There’s a disconnect between the problems that larpers talk about and the problems that they really care about. Some concerns are pretty clear and constant: people want a safe game with supportive players, for example. Other worries are more insidious. One in particular rarely gets talked about… it’s one of the biggest problems our players worry about before the weekend, but rarely gets a second thought afterwards. We’re talking about the bunk problem… and our unique solution to it.
Read MoreThe Value Of A Regular - An Appreciation Post
The urgency of taking care of new players is typical - and admirable - across Dystopia Rising: people want to make sure newcomers have a good time, and this is a good thing. We’ve also talked about taking care of returning players: people who haven’t played Dystopia Rising for some time, and we’ve talked about travelers too! We’ve talked about just about every group of people who could buy a ticket for our game… except one.
Read MoreHow To Travel
The weather’s getting warmer, and all across the network we have premiere games and national events springing up. This means a lot of us will be traveling over the next few months, visiting other chapters all across the country. Travel can be one of the most rewarding things about Dystopia Rising - you have dozens of games to visit and thousands of friends to see. But it can also be stressful, challenging, and even disappointing. So how do you make sure you have an awesome experience, worth the time you put into it?
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 MoreThank You! Using Your CAPs
Dystopia Rising New York relies on you, the players, to make our events happen. Without your help, we wouldn’t be able to bring a hundred larpers to Forestburg nine times a year and make these amazing games. We often want to thank you for what you do, not just with words, but with something to enhance your play experience. Luckily, we have a way to do this… Community Action Points, or CAPs. You can spend these CAPs on a number of cool rewards, from Mind refreshes to extra resource production. But there’s a problem:
Read MoreThis Is Your Game - Building The Culture You Want
At Dystopia Rising, we often talk about our Community, and we’re proud of the group of people who create and attend our events at Dystopia Rising New York. But a community is more than a group of people with a common pastime: together, we create a culture, a collection of norms and behaviors that drives our events and allows us to come together to play safely and effectively.
Read MoreGrave-Diving
The Grave Mind is the weirdest part about Dystopia Rising, and players love weird stuff. It’s where our world becomes unique and unpredictable.
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 MoreWhat’s Old Is New - Returning Players
At Dystopia Rising New York - and to a degree, the network as a whole - we think a lot about new players… how to recruit them, how to make them have a good experience, and how we can bring them back for more. And this emphasis is important! New players are the lifeblood of any larp, and there’s a good reason we focus on them. But sometimes, in our zeal to improve the experience for new players, other groups get left behind. And one group in particular needs some attention these days: returning players.
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?”
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