Larp is about making meaningful decisions: your character is presented with a challenge and you have to decide how to act. During a war game like our June Premiere event, Dogs of War, you’ll be given the chance to make choices that will decide the Battle of Requiem.
Read MoreWar Games - What To Expect
We’ve just released a Save-The-Date for our June Premiere Event, The Dogs of War, where we’ll spend the entire event telling the story of the Battle of Requiem. While this is far from the first time a Dystopia Rising chapter has simulated a battle, we want to approach this event differently. Often, larps about war focus on big battle scenes… that’s not what we’re going for. We want to bring you the tension and intensity of a wartime scenario, punctuated with brief and brutal episodes of violence.
Read MoreWhat’s A PFA (To Us)
Shadow. Bad-Ass. Graverobber. The one thing we’re sure about: Professional Focus Achievements (PFAs) have awesome names. The majority of plot requests we receive at Dystopia Rising New York involve PFAs, as well as quite a few complaints. PFAs are some of the coolest things that can end up on your character’s sheet, and take the longest to achieve… you have to have spent at least 100 Build before you can have one, then put in a plot request. And then… to use one, you have to have an expensive piece of equipment or “be in the right place at the right time.” All this results in PFAs being a source of confusion for players and staff alike. So what is a PFA in DRNY?
Read MoreHow Much Is Too Much?
When you design a boffer larp, you’re not really making a competitive game: the players are going to win. Like a video game, there’s an illusion that you’re struggling against an opponent, but in the end, the NPCs are going to lose, and the storytellers aren’t really trying to defeat you. Instead, there has to be an “illusion of failure,” mixed with actual setbacks, minor defeats, and “reach goals,” to create the sense that you have agency, when actually, it’s really hard to lose. So the biggest challenge for designers is how much adversity should players encounter before they win… or “how much is too much?”
Read MoreWhat Is Dystopia Rising All About?
A larp isn’t really an experience - it’s a chance to create your own experience with your friends. At Dystopia Rising New York, we offer many things to enhance that experience - antagonists, narratives and a beautiful campsite - and we have a lot of elements unique to Requiem. But what’s the core of the Dystopia Rising experience? When you and your friends get together and play Dystopia Rising, what do you expect? What about the game appeals to you?
Read MoreConfusing Calls, Made Simple, Part 3
This is part of a series of articles that attempts to make some of the more confusing rules calls simple. In this one, we look at some reminders from our Rules Guides. Don’t forget to check out Part 1 (particularly for Damage Reduction) and Part 2 (about ways to incapacitate someone).
Read MoreSomething For Everyone
As we prepare for Honor’s Fall, we spent a lot of time talking about Saturday night, when our players and NPCs all settle a year’s worth of scores between sunset and sunrise. But just as big an event is our Hot Zone, the special event mod we’re running that weekend. While we’re sending out dozens of mods and have a couple of staff shambles planned, the Hot Zone will be central to the event, and we want to make sure everyone gets a chance to enjoy our Nuclear, Biological, and Chemical (NBC) wasteland. So how do we take what we learned with our previous Special Event mods, like our Train Job in April or our Jonestown Run last month, and scale it for a game that might reach 200 people? Read on to learn more…
Read MoreConfusing Calls, Made Simple, Part II
This is part of a series of articles that attempts to make some of the more confusing rules calls simple. In this one, we look at different ways to really incapacitate a character.
Read MoreWaiting In the Wings - What Comes Next
During our May event, you’re extremely likely to experience the conclusion of the Jones War and the end of the Anarchy (we say “extremely likely” because you can always throw us for a loop). But what about June? And our premier event in August, Honor’s Fall? Role-play is a collaborative activity, and both the storytellers and players should work together to guide the narrative. To do this, we want to talk about three things: steering, pacing, and agency.
Read MoreHow To End A Story
Our May event, The Reckoning, concludes a plot arc that began in January. We’re very excited about what we have planned, including the final showdown with Jim Jones, and the return of Anton Anastasia. We’re extremely excited to see what our players do when he shows up. But as we prepare for the end of The Reckoning, we have to ask… how do we end a story in a larp?
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