“Playing to Win” gets a bad rap in larp. Larp is a cooperative act, where we gather and agree to a common story and context, and yes, competition gets in the way of that sometimes. Approaching a larp in a play to lose manner overcomes this, and is a valid (even encouraged) playstyle. But many larps, and Dystopia Rising in particular, are games, and games have optimal and suboptimal outcomes. So when you play a larp where you can “win” or “lose,” you have to understand the game and how it affects you.
Disclaimers
First Disclaimer: This isn’t a post about Character versus Character (CvC) conflict… this is actually a post about Character versus Enemy (CvE) competition. This is about fighting that horde of zed, unraveling an in-game mystery, or solving a problem presented by the storytellers. If you’re trying to overcome a challenge in Dystopia Rising and invested in the outcome, you’re playing a game where you can win or lose.
Second Disclaimer: The term “you can’t win a larp” is superlative… there’s some merit to the statement, but it undermines certain playstyles that are completely valid. If Raiders attack a cabin, you can save the people inside - that’s a “win.” Remember, this is about CvE - when you’re playing “against the NPCs,” you’re still competing against people.
The Storyteller’s Dilemma
When you’re playing to win against NPCs, the NPCs and the storytellers are in a dilemma. On one hand, typically, they’re not playing to win. They want to present a challenge to the players to overcome, one that is appropriately difficult. On the other hand, they need to make the challenge feel real… and that means that sometimes, the storyteller has to win. After all, if a player never suffers defeat or setbacks, then how does the storyteller maintain the illusion of a challenge?
This is a tricky balance, and it’s made tricker because the storyteller doesn’t know how good the player will be at the game they present. With many variables, the storyteller can present an excessive challenge, or one that’s too easy. Further, the player might expect a completely different challenge, and not realize the particular type of game they’re playing. The answer to this problem is communication: where the storyteller presents the information they have, and the players respond with what they understand and what they want. However, this communication is blocked by the player’s dilemma.
The Player’s Dilemma
The player in a game wants to “win.” They want to kill the zombie, or solve the puzzle, or find the buried treasure. But realize it’s the action that’s important to them: they don’t care nearly as much about dead zombies, revealed secrets, or treasure in hand. They want the experience of accomplishing a goal. And just like people may resent getting a hint at a puzzle, players want to solve it themselves. So instead of saying “we want the solution,” or “we want a hint,” or even “we’re not sure what to do,” they keep trying different solutions, taking stabs in the dark even as the storyteller tries to figure out how to get them back on track. There’s a solution to this problem, which we call the HULK check.
The HULK Check
Just like we have the OK Check-In to address other people, particularly in the middle of conflict, we have a check-in we’ve developed for people in the middle of CvE conflict. The HULK check is something you do by yourself, to check how you’re engaging in the player’s dilemma.
H - Having Fun Am I having a good time right now? Is this activity fun and causing me excitement? Or am I beginning to get frustrated, angry or hurt?
U - Understanding Do I feel like I understand what’s going on? Do I think I know the next step of the plan? Or am I taking shots in the dark with no idea how to succeed?
L - Losing Am I ready for the plan to not succeed? Have I considered how I’ll roleplay if I fail?
K - Kindness Have I considered how I’m impacting other players? This isn’t a matter if other people are being kind to me, it’s a matter of am I being kind and considerate to other players.
If the answer to any of these questions is negative, do one of three things:
Take a break! Sometimes you just need some space.
Ask for a hint. Talk to a guide and tell them you need some help. Don’t tell them you’re not having fun or the module is bad… ask for actual help. Try “I’m not sure what to do next… can you give me a hint?”
Double down on losing. Sometimes, it’s more fun to commit to tragic consequences than it is to struggle to win. Let your character make a mistake, and gain control of the narrative, even as you lose.
CvE conflict involves winning and losing - it’s a simple fact of Dystopia Rising. If you want to win, you have to be ready to lose, and the HULK check is there to help make sure you self-calibrate during the game, so that you can enjoy both outcomes.