The Coming Crisis in Casting in
Theatre Style Campaign (TSC) LARP
Main differences between 1997 and
2003:
The Revolution in Casting 2000 -
2003
"Settling" of Player
Attention
Hesitancy to Enforce Consequences
Lessons Learned in the 1936: Horror
Campaign
Some people want to Roleplay, some don't
The Typical Theatre Style Character Sheet is not ideal in getting
information to Cast
Ways of Getting Information to Cast
The Importance of Extroversion
What Specific Tasks Are Given to
Cast?
Basic Methods for staging Cast
Theory - Spreading Cast and
Monster/UC
Reading the Background in Advance
Beyond preparation, what is mutable?
Other Elements towards a Solution
Splitting Costs Towards the Extremes
"Keeping Covenant" on Cast
roles
Tracking of Cast Credit System by
Database
Better Staff Organization and
Response
Tracking Grid to do fair assignment
of roles
Organized training and basic
guidelines
Better recognition of individual
preferences
Casting as a field in TS style LARP was introduced in the late 1990s. In the past three years there has been intense growth, maturation, and fluctuation in this area of LARP however, and rapid changes threaten to precipitate a crisis in the coming three years.
Definition of a Crisis - the logical
definition of a "Crisis" in LARP is where instability in a system consistently
undermines the ability to produce an event satisfactory to all the
participants.
Definition of Cast - participants who come
to the event not to play goal-oriented characters, but to undertake roles that
support the framework of the event - usually roles written, or described, by
the GM.
Other Terms as Used Here:
TS - Theatre Style
TSFL - Theatre Style Full Length
TSC - Theatre Style Campaign
CC - Continuing Character (what most games call a
"PC" or "Player Character"
Cast - Used here as a generic term for all the Non-GM,
Non-player, staff at a LARP
NCC - Non Continuous Character (what most campaigns call
an NPC, or "Non Player character, but specifically a fairly developed NPC
type character).
Do We Need Cast? - by definition, TSC relies on complex and sophisticated plots - that's the nature of Theatre Style. By definition the lead time on TSC is too short to do the sort of 'per character' writing that allows these plots to resolve on a player v. player basis, especially given the generally destructive effect of player v. player on Campaign LARP. Thus the only way to have TSC is to have competent, and involved Cast, in fair numbers, so that complex plot can be staged quickly by an external source.
What actual Events will this Effect? - I
can't honestly answer this question.
Certainly it is germane to the 1948: Signals Campaign, which is
my primary concern, and functions as a strong "hub" event for the
Baltimore-Washington area. Logically it
will probably have some impact on Dark Summonings in New England. Potentially it could impact Brassy's Men,
though low use of cast may make it a minimal issue. It may or may not affect ARC, as that event runs by a more
strongly Live Combat paradigm. It will
likely affect other games that run on a TSC paradigm similar to 1936.
Ultimately however, I think that our issues are the local
- and possibly leading and most sophisticated example of changes that will
eventually be felt in all LARP that utilizes cast, and is not primarily driven
by a "monster" dynamic - that is where the cast's primary reward and
motivation is to take part in an LC event as fighters. To the extent that a event has cast elements
that are not driven by this dynamic, I think it will eventually grapple with most
of these issues.
The concept of "Cast" is a very old one. It is probable that very early LARP did not have "cast." Dagorhir Battle Games, for example, relied on player v. player fighting at least in the early 1980s. The Live Ring Game was presented as an activity for a group of players in which one or more were the villains. In early Assassin games, everyone was a player, co-equal in freedom of movement and plot.
In the Theatre-Style paradigm descended, with many other influences, from the SIL Rekon, and MIT Assassins' Guild games, "Cast" characters were unusual. Some need was seen for players who fulfilled the roles that Cast are called on to fill, however such roles were typically filled by "GMs" or "Assistant GMs" (who in some cases were virtually full time cast), or other assorted friends of the GM on an informal basis. When cast roles were sharply defined they were most often attributed as "AGM" roles.
"Cast" was a more integral part of most Live Combat LARP, though cast were usually called "Monsters" and casting was "Monstering." Where it does not seek to strong TS qualities, LC has already developed a stable paradigm for handling cast, but it relies on an inherent quality of LC which TSC lacks - the fact that to a substantial number of participants, fighting in combats is in fact a substantial goal and reward unto itself.
In the 1990s, Chris Welsh, Andy Looney and others introduced a group called "Role Playing Machine" or RPM, which offered to bring a pool of experienced LARPers to a game, to play "bit parts, villains, color characters, etc." This was likely the first serious implementation of cast, and RPM saw use in the early and mid 1990s. However the group was "self motivated" and many GMs who wanted tight control of their own productions were uncomfortable with bringing in an outside group with a strong style of its own.
In the late 1990s, Dirk Parham, Mike Young, and several other GMs from the Baltimore-Washington area, including myself, began playing XPI: Horror (then Lovecraftian Horror). In July of 1997 for The Four Aces, John Corrado, Stephanie Olmstead-Dean and myself assembled a GM driven cast, and for the first time had a cast room, with properties, etc.