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Plot

"Plot" is a collective term that refers to the team of game participants who play NPCs, narrate adventures, and run story lines. It is comprised of several plot members, who may be part time or full time, as well as a Head of Plot who approves game content and coordinates game activities. Whereas players play their own PCs most of the game, plot members may play many different NPCs or monsters. If the game were a theatrical production, the plot members would be the stage crew and the Head of Plot would be the director.

What Are the Qualifications for Joining Plot?

Plotting is tough, tougher than most players realize. Most people can do a passable job of it, but it takes a diverse set of skills to do it well. Here are the qualifications we look for when considering a new plot member. Keep in mind, although this list may seem daunting, every plot member has their strengths and weaknesses. Even if you only meet a few of these qualifications, you may still make an excellent plot member.

  • Experience as a game master. Although some people can handle the challenges of running a LARP without prior experience, running the show in a live action context is considerably more difficult than doing so in a tabletop setting. Most people who end up on plot have some experience as a game master in other contexts, often for many years, before making the leap to plotting for a LARP.
  • Reliability. Plotting isn't just a one-man show; it's a team effort. The rest of the team needs to be able to rely on you to communicate regularly during downtime, submit write-ups for your adventures in a timely fashion, show up to the game consistently, be willing to help out when unexpected needs arise, and be ready with bells on when it's your turn to run the show.
  • Ability to plan game content. What players see at the game is only half of the work that goes into making things happen. The other half is planning and preparation during downtime. Plot members must be able to write up clear, detailed notes of the encounters and adventures they plan to run. Ideally, these notes should be thorough and concise enough that someone else can run the same adventure just by reading them.
  • Knowledge of game mechanics. Hand in hand with planning out game content and being an effective combatant is a thorough knowledge of game mechanics. Plot members should be able to answer most rules questions on the fly, build monsters without assistance, and take any combat effect without having to stop and ask for clarification.
  • Roleplaying ability. The most interesting and memorable game moments often involve remarkable NPCs. A good plot member must be able to create these personas and assume them completely, often on short notice. This means having a willingness to get into costume, being able to adopt mannerisms different from your own, being able to improvise dialogue on the fly, and not being afraid to act silly in front of others.
  • Narrative ability. Despite the live action nature of LARPing, much of the fantasy still exists in the collective imagination of the players. Often, the plot member in charge must paint the scene through out-of-play narration.
  • Adaptability. Players will throw curve balls. They will do things you never expected. They will solve riddles too quickly, avoid obstacles in novel ways, fight when they should run, and run when they should fight. The mark of a good plot member is the ability to adapt the story on the fly to suit these unexpected contingencies. Ideally, you should be able to roll with the punches and keep the action going without anyone being the wiser, even to the point of complete improvisation.
  • Player-centric game philosophy. Being the bad guy is fun, but the ultimate job of everyone on plot is to show the players a good time. This means making game content that is challenging without being too easy or too difficult. It means listening to feedback so that you're always improving your technique. Most of all, it means allowing player decisions and interests to drive the story, rather than forcing it in the direction you want to go. The holy grail of good plot is for the world to revolve around the players without them ever realizing it.

I Think I've Got What It Takes. How Do I Get Started?

Your first step toward joining the plot team is to write up your first adventure and submit it to the Head of Plot. He or she will review it and provide feedback on how it needs to be improved. Once it is approved for play, you will be assigned a time slot at a future event and given the go-ahead to run it. Think of this as your interview for the position. You'll be assessed on your performance, both by the players on the adventure as well as other plot members observing it and helping out. If you pass muster, you'll be given the opportunity to cover future time slots.