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Bear redux, from a propmaster's point of view: I was afraid that the… - bearinwinter [entries|archive|friends|userinfo]
bearinwinter

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[Feb. 2nd, 2004|12:31 pm]
bearinwinter

bearinwinter

[jendaviswilson]
Bear redux, from a propmaster's point of view:

I was afraid that the smaller rooms would be too dark, or that we didn't have enough things to make the right atmosphere (each room except the control room only had a very small box of stuff), but it came out much better than anticipated. It was a lot of work, and a lot of cash for the hundreds of yards of fabric involved, but at least now we have those things and don't have to buy them again.

Personally, I prefer games to be as immersive as possible. (Michael made some joke last night about me being Donitz: an Immersion Nazi.) This means that I tried to force Michael to have as little out-of-game paper as possible. Of course, it seems that this ended up meaning having as much in-game paper as possible, but that's another story. Also, almost every larp I've been in has had the big-ol-binder, which I always felt like I was hiding behind. This was the birth of the period leather wallets, which I've heard mixed reviews about. I thought that it would be nice to have a container for all the papers that was relatively inobtrusive when not being used. I'm open to other suggestions for the future, although probably the biggest fix is to not have so much paper.

On the paper front, I had a blast making all the documents, and although there were a lot of them, I hope people were entertained. The labbooks and blueprints especially, although it can be rather hard finding an appropriate image for "coelonaut equipage" on google image search. I particularly liked the Obregon Support Belt and the Dephlogistonation equipment. Michael brewed up the tech game and handed it over to me for implementation--at first I didn't understand what was going on, but as I started making the labbooks, I realized what a nifty system it was--many people had sequential projects, and were given surplusses and scarcities.

The financial system was also nifty--I like the fact that, like in real life, nothing had an absolute value in game. The values were fuzzy depending on how much you paid for something and how much someone else was willing to pay. The assessors all varied by a bit, so you could get a general idea of the worth of an object.

I wish that I had been at check-in to help distribute and explain the moveables and sparkly props--there was a lot of confusion about certain things, or information that didn't get conveyed. A thing to be remembered in the future.

Overall, I'd like to hear people's impressions of what they liked, or what they think could be improved for the hypothetical next time. I forgot to save some of the discarded paper to see how people managed their record-keeping. My goal is to provide things that facilitate roleplaying and don't require people to break character to deal with mechanics.
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Comments:
[User Picture]From: eilonwey
2004-02-02 09:32 pm (UTC)
I thought the props and sets were fantastic. The valuables/antiquities system was also fun to play with.

I did have problems shuffling papers in the period wallets. I liked that they could be easily tucked under the arm when not in use, and that they didn't hide your costume, but they could be hard to manipulate. (As you said, might have something to do with the volume of papers.)

I wonder if a compromise between the modern looking binder and the period wallet might be a "leather" binder of some sort? Perhaps a half-size one so it wouldn't be as obtrusive as an 8 1/2 x 11 vinyl binder. The convenience of a binder is that you don't have to be as concerned about stuff falling out, and it's easy to flip through.

A few of my other thoughts about the game are posted in my latest journal entry, for what they're worth.

In general, thanks to you and the other gm's for all your hard work - it was a cool game!
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