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For those who don't know it yet, Intercon is one of the oldest and largest LARP-centric conventions in the world. I've been involved with it since 1989, and it's still one of the highlights of my year: a weekend packed with dozens of games in all genres. You can easily play five games during it; some do as many as eight or nine.

Like most conventions, Intercon has had a hard couple of years of it. Intercon T managed to run in 2020, coming in just under the wire before the world shut down. 2021 just wasn't in the cards, so we instead held Extracon, a surprisingly successful experiment in online LARP. 2022 was supposed to happen, but Omicron had other ideas.

Things are still fingers-crossed, but things are moving along well to finally run Intercon U this coming March, and now is the time to go check it out! The initial schedule is up, and signups for games will begin on November 3rd. Intercon signups run in rounds, letting you sign up for one more game each week so that things don't completely fill up instantly, but a few games from the most popular GMs will fill quickly anyway.

(As to the usual question -- "Why letters, instead of numbers?" -- suffice it to say that it used to be numbered, but the organization was rather split between the Boston-area and DC-area folks. We eventually decided to reorganize, with the DC area continuing to run numbered conventions, and us in Boston restarting at Intercon A.)

Anyway, check it out, and I hope to see you there!

Extracon

Feb. 28th, 2021 03:41 pm
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For obvious reasons, Intercon (the annual LARP convention that I've been attending approximately forever) couldn't happen as usual this year. It's kind of a noniversary marker for me: last year's Intercon was where the pandemic started really hitting my consciousness -- between games, the hotel TVs were all talking about the news from Washington state as things were starting to look bad there (before we really knew what "bad" meant), and IIRC they were debating the first stimulus in Congress that weekend. Things really started locking down on the East Coast a couple of weeks later.

Anyway...

Lacking an Intercon this year didn't mean no LARPing, though -- it just meant that the games had to be distanced to fit this year's reality. And Extracon, like Virtual Arisia before it, really stepped up and produced a weird-but-great weekend that showed the possibilities of online LARP. All four of the games I played suited the online environment reasonably well; a couple of them only make sense in that environment.

I should note: to get everyone into the spirit of the thing, Alison assembled little Swag Bags for everybody for the weekend, contained everything from The Traditional Intercon Lip Balm (no, really -- at this point, it's sacred tradition) to chocolate to stickers to slightly disturbing squishy little dolls. For those of us who opted in, we even got official Extracon Contingency Envelopes, which we were signaled to open Saturday afternoon. It was lovely, and helped set a positive atmosphere.

So, my weekend:


Friday evening was Spirit Island: Create a Spirit With the Designer. Eric did a sort of Zoom live-art exercise, with the audience participating via Discord as he frantically wrote stuff down. I conked out about halfway through (it didn't start until 9pm), but the group collectively came up with a theme, gradually narrowed it down and refined it under Eric's tutelage, and wound up with the first version of Spreading Rot Renews the Earth.

As it sounds, this is basically the Decay Spirit: it has a special ability that, when things are destroyed on your lands, they become "Rot tokens" that you can spend on the innate powers or to gain energy. It is explicitly the Spirit of natural decay, breaking things down in a healthy cycle, and while it needs lots of balancing yet (there was a second meeting this morning, which I couldn't make it to), I quite like the concept.

This was a neat session -- everyone got to see a bit of the process of how Eric designs Spirits, and put together an Apocrypha Spirit that will probably evolve into something worth playing.


Saturday morning was Common Sense, more an experimental experience than a game in any meaningful sense.

We were all given lists of items to prepare before runtime -- a handful of warm dirt, a freshly-peeled orange, an ice cube, a cinnamon stick, etc. During the run, we were guided through a series of interactions in which we would try to communicate an emotion or idea solely through different non-verbal modes of communication, including at different times:

  • Making non-verbal noises
  • Using Discord text chat, listing specific smells (in one round) or textures (in another)
  • Making faces at each other

It was generally interesting -- not 100% successful, but a good first try. The smell and texture rounds were particularly neat food for thought, finding emotional resonance through those specific senses -- someone would list some items in Discord, and everyone else would go sniff/touch them. The "making faces" round proved problematic for the sole reason that it turns out to be really hard to do that with more than two people, but was otherwise a cool interaction.

I think this one needs some evolution, but has promise as a sort of mental-limbering exercise. Like so much of the weekend, it really needs the online medium. (Although I think it would have worked better on Zoom than Discord.)


Saturday afternoon was Conscientia, and I can't say a ton about it without spoilers. Suffice it to say, all of the players are connected via a telemedicine call using new, experimental technology, and the whole thing is sort of a group therapy session.

Beyond that, as the blurb says, it is a game of "memory, morality, and forgiveness", and it is pretty brilliant, and it is brutal. It ended with one of the hardest collective ugly-cries I've seen in a game -- what I originally thought was going to be a relatively intellectual experience turned out to be quite the emotional gut-punch. There is a lot of fine, subtle design going on here, some of which I didn't fully grok until after it was over.

(I played A -- saying much more than that would be spoilers.)

While this one could probably technically be played in-person, I wouldn't recommend it: it was hands-down the best use of Zoom I have ever seen for any purpose, and the GMs use it as a very precise and subtle instrument to drive the game. (I actually learned about several Zoom features that I hadn't even realized were there, which are essential to the game.)

This one gets my highest recommendation -- one of the best games I've played in years, and mechanically brilliant, but very much an All the Feels experience.


Saturday evening was a lovely palate-cleanser from the emotional wringer an hour before, as six of us got together for Re: That Rip in Time and Space.

This light-hearted game is explicitly set around a "Kids on Bikes" story. You know those movies and TV shows where a group of plucky teens discover something weird and terrible, and have to save the world? This game is about their idiot parents and teachers, the members of the Neighborhood Watch, who are arguing about what to do about the giant magenta vortex that has opened in the neighbor's lawn. (I was Diallo, the local cop who theoretically tries to herd this bunch of cats.)

Suffice it to say, this is not a game of puzzle-solving, because the parents aren't the heroes of this story, the (offstage) kids are. Instead, it is two hours of pure scenery-chewing as the parents argue about sleepovers, who is responsible for what, who has been keeping what secrets, and dog poop. (The poop is a constant topic.)

Utterly silly, but rather a lot of fun -- recommended for some time when you want to turn off your brain and just roleplay in a story that really isn't about the lot of you.

(This one doesn't require Zoom the way Conscientia does, but works quite nicely in that environment.)


Finally, this morning was the capstone of silliness: Too Polite. This is a game that is about Zoom. You are all in a conference call. However, no two of you were supposed to be in the same conference call. But you are all Canadian, and much too polite to tell everyone else that they are in the wrong place.

Basically, it's an eight-person Who's Line Is It Anyway? sketch. At the beginning of the game, the GM randomly and secretly assigns you one-sentence roles (I gather that the official list contains 32 roles, so no two games are the same). In some cases, you must choose a specific detail to add to that role; in general, you choose your name, and fill in the character details as you see fit.

The game runs 20-45 minutes; after the 15-minute mark, you are allowed to start calling out other players by (very politely) saying what meeting you think they meant to be in; if you are right, they are "out" -- still on the call, but embarrassed, and no longer able to call other people out. The "winner" is the last player whose role has not been guessed.

Since there is no reason not to, the game was also open to spectators. There was a Discord channel specifically for the viewers, that the players were not supposed to look at. After we were assigned our roles, the GM listed all of them in the Discord channel, and the audience had fun heckling us behind our backs.

Me being me, I simply threw myself on the grenade -- I didn't say who I was, but was enthusiastic enough about my role that I got guessed first, not terribly long after the 15-minute mark. That was fine: I'd much rather have an over-the-top roleplay experience than "win", and this was a hoot. (Suffice it to say, I was a biologist here to present my newest discovery, the Giant Big-tongued Gecko. I had a horrifying gecko image all lined up to present; sadly, I didn't get an opportunity before they got me.)

Anyway -- this one is an archetypal Intercon Sunday-morning game: light, fluffy, requiring zero preparation, just jump in and play. The GM says that he's planning to box it and sell it for a few bucks, and I would recommend it: this is one of those games that doesn't require deep knowledge of LARP. We discussed after-game that this is the sort of thing you could just use as an ice-breaker or team-building exercise. It's a lot of fun.


So that was my weekend. I won't say that it was everything that an in-person Intercon provides, but it was a great time. Congrats to everyone involved: it was a fine example of the possibilities for online LARP, and I think some of these games should continue to be played that way even after in-person LARP is a thing again.

ETA: oh, right, and there was Other Stuff. On Saturday afternoon, I attended a delightful online concert that Heather Dale did for Extracon. And we had a short 20-minute virtual outing to a farm, to see goats and llamas. (Llamas! Cute!)

Extracon

Aug. 22nd, 2020 10:48 am
jducoeur: (Default)

Spreading the word, for those who might not have heard:

The situation being what it is, the folks running Intercon (our local, long-running LARP convention) have decided that next March's iteration is looking problematic. Intercon T this year slipped in just under the wire (I was actually there when news of COVID-19 hitting Washington state in a serious way started to break), and while there might be a widespread vaccine in time for next year, it's hard to count on that. So instead of leaving everyone in uncertainty for many months, and trying to plan for a convention that might not happen, they've decided to push Intercon U back to 2022.

In its place, though, they're putting on Extracon, an explicitly online convention. It won't technically have any "LARP" in the traditional sense (since we won't all be co-located), but the idea is to do everything that the community likes to do that can be done online. There will be RPGs and board games; there will be virtual LARPs (folks have been experimenting in recent months, and a bunch of these have been run already); I suspect there will even be things like virtual dance parties.

It won't be the same, but it looks likely to be a hoot, and (since, y'know, no travel or hotel bills) much cheaper than usual.

Check it out, and if you might be interested in running something, now's the time to start thinking. (I'm starting to muse about the possibilities of running a virtual LARP; if any of my friends might be interested in collaborating, drop me a note.)

jducoeur: (Default)

This Saturday was NELCO, the annual New England LARP Conference.

My afternoon was a trio of moderated discussions. Cam and Adina ran "Climaxes in LARP", about the way that games often end with a big climax (sometimes whether you like it or not); Cam later ran "Workshops and Foreplay" -- AKA the Workshop Workshop -- in which we discussed (without necessarily agreeing) what workshops are, what some of the possibilities are, and how they could be used more effectively and frequently. As far as I can tell, the titles were chosen to maximize the available jokes.

In-between was a delightful discussion of the strengths of "Litform LARP", with Tory taking copious notes for an article on the subject she plans to write. ("Litform" is the hip new term for what I call "Interactive Literature"; folks are promulgating it as an alternative that doesn't annoy people like as me much as "Secrets and Powers" does. I'm willing to grant that, as an evocative shorthand for IL, it's not bad.)

But the highlight of the conference was the spontaneous bit. After dinner, I got pulled into a run of "Strangers". I hadn't been planning on it -- it's a weird and abstract Nordic game with heavy workshopping, and I'd been figuring that I was too tired to be creative. But they were short one player below their minimum, so I figured I'd give it a try. I'm glad I did. This is a high-transparency game, so I don't think there's any reason not to go into some detail.

I gather that Strangers is similar to "White Death", but it's pretty different from most of what we usually do around here. It's a highly abstracted game about the immigrant experience, with no speaking -- everything is physical -- and I found it surprisingly powerful.

The game is, no shit, about 2/3 workshop. We spent the first two hours collectively building the world. We were split into two separate societies (Blue and Green), on the two sides of the room (separated by a barrier) and walked slowly and painstakingly through the process of building a pair of separate cultures.

Each group had its own distinctive movement idiom, and we were instructed to use that idiom to build a gestural language, with a modest number of "words" for concepts like affection, aggression, "no", "good", how we go to sleep, and so on -- about eight concepts. Each "country" had a few areas with things in them, and we were walked through the process of developing a collective daily routine, which we then rehearsed repeatedly until it was reasonably comfortable and instinctive. We were also given simplistic "characters": basically, we each got to select a couple of primal character traits. (I was "Fragile/Optimistic".)

Despite my tiredness, the workshop went surprisingly smoothly. It is very heavily structured, and very collaborative, so you don't have to be terribly creative individually: the group as a whole does most of the creation.

The game proper began after we were all comfortable with our newly-invented languages and routines. It ran an hour or so, and consisted of a series of "days". During the first day, we all ran through our routines, including a fair amount of free-form "social" time for play and interaction using our language and movement idiom.

And then, during the first night, people began to disappear.

The GM came along while we were "asleep", tapped one player on the shoulder, removed them from our "Blue" side and put them over on the "Green" side. We "Blues" woke up the next day to find someone missing, and had to deal with the disruption of our little society. It was distressing in a surprisingly visceral way, but we kind of managed.

The next day, we woke to find another character gone. Since this run was small (only four players per society), this left just me and Becky on our side, and we more or less went through the stages of grief together, with our routines running off the rails.

And then the next night I was tapped, and brought over to the Green side. (Leaving Becky to basically have an in-character nervous breakdown, as the last Blue left.) I found myself in a strange Green land, whose rituals were mysterious -- kind of understandable, but a bit hard to relate to my own experience from the Blue side -- and whose "language" I found nearly incomprehensible. I've never been much good with foreign languages, and that apparently translates to gestural ones: I was the slowest to pick up Green-speak. The whole thing was impressively freaky.

In the end, we were all united in this strange new land, finding ourselves partly adapting, partly keeping our own routines. As a metaphor, it was surprisingly effective.

Anyway, the game is fascinating, and well worth playing. It is supposed to have 18 players, not the 8 we ran with, and I suspect it's a rather different experience that way. I gather that they're thinking of bringing it to Intercon; I hope so, and recommend it as a fine mind-bending and educational experience...

jducoeur: (Default)
(Warning: diary ramble ahead.)

Intercon was scheduled a couple of weeks earlier than usual this year -- our experimental hotel last year wasn't great, and by the time we found our new site, the only options were this weekend or Easter.  So this year, I got to spend my birthday (yesterday) in high-intensity LARPing.


Let me say first: the new hotel rocks, and I hope we develop a long and fruitful relationship with it.  My initial reaction on hearing about it wasn't so positive -- the only thing I know about Warwick, RI is that it's the home of a certain Ducal pair of my SCA sibs, so I was basically going, "The Crowne Plaza in Middle of Nowhere, RI?  Oy."  I will state for the record that I was entirely incorrect in this -- Warwick is just far enough from downtown Providence to not be "city", but otherwise close.

And the hotel itself was great.  It's *huge* -- we had plenty of space, and didn't even rent the large Grand Ballroom wing.  It's well-furnished and comfortable, and not terribly expensive.  The service was top-notch: friendly, efficient and businesslike.  Even the concession food didn't entirely suck (which is about the best one can usually ask for in concession food) and had surprisingly excellent cupcakes.  So yeah, it's an hour away, but we should totally stick with this place.


Due to the storm, I missed the Thursday evening programming; I skidded in just before the roundtable I was moderating at noon Friday, "Playing to Enable Others" -- basically a session on how to be a generous player.  It was a bit of a BS session, much of it devoted to discussion of what the parameters of "generosity" were in the context of LARP, but it was a pleasant chat.  And I stuck around for the following discussion of "Plotting by the Seat of Your Pants", which gave me an excuse to relate a good war story or two, before striking out to the nearby shopping mall in search of pale blue sparkly nail polish.  (Give it a minute, and that'll make sense.)

I didn't play any games on Friday evening, opting instead to spend a few hours pulling Ops duty.  I'll have to remember for the future that Friday evening Ops is *fun* -- it's exactly the kind of high-intensity whirlwind that I always enjoy, answering questions, giving directions, checking folks in and all that.  I might have to make a habit of that.


Saturday was All LARP, All the Time -- I started running about 8:30am and didn't finish until about 11pm.  I played in three games, all good.

First up was Librarian and Catalog.  I can't go into *too* much detail without spoilers, but the public blurb sums up the high concept well: "The robot Librarian.  The damaged computer Catalog.  An alien artifact.  A chance to confront yourself -- again, and again, and again -- amid the collapse of parallel universes."  16 players, all playing The Librarian.  My version was "Scornful, Disciplined, Ruthless" (Librarian tR), and it was just the kind of focused, intense, totally-not-me character I was looking for.  Suffice it to say, the game is weird but fun, a bit slow to start but well-paced, and high in player agency.  Recommended if it runs again.

Saturday evening was The Inversion of Me and My Room, which I've been hearing good things about for a couple of years, so when it appeared on the schedule a few weeks ago I transferred to it.  I can say *very* little about this game, but suffice it to say it is *spectacularly* weird, trippy and dark, an iconic All The Feels game.  Recommended, but be prepared to throw yourself wholeheartedly into the emotional wringer, and don't expect things to make too much sense before endgame.  (For those who know the game, I played Helmer (family).)  It did leave me with a desire to finally rewrite my game Shards of Memory, which is in the same general category.


The high point of my weekend came in the middle of the day, though.  I had put Librarian and Catalog as my first-choice game, and therefore missed getting into Cracks in the Orb, the Dragaera game.  I decided to wait-list myself for it, and that finally paid off last Monday, when I got in.  For those who know the Dragaera books, Cracks is set something like 500 years before The Phoenix Guards, and includes younger versions of some of the characters from The Khaavren Chronicles.

For those who don't know the series, suffice it to say that the Khaavren Chronicles are a fantasy pastiche of Dumas, specifically The Three Musketeers.  The game follows that, although it also pulls in pastiches of a variety of novels of that vintage.  (Sadly, I can't say which novel *my* character was a pastiche of without major spoilers.)

Anyway, the game was a complete hoot.  My character, Fotheringil, was a foppish Tiassa (with more than a little Khaavren in him) who is a member of the Empress' personal guard.  ("Foppish" -- hence the nail polish, which is actually mentioned specifically in his character sheet -- light blue and white are the house colors of the Tiassa.)  He proved well-connected, and central to one or two major plots.  It's well-written and deep stuff, although I did wind up feeling for the players of my own games -- Lise (the primary author) is every bit as fond of deep biographical character sheets as I am, and the game is *very* intricate, with all sorts of major bluesheets and mechanics, so I had four days to absorb about 30 pages of fairly dense material.  If I didn't already know the source material, I might have had real difficulty with it.

ETA: for added fun, one of the major mechanics in the game is Social Dance (which allows you to remove the stain of Dishonor, and gain insights into your dance partner) -- which is represented by dancing, in this case the Belle Qui Pavane.  I offered to teach it, and pointed out to the GMs that it would be *totally* in-character for Fotheringil to teach everyone this new, fashionable dance form.  So I wound up teaching the dance in-character, and called it each time it came around.

But it was great fun -- I achieved nearly all of my game goals, including getting the girl.  I got 7/8ths of the way towards achieving my *big* goal, and I take fair pride in that: the goal was genuinely hard, and I only realized late in the game that finishing it would have required playing some fairly specific politics an hour or two earlier.  Suffice it to say, the rest of it involved strategic wargaming, and that's an area that I'm moderately good at.  As it was, I got close enough to support my personal headcanon of making progress towards the goal a bit further down the line.


After Inversion wrapped at 11pm, it was off to party.  Sadly, I'm not well-connected to the Intercon party scene, so I kind of had to crash Nuance's traditional Intercon birthday party.  (Which underscored how nice this hotel is.  Her party was originally right next to my room, so I was a bit concerned about sleep; however, as that grew a tad out of control, they moved it to one of the below-ground game spaces, far away from guest rooms, which was a pretty great choice all around.)  And then an hour at the traditional Intercon Dance Party, which is always one of the highlights of my year -- where else can you find people boogying in an eight-foot-tall inflatable T Rex outfit? -- and finally bedtime much too late.

As for today, I decided to skip Closing Ceremonies -- maybe the first time I've done that in 20 years -- in order to get home before the roads got too bad.  Hope everything finished off well; in general, it was a fine con, and bodes well for the future...
jducoeur: (Default)
[Cross-posted to [livejournal.com profile] interconlarp]

Ought to get this in before I start forgetting...
Cut for your reading pleasure... )
jducoeur: (Default)
[Cross-posted to [livejournal.com profile] interconlarp]

Ought to get this in before I start forgetting...
Cut for your reading pleasure... )

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