Primary Focus of LARP Blog Project
Themes: Conflict, Betrayal, and Conflict
Mood: Desperation; the Fight for Survival; Rage
Opening Thoughts: The primary problem with LARPs is a lack of conflict. The primary systems at the center of the LARP should help facilitate conflict; and Court, the primary activity in a game of Vampire, ought to be made primarily of conflicts. Mechanisms that help support conflict are: territorial spats, family feuds, covenant ideologies, personal vulnerabilities, and mortal control. Court must encourage and help resolve these problems.
Territory: The Primary way to enforce territoriality is to a) ensure that Territory has an immediate and tangible impact on gameplay and b.) to ensure that it is socially enforced in an equally tangible way. In this way territory should have a noticeable and drastic effect on the mechanics – whether it determines starting blood pools or enforces the Haven merit or so forth is important. Furthermore the mechanics that undermine the importance of named territory must be removed. In the past it has been shown that trying to tie existing structures into another mechanical skeleton has been ineffective. For instance in Renn City, Haven Merits were limited by the surrounded territory. The relative weakness of the Haven merit made this untenable.
Court and it’s rules need to extend to territory. Vampires can beg the Prince for new domain, and can beg the Prince to punish interlopers in their domain. Major Boons can be exchanged in order to ensure this occurs without question. The push and pull of territorial struggle has to be encouraged in some fashion – without the players to push boundaries, there’s never any reason to break with the status quo. Other incentives, listed above, have to be used by Covenant elders and Clan leaders to push the boundaries of the game.
Feuds: Feuds, as defined in this philosophy, are long-standing (or potentially long-standing) disagreements between individuals or groups that are grounded in variable or personal matters. For example, the Crone wants to punish the Lance for killing one of their Priestesses. What differentiates Feuds from other kinds of disagreements are their inherently irrational and personal nature. Ironically since Feuds between groups tend to be generated by NPC actions, they can frequently be impersonal and do not resonate strongly with the PCs; or if they do, they resonate too strongly, and the two parties who are meant to fight actually agree that the NPC has overstepped their bounds.
In this way Feuds should never be forced, but instead should be generated by the actions of the PCs or through the use of backstory, which frequently stands outside the bounds of the highly rational actions that PCs tend to take.
Covenant Ideologies: Covenants are the driving force behind conflict. All Covenants want to a.) See their own ideology enforced and b.) want to reduce the influence of their rivals. In this way all Covenants should have access to a means of influence that is onerous to one or more enemy factions. E.g., the Invictus have a slave market, the Carthians deal in stolen phone information, the Dragons work with blasphemous forces, etc. What is important is that these ideological differences must be fundamental, and they must be thoroughly entrenched. Removing the Invictus slave operation must be concealed behind several layers of territoriality and favor-mongering, so as to make the direct approach difficult and provide many games of enjoyable plot. Furthering the goals of the Covenant should be moulded towards an end that rejects compromise at every opportunity.
Personal Vulnerability: While the use of XP incentives has been shown time and again to be a terrible cesspool of argument, there can be no question that there is almost no other way to encourage PCs to act irrationally. Some players by nature favor drama; and so they tend to perform irrationally for the sake of drama. Most players do not do this. Most players are pragmatic (usually in a way justifiable to the character, if not transparently so) and will tend towards compromise, stasis, and non-confrontation whenever possible. This is obvious; it is human nature.
It’s boring for a LARP though. Player characters need to have prejudices, personal enemies, and take ideological stances that are not rational or which do not have a direct benefit. PCs need to believe in things that may not be real or which actively harm them. For this reason vulnerabilities need to be spelled out in detail, and muddling vulnerabilities (such as the laundry list of derangements) should be removed. In general something more specific than a Vice should be enforced (perhaps a specialized or derivative form of Vice). And maybe payers can gain bonus XP for voluntarily scoring a Dramatic Failure on an important roll. If XP proves to be too much of an incentive, or too unfair of an incentive, Willpower and hanging bonuses might prove to be sufficient.
Mortal Control: Both the most and least effective thing in a vampire game. Most, because mortals provide an endless cast of characters from which to push drama and motivate players. Least, because mortals under the control of vampires are represented in some of the dryest fashions possible: Retainers, Allies, and Contacts. The exact nature of these merits, what their powers are, how influential they are, etc, is often muddled. They should be spelled out in detail, preferably in brief detail. They should always, always have a mortal face – a person or group of people that the character associates with. And their effects should be unique. A character with a Police Retainer ought to feel like he has something someone else cannot.
To this end, characters should be forbidden (by Court Law) from buying Allies/Retainers in another vampire’s domain. This helps enforce territoriality and gives a reason for characters to keep interacting with the Prince long after they have established their hunting ground. Similar resources within a city should be condensed. Yes, in any decent sized city, there are going to be multiple media outlets and multiple police precincts. In a game sense though, they aren’t. How many fully realized media companies does a city need? One. Unless you’re telling a story of warring media organizations.