Badass Larp Talk #10: Select, Start
Let me share a great and terrible secret of larp:
You are not the star.
Well, OK, that’s not entirely true. As a player character, you are a star of the larp story where you attend. There’s an important word in there, though – “a”. Not “the star”, just “a star.” You are one of many stars at your game, and that means you need to learn a thing or two about sharing the spotlight. Because doing so doesn’t come naturally to everyone, even those who generally do their best to make the game fun for everyone.
Though some dive right in at the deep end, many of us come to larp from other forms of gaming, tabletop rpgs and video games being perhaps the most common points of origin. However, both of these gaming arenas have a different sense of the needs of the player as compared to the needs of the game as a whole. In video games, unless you’re playing an MMO or running some co-op action, the rest of the game world exists solely for your own amusement. (And let’s be honest, we know a lot of MMO players who still think that way even with 10 million fellow players online.) Everyone else you see is created by the program and is there to do with as you wish, at least within the bounds of what is possible in the context of the game. My Warcraft rogue may respectfully doff his cap, salute and kneel down before Jaina Proudmoore as part of my roleplay when I turn in a quest, but that’s my experience. You may decide to just run in, get your completion and go. Or you might decide to strip to your skivvies and dance next to her spamming macros asking everyone to group with you for a raid. Point is, in a video game, the world exists for you and you alone, or perhaps you and a small circle of friends. The enjoyment of others falls way, way down on the list for most people. If you don’t believe me, watch a bunch of individual players try to tag a quest mob that only on of them can tag at a time. Sure, some people will offer to team up, but a lot of them will simply spam every dirty trick in the book, tag the mob and ride off. Your fun is not their fun.
Tabletop gaming has a similar feel, albeit for a different reason – in this case, your small circle of characters are the people that matter, and the rest of the world is there for your enjoyment. Good groups try not to think of things that way, and good STs won’t let you get away with it much in practice, but ultimately it still boils down to the fact that the characters are in some way special if only because the story is focused on them. Not to mention that you’re going to tolerate things from your fellow characters that you wouldn’t tolerate from others because if you don’t, the game doesn’t work. Ultimately the players must work together, even if the characters don’t want to, or your game doesn’t go anywhere. There’s a wonderful scene in The Gamers: Dorkness Rising where one character uses a magical wish to revive a fallen NPC, and one of her fellow players flips out because she “wasted” her wish by using it on a character that isn’t one of the party (and therefore by definition doesn’t matter as much as they do). That pretty much sums up the “bubble” that tabletop characters exist in – even if it’s just deep down, the players know that their characters are the only ones that really matter. Now, tabletop gaming is often a bit more cooperative than video gaming, but it’s still just one group of players having fun in a world otherwise populated with NPCs, and so the only other factor to consider outside of your own characters’ amusement is making sure you keep your GM happy enough to continue running the game. Your fun is your group’s fun, it’s not anyone else’s fun.
Larp, though, she is a beast from a different forest.
When you are larping, whether it’s a weekend boffer game or a Saturday night parlor session, you are not the only person whose fun matters. Take a look around at the other players, the NPCs, the staff. All of them are there to enjoy the game as well, one way or another, and their fun is just as important as your own, if not moreso at times. Why? Because larp is not a solipsistic bubble where only your character matters and the rest of the world is generated by a program or by a single omnipotent GM. It’s generated by everyone you see around you, and if you treat it like your own personal playground built for your sole amusement, you’re not only missing the point, you’re missing out on a lot of the fun as well. You are, quite literally, playing a different game than everyone else around you, and often not in the best way.
Because unlike most other forms of gaming, the more you put into the stories of others, the more it enriches your own experience as well. Having fun for your own sake is fine, but helping others have fun too actually improves the game for everyone. Remember, this is a shared world – the more everyone around you puts into it, the more they enjoy and create and invest in it, the better it’s going to be for you too. So while your own fun is important – it is a game, after all, so if you’re not enjoying it most of the time it’s not working as intended – it’s also important to be mindful of the fun of the rest of the people around you as well. Maybe I’m more sensitive to this fact because I’ve been a serial ST for many years and making sure everyone is having a good time is part of the job description, but I think the point remains valid regardless.
It sounds like a paradox, but it’s true: The vast majority of the time, entertaining other people is entertaining for you too. Your fun is everyone’s fun, and everyone’s fun is yours too. (If you don’t believe it, try to have a good time at a larp where everyone else is bored, pissed off, frustrated or some combination of the three. Good luck to you, brave sir or madam, good luck.) Most of us encounter this when we take a turn as an NPC – the more we commit to entertaining the players, the more fun we tend to have playing the role ourselves. Whereas one of the traits of a bad NPC tends to be someone focused only on their own amusement, and players be damned. Granted, the role of an NPC is different than that of a PC in terms of their relation to the story, but still, nothing says at least some of that spirit shouldn’t carry over to time spent as your own character. You shouldn’t feel obligated to entertain your fellow PCs at every turn, especially at the expense of your own fun, but at the same time, you should try to remember that encouraging their entertainment ultimately benefits your own as the world grows richer and the players are more fully engaged. When you entertain only yourself, only you benefit; when you entertain others, you all benefit. It’s a net gain for the everyone involved.
What do I mean by this, exactly? If it can be boiled down to anything, it’s this: Don’t treat larp like a single player game. It’s not. That’s what’s so magical about it, right? The fact that we’re all coming together to make and sustain a world, whether it’s an entire fantasy realm or just one city by night. To get the most out of your larp experience, you need to understand when to leap into the limelight and show off who your character is and what they can do, of course. but also when to help someone else do the same. Because when you can recognize the difference between those opportunities, that takes your appreciation of larp to a whole new level.
If you’ll pardon me using my own experience for an example, I’ll try to illustrate what I mean. My main character at Dystopia Rising, a post-apocalyptic zombie horror larp, is a country doctor. He happens to be something of a jack-of-all-trades, capable of doing a lot of different things in addition to medicine – farming, brewing, patching broken objects, even crafting simple items. And make no mistake, I enjoy doing all those things, and I believe that this self-sufficiency is very much an expression of his character. But I also know when to step aside and let someone else do them if it will make the play more memorable or enjoyable to do so.
For instance, if I see a brand new tinker walk into town, if at all possible I’ll take the job to them rather than make a new weapon myself. When waves of wounded come into the triage center, I’ll let the new medics get first crack at them, staying to advise and maybe take the more advanced cases that their characters can’t handle yet. I’m not saying that I never jump to the front and build my own gear or take care of the first wounded through the door, because I certainly do (and there’s nothing wrong with doing so), but I also try to keep an eye out for the enjoyment of my fellow players as well. If it’s been a slow night and the newer docs look bored, well, I don’t mind letting them catch the next couple of cases. The point isn’t that I’m giving up my own fun for theirs – I still stay involved in the scenes through roleplay and such – but I’m trying to be considerate and let other characters have a chance to show their stuff as well.
Most veteran larpers have been at games that have fallen prey to “superhero syndrome.” For those that are not familiar, it’s pretty much what it sounds like – games where some long-running characters are so powerful that newer characters often feel useless by comparison. (Imagine trying to feel relevant and useful as an ordinary police officer when the Justice League always swoops in to solve every case.) However, I’ve seen games where this power disparity was a major problem, and games where it generally didn’t seem to matter nearly as much. The difference? In some games the “super hero” characters cared about their fellow players and tried not to just bulldoze over them to solve every problem with their mighty presence, often allowing other characters to come to the forefront when their vast powers were not required to solve a problem. By contrast, in other games the “super heroes” were only interested in their own amusement, and didn’t care at all if anyone else was having fun so long as they enjoyed themselves. I’ve seen situations where a group of low-level characters is excited and about to face off with a group of dangerous enemies, only to have one super hero wander in, obliterate those enemies with a few powerful abilities, and wander off with a bored look in their eye. It’s not a whole lot of fun for anyone, trust me. The NPCs are frustrated, the new players are frustrated, and honestly, the super hero rarely has more than a moment or two of satisfaction from it anyway.
Now I know there are people out there calling bullshit on this line of thinking. (Hi, Noah!) And they have some valid points that are worth noting. After all, you’ve spent your money to play the game – if not up front at the door, at least chipping in for food and drink at your local parlor larp, I hope – and that means your fun should be primary. Even if you are an NPC, specifically tasked with entertaining players, your own enjoyment should still factor in or you’re not playing a game anymore, you’re going to a job. Let me also be clear in saying that it is absolutely true that you should be enjoying game. As I noted previously, I am not saying that being a good larper always means giving up chances to do things so that others get to do so. It definitely does not mean sacrificing your fun for the fun of others – it just means trying to encourage the entertainment of others at the same time as you enjoy yourself.
As I said, at Dystopia Rising I’m perfectly happy to heal people and build things when I like, especially if I’ll enjoy doing it, but I just try to “pay it forward” at times when it doesn’t matter as much to me as it might to someone else. If you think about larp as a single player experience, where you’re just there to pay your money, grab your fun and go, you might enjoy it. And there’s nothing necessarily wrong with that, at least so long as you’re not actively wrecking the fun of others in the process. But if you look at your role as being part of a larger community, and try to contribute not only to your own experience but that of others as well, you’ll find you can have a much more rewarding, much more fulfilling experience than any single player game can offer. Put your fun in everyone else’s hands when you can, and take up their fun from time to time yourself. I think you’ll be surprised and pleased by just how much fun it can be.
The woods are lovely, dark and deep, my sweets.
Let’s all go get lost together.
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Badass LARP Talk is a semi-regular advice series for gamers who enjoy being other people as a hobby. Like what you read? Click on the BLT or Badass LARP Talk tag on this entry to find others in the series, follow me on Twitter @WriterPete, or subscribe to the blog for future updates!
Badass Larp Talk #9: The Great Divide
By popular request, this installment of BLT is going to tackle something that every larper must face sooner or later – drawing the line between in-character (IC) and out-of-character (OOC). Now, I’m not talking about actually remembering that you’re not really an elven warrior or a vampire prince – though, for the record, if that does actually become a problem at some point, seek help (seriously) – I’m talking about some of the trickier or less obvious situations that come up when you and your friends spend time as other people for a hobby. And speaking of friends …
1) “We’re friends OOC, so we should be friends IC too!”
This is one of the first social hurdles a lot of larpers have to navigate, and a subject that has been known to split groups into two sometimes surprisingly vehement factions. Quite simply, the trouble is that some people like to automatically carry over their OOC friendships into game, while other players prefer a more “natural” approach that requires the IC friendship to develop. Neither approach is necessarily better than the other, but trouble arises when a group of friends doesn’t all share the same perspective. I’ve seen it happen, too – a person comes to their first session and has their character cozy up to a friend’s character, only to be brushed off with a IC dismissal because their friend doesn’t automatically assume OOC relationships should apply. The newcomer feels hurt and a little betrayed; after all, they came to this game to be with their friend, and being brushed off sometimes means that they spend the rest of their night surrounded by strangers pretending to be different strangers, which is fun for some but a small slice of boredom hell for many others. Of course, for their part, the friend is likely to feel that they’ve done nothing wrong – they’re just playing their character, and if that character doesn’t know someone, they’re not going to suddenly open up to them for no real IC reason. This tends to lead to a bit of a standoff and some hurt feelings, which can sour whole circles of friends on a game in really short order.
The Fix: As with a lot of IC/OOC problems, the best way to head off this sort of trouble is to talk about expectations before going to game. If OOC friendships are going to carry over into game from the beginning, make sure there’s at least some thread of backstory and character ties to support them – some classics include family members, old business partners, survivors of the same battle, etc. Having those ties also has the added benefit of soothing more “purist” roleplayers who don’t want to automatically carry over their OOC relationships by giving them IC reasons to know and talk to these new characters, so that they don’t feel like they’re bending their character just to accommodate their friends. Ultimately, though, if things start getting heated, remember that you’re all friends sharing a hobby – it should be fun, not painful. Even great games aren’t worth losing OOC relationships over. And speaking of relationships …
2) “So, we’re dating IC too, right?”
Along the same lines, when players are dating/married – let’s just say involved to keep it simple – the subject of whether or not their characters should also be romantically attached is bound to come up. As with the friendship issue, some folks like to just roll over their OOC relationship while others prefer to keep their IC love life separate from their OOC one, and problems arise when those involved can’t agree on which approach they want to take. Addressing that basic concern involves the same sort of dialogue involved in carrying OOC friendships over IC, though obviously tailored to suit the relationship in question. In my experience, at least initially a lot of players choose to maintain their OOC relationship in some fashion, if only to avoid potentially awkward situations. However, there is an added problem that faces players who are involved, at least if they choose not to roll over their OOC relationship – are their characters then allowed to date/marry other characters, or be sexually active IC? Even players who are cool with the basic concept of not rolling over an OOC relationship into game aren’t always OK with their partners becoming involved with other people IC, which can lead to some really awkward situations as their characters remain single for primarily OOC reasons.
The Fix: Communication, communication, communication. If you’re going into game and maintaining your OOC relationship, you don’t have much to discuss unless one of you decides to end it IC, in which case I’d recommend a long talk to reassure them that it’s a strictly IC decision. (If you want to end things OOC too, please, have the decency to just do it OOC and not sneak up to it by doing it IC first, or you risk dragging other players into a really messy situation.) If you decide not to maintain an existing OOC relationship but you’re fine with your partners pursuing IC relationships, you still should talk about what you consider acceptable IC behavior when it comes to sex and romance, and when in doubt, choose the more conservative option just to be safe. After all, it’s a lot easier and less traumatic to relax restrictions later if you find you’re more comfortable than it is to tighten restrictions after something upsets you. Make sure your lines are clear, and revisit them on a regular basis to make sure they’re still a good fit. (For longer games, like marathon con sessions or weekend boffer larps, it’s also a good idea to build in a little sweetheart time where you can spend a few minutes together and be all cute and cuddly OOC before going back into game.) I’d also recommend coming up with a code phrase that lets your partners know that you need to talk to them OOC, so if you find yourself needing to discuss important OOC matters or just have a little relationship time you can do so without being disruptive. And remember, no matter how awesome and immersive and intense your IC romance might be, it’s never a good idea to blow off your OOC partners for it, whether putting them off at game, spending too much downtime chatting with your IC love interest, or anything else. Trust me, “It was just in-character!” is the last thing a lot of sad larpers say to the angry person on the other side of the bedroom door before spending the night on the couch. Speaking of intense …
3) “Wow! Our characters have great chemistry – wanna go out for real sometime?”
As classic blunders go, this one ranks right up there with land wars in Asia and going in against Sicilians when death is on the line – while it’s true that many larpers end up dating and sometimes even marrying people they first meet at game, it’s important to remember that most players are just there to play a game and have fun living in a fictional universe for a while. Which means that the person you meet IC can be and often is very, very different from the person playing them OOC. It would seem self-evident, but it’s surprisingly easy for even veteran larpers to forget that everyone around them is playing pretend too – that obnoxious thug might be a softspoken PhD, that charismatic revolutionary might be quite shy OOC, and that outrageous flirt might be happily committed to someone else when the curtain falls. (And even if they’re not, that doesn’t mean they’re necessarily looking to be involved with someone at game.) Over the years I’ve talked to a lot of players about romance subplots, and the number one reason that a lot of people list for not pursuing them is that they’re worried their IC partner might not be able to keep things separate, and ruin some great roleplaying by trying to initiate a real relationship. Which is a damn shame, when you think about it, but a very understandable concern regardless.
The Fix: If you are really interested in asking out one of your fellow players, it’s generally best to do a couple of things before you take that step. First of all, you’ll want to get to know them outside of game, to make sure that you’re really attracted to them and not the character they’re playing. A lot of people play very different personas from their real life personalities, and that extends to their sexual and romantic preferences as well. Second, you want to find out if they’re available and interested, if you haven’t learned that in the course of getting to know the real person behind the IC persona. If they’re not available or they decline a request to date, accept it gracefully and move on. (By gracefully, that ideally also means not suddenly cutting all IC ties with them just because you learned they’re not OOC available.) Third, if the stars align and you learn that they’re really an awesome person and that they’re potentially amenable to a date request, for the love of Holy Rock-Paper-Scissors Trinity, DO NOT ASK THEM OUT DURING GAME. Not only is it potentially confusing – “Are you asking out me or my character?” – but it also breaks game and puts the other player on the spot in a big way. Wait until after a session, or better yet, try to set up something away from game entirely, even if it’s just the diner after a session. And now that we’re on the subject of being away from game entirely …
4) “Hey, guys, I know it’s 3 AM, but I have the best idea for a new power!”
Full disclosure: When I first got into larp, I was a sophomore in high school. My group of friends started playing The Masquerade, and we got seriously into it. As in, our whole group talked about little else but vampire clans and political intrigue and personal plotlines and cool powers and “could a mage take a werewolf in a fight” types of discussions. None of us failed out of school or quit all our other extracurricular activities, so we weren’t dangerously obsessed, but it’s safe to say that we were deeply into it. My girlfriend at the time – not a fan of vampires – told me more than once that she was sick of the fact that all our friends could ever seem to talk about was the game. It happened again when we found boffer larp in college, too – suddenly we were going to games for one or two weekends a month and spending an awful lot of our time away from game making costumes, holding fight practices, debating rules and storylines and otherwise geeking out about our new larp obsession. Again, nobody wound up carving an Uruz into their forehead and going to jail for stabbing people handing out Chick tracts, so we managed to stay at least a little grounded, but it was another period where those few friends who didn’t game with us had their friendship sorely tested by our incessant discussion of all things Mystic Realms. So trust me when I say that I know what it’s like to fall in love with a game and want to talk about it all the time. Both times it ended up that eventually our obsession leveled out a bit and our discussions returned to normal, but for a while we really broke one of the cardinal guidelines of larp, namely remembering to walk away from game from time to time.
There’s a fine line here, and I’m well aware of it – people like to talk about their hobbies, and I don’t want people thinking that I’m trying to shame people for being excited about their hobby or getting into their games and their characters. However, it’s also important to remember that always bringing the subject back around to the game can be really tiring for other players, particularly when they’re trying to enjoy the downtime between games. Most of you know the kind of person I mean – you’re at the diner with your gamer friends, talking just hanging out and chatting, and there’s that one friend who keeps trying to get people to discuss which vampire clan Dick Cheney belongs to, or joking about how many points Mal put into his pistol skill, or comparing their Econ professor to the villain from last weekend’s larp session, and so on. No matter what you try to do, they just keep trying to bring things back around to game, to the point where they’re really straining the conversation to make the connections or insist on continuing even when clearly no one else is into it. You’re all gamers, you all enjoy the game that they’re stuck on, but you’d just wish they could stop talking game for a while, you know? And we haven’t even touched on the folks who won’t give staff a moment’s peace, and constantly approach them about new rules, tweaks to skills and powers, etc., even when all the ST wants is a cup of coffee and a plate of eggs after a session.
The short answer, of course, is to take breaks from game and discussion of game from time to time. If it seems like too much game discussion is causing strife, designate certain nights “game free” zones where you avoid talking about game, and organize social activities away from game where you can hang out with people in a different context. You don’t have to be rigidly authoritarian about these things, but at the same time, if you realize you have trouble going without talking about game for a night, that’s generally a sign that you might need to give yourself a bit more distance. When it comes to handling some of these problems in others, you’ve got a few approaches that seem to work well too:
Fix #1 (New Friends): Believe it or not, when it comes to new friends you make at game, a lot of the time this behavior has as much to do with insecurity as it does with a genuine obsession with the game. Specifically, the person who keeps bringing everything back to the subject of the game is worried that you don’t have anything else in common, so they stick to the one subject they absolutely know you share (and enjoy). They can generally be persuaded to snap out of this pattern if you make it a point to find other common interests and talk about those as well. (“You like punk rock? Sweet! So do I! Who have you seen?”) As they become more comfortable in the idea that you’re now friends in general, and not just game friends, they’ll relax and stop leaning on game so much to support their conversations.
Fix #2 (Old Friends): Hey, we’ve all been there – the friends we’ve known for years who won’t stop going on about their new obsession. (Chances are you’ve probably been that person yourself a few times.) In this case, the best way to address the problem is usually to, well, address it directly. Just tell your friend straight up that you need a little time without game coming up, and they’ll generally adjust their behavior. Most of the time they’re just super excited to share something awesome and fun with you, and genuinely don’t realize how stuck they’ve become on that single subject. So just politely let them know that you still want to talk about philosophy or horror movies or combat robots or swing dancing or whatever else you like chatting about with them, and generally it’ll work itself out in short order.
Fix #3 (Staff): Folks, let me tell you a poorly-kept larp secret: Your storytellers, rules marshals and other game staff need breaks from game too. It might seem like you just have one quick thing to tell your ST about the rule that’s been on your mind, but remember that many games involve 25+ players, and some big games have hundreds, many of whom may also be approaching the ST with “just one quick thing” to talk to them about, when all the ST wants is a quiet meal or a chill night out with friends. In short, it adds up quickly, and it can strain even the most laid back staff member at times. Once again, I’m not telling you that game staff are like holy mystics you dare not approach, much less question, but if you want to be polite, I’d recommend asking them if it’s OK to talk to them about game if you’re encountering them outside of a session. (This includes social media like Facebook and game forums.) If it’s fine, they’ll say so, but sometimes they might be tired or stressed or upset or simply not have the energy to discuss game with you, and they’ll appreciate a chance to politely decline and maybe talk to you about it later. Trust me when I say that this is one of the most amazing courtesies you can show a game staff member, if only because sadly so few people do it.
The woods are lovely, dark and deep, my sweets.
Let’s go to the beach now and then too.
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Badass LARP Talk is a semi-regular advice series for gamers who enjoy being other people as a hobby. Like what you read? Click on the BLT or Badass LARP Talk tag on this entry to find others in the series, follow me on Twitter @WriterPete, or subscribe to the blog for future updates!
Badass Larp Talk #8: Ten Tiny Tips to Keep Old Larpers Young!
There’s a term that a good friend of mine uses – “larp fatigue.” It’s the feeling that can set in when you’ve been playing the same game for years, whether it’s a weekend boffer game or a parlor larp at a friend’s place. Those veterans in the audience know what I’m talking about – it’s the point when you realize you don’t know half the characters around you (and aren’t as interested in finding out about them as you used to be), when you see dread enemies lay waste to scores of people and think “well, that’s going to be a mess on the forums later”, when you start grouching about how things used to be in the good old days of the game, etc. A lot of the time it passes on its own if you just rally a bit and immerse yourself back in the game, but sometimes you might need a bit more of a push to chase away the dark clouds.
So with that in mind, here are a few tips for veterans who want to fight off “larp fatigue” and stay invested in the game. As always, of course, nothing about these rules is set in stone, especially if your character has a particular IC reason to be a certain way. (For example, #7 might not be as relevant if for some reason your character is not prone to big displays of emotion for IC reasons.) But in general, hopefully these tips will help inspire you veterans to fight off fatigue and apathy and come to fall in love with your games all over again. Because good games really are worth the effort. Here goes:
10) Don’t cut corners. New players often learn their bad habits by watching older players who slack off. If you don’t care, neither will they. If you want the game to stay strong, help lead by example.
9) Learn people’s names. It’s a little thing to you, but it can be huge for a new player when a veteran knows who they are. When you stop bothering to learn names, it’s often a big sign of fatigue.
8) Characters often organize into IC cliques. There’s nothing wrong with gaming with your friends – that’s why many of us do it! – but make sure you socialize outside your crew sometimes too.
7) Energy is contagious. Make sure you communicate fear and joy, pride and loss, as much as possible. Other people pick up on it … and it is also a big middle finger to game fatigue.
6) Take breaks now and then, whether it means playing an alt, volunteering to NPC for a bit, or even taking a game or two off. This is especially true if playing starts to feel like a chore.
5) Resist cynicism and mockery if the game seems to be changing OOC in ways you don’t like. Try to be constructive instead – volunteer, offer to help, give advice to new players, etc.
4) Get to know people outside of game, even if it’s just a diner trip after a session or the occasional forum post. Larps are communities, and knowing everyone helps keep you invested.
3) Set three goals – a short term goal for each session, a long term goal for a season or so, and a challenge goal that will be very difficult to achieve. Goals keep things fresh and characters busy.
2) Keep the old stories alive. Tales of battles won, friends lost and challenges overcome give a game history and depth, and make people really feel they’re part of an ongoing story.
1) Forget the “game” and embrace the story. It can be hard to see your 100th fight is as scary and intense as your first, but when you give up even trying, none of them ever will be again.
The woods are lovely, dark and deep my sweets.
And there are always new paths to find.
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Badass LARP Talk is a semi-regular advice series for gamers who enjoy being other people as a hobby. Like what you read? Click on the BLT or Badass LARP Talk tag on this entry to find others in the series, follow me on Twitter @WriterPete, or subscribe to the blog for future updates!

