park, he claims a piece of land as "Xenon's Keep". Xenon now has a land to defend, and may have his friends and cohorts serve as bodyguards. When a battlegame or role-playing scenario causes players to cross Xenon's land, the new Lord may be kind to trespassers or demand homage from all who use his roads. This also opens the door for many other battlegames, as other Noble's come to covet Xenon's land, or Goblin Hordes attempt to claim it for themselves.

2. At Stormwall, there are several man-made hills and other structures scattered throughout the park. The populace has given each a name over years of gaming. Bald Hill, Stand-Off Hill, White Bridge, the Metal House, and others have a long tradition of use as landmarks and locations for encounters during Quests.

3. During Quests, the Questor's are in serious need of help after being decimated by a Dragon. One of the lady's sitting on the sidelines is not a combat participant, but remarks on how beat up the players are. The Reeve asks the lady to be a noncombat Healer to help the players out. The Reeve give the lady a clue to share with players who befriend her. Thus, Miko the Old Lady of the Woods is born. Miko returns during other Quests, because the populace remembers the name and knows that the Old Lady of the Woods will help them. Not only does this encourage participation by the "color" but it also provides for a recurring character for players to identify.

Making the Most of What You Have

Almost every chapter in Amtgardia plays at a public park. This is both a blessing and a curse. A curse because we have to share the facilities with the Mundanes, and must always consider their delicate sensibilities. A blessing because from those Mundanes come the future generations of Amtgardians. The reason we choose these parks is simple: there are features that provide a place for us to play. It is essential for game planners to cultivate their surroundings for use during play. Discussed below are a few common elements of public parks, the hazards they represent and what Amtgarding might be done with them:

Open fields are best if freed of debris and are relatively flat. Hours of Ditching and sparring, as well as many of the games presented herein, are suitable for open fields.

Wooded areas provide a great haven for battlegames. Nearly any battlegame in this tome can be adapted to a woodland environment. Players and reeves alike must constantly be on the lookout for ground hazards and overhead perils (sharp branches, spiders, etc.), but generally the forest is the most prime real estate for battlegaming.

Hills and other terrain, so long at it is not physically hazardous, make fine additions to any Amt-park. Castle Seiges are best conducted on a hill or other defensible area. Caution is of primary importance in all fighting, but particularly in high-altitude or potentially precarious situations. Remember Murphy's Law when planning games in places like this: anything that has a possibility of going wrong, probably will.

Playground equipment, especially the heavy-duty wooden constructions, make excellent places upon which to play (after all, that's why they were built!) The biggest concerns, though, are the frailty of any such structure and the children who play upon them. While most intelligent people get out of the way of two dozen sword-wielding screaming Amtgardians, small children have the opposite reaction. They are drawn to our antics like moths to flame, and should be a primary concern for all players. No one wants to have his or her child trampled by a berserk Barbarian! If there are Mundanes watching and appearing to wait to use the playground, vacate immediately. Don't ever hesitate or resist the will of small children (or their parents!) who want to slide. Chances are they will be gone in twenty minutes and the fighting can resume where you left off. Never make excuses or chase Mundanes away, not only is it bad public relations, but such indiscretions are more than enough cause for park or law enforcement off~cials to have us removed from the park permanently!

Expanding Horizons

The Amtgard: Handbook on the Rules of Play provides for 12 normal character classes, plus Monsters. After a while, some players will want to experiment with alternate classes, either of their own contrivance or one presented as a "profession" in the various Monsters of the Wetlands volumes. Or perhaps, an aspiring Monster invents an entirely new race to challenge the populace, and wants to play test it during a battlegame. The best advice to Monarchs and reeves alike: LET THEM! Check out the written statistics for any new class or Monster, consult with the creator/player, and alter it as necessary to fit the battlegame. Experienced players grow complacent with the familiar classes and Monsters, and will welcome the chance to fight against unknown odds. New players will relish the chance to playtest their creations or role-play characters not defined in the rulebook.

A Note about Playtesting
Play-testing is a term used to describe game time that has been set aside for the purpose of trying out any new addition to the offficial rule set (i.e.: Handbook on the Rules of Play, Dor Un Avathar). The change may be something as minor as a Fire Wire Trap or as major as introducing the Lost Woods concept to your group. New Professions, Monsters, Relics, Spells, and Environments should all be introduced in this manner, for the sake of players and reeves alike.

A few suggestions regarding play-testing:
1. All participants in a play test should be informed of the test in progress and of any new rules that may be encountered.

2. Answer any questions about the test in a pubic forum (like Court) and try to head offpotential problems from the outset.

3. If the new addition is a Relic, Profession or Monster, try and have printed copies for the populace.

4. Keep play-testing groups fewer than fifty people, twenty if possible. Smaller groups are far easier to manage and reeve.

5. Keep it simple. More rules mean more room for confusion, argument, and/or abuse. There is a reason why the original Relics (and the Relics presented herein) have brief descriptions and few individual powers - it just makes life easier for everyone.

6. Be prepared to make adjustments and on-the-spot rulings. Have good reeve support and make every effort to be fair. Try and err on the side of caution and, as in all new things, use the Handbook as a reference and tool for comparison. Official rules always take precedence over test rules in the event of conflict.

7. Have fun and listen to the feedback (especially the negative kind) from your play testers.

8. If your group decided to adopt new rules, publish and distribute copies to the populace. Have extras on hand for visitors and remind your players every time the new rules are being used in a battlegame.
_________________

Ok, let me lay out the bare bones of my Easter Quest for ya. It's geared towards the kids and/or anyone else who doesn't want to fight.

Each "Bunny" will be given a dozen plastic eggs. Each egg (or a large number of them) will have a slip of paper and maybe an enchantment strip inside.

Each fighter will be armed with a single short, no shields, armor doesn't count.

The fighters will walk thru a trail in the woods, visiting the "Bunnies" on the way. The Bunny will give the fighter an egg. The fighter then reads the paper and takes the action indicated. Once the fighter has visited each Bunny, he/she takes the field.

The strips of paper in the eggs will have things on them like "You've been turned into a Hobbit (must fight on knees), "Your skin has turned to stone (stoneskin), "You're now a giant (all hits count as a red weapon), "Your weapon has grown (trade Short for Pole), "Your weapon has shrunk (trade short for dagger), "Take this bit of Egg Shell with you (grab shield), etc.

All enchantments will take effect when you hit the field. Fighters will fight a Militia battle until there is one man standing who will be declared winner.

Added: Non-combatants will not take part in the actual battle, just in the handing out of eggs.
_________________
Kentigern S'rendi of Sea of Rhye, GV

In solo Deo salus.

BOOM BABY!

Now, see, that's a cool little quest. I hope everyone has fun.

Other things non-coms can do in a quest:

1. On-the-spot Reeves (assuming they know the rules)

2. Non-Com NPC's like the famous "neutral healer" of yore. Plus, Bartenders. Barmaids. Wandering Minstrels. Waterbearers. Cuirgeons. Clue-Hander-Outers.

3. Traps. Yeppers, take a bunch of foam boulders, give a couple to each kid, have 'em go to the top of the hill and roll 'em at anyone coming by. They can throw daggers from a "spike trap". They can toss Fireballs down a hallway. They can monitor trap lines and boundaries. And so on.
_________________
Luke
Reduced, Reused, Reanimated

_________________
The general who advances without seeking fame and retreats without fearing disgrace, whose only thought is to protect his country and do service for his sovereign, is the jewel of his kingdom. -Sun Wu


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 Post subject: Re: Digest on How to RP
 Post Posted: Tue Feb 06, 2007 3:26 pm 
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Joined: Sun Feb 26, 2006 10:10 am
Posts: 572
How about moving this to the RP section

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Sir Falamar LaCrane


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