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How to Guide

Revision as of 22:37, 12 June 2021 by Gallison (talk | contribs)

As a Guide in Realms, you take on the role of the main storyteller. Your words set the scenes, narrate the events, act as the non-playable characters, and prompt the Trackers towards their own self-organized activities.

That’s a lot of responsibility, but don’t worry-- we like to have fun here! The following chapter is full of resources to aid your adventures in Guiding!

Game Database

Every day includes 3-4 games. Some of these games are fixed in the story, with details to be found in the Story Guide. Most, however, can be chosen from the database using any game with the qualifying Game Tags.

Safety

Each game has a few basic safety considerations. Review these every time you plan a gaming session or use a new site for gameplay.


Preparation

Much of the Guide’s work is done on the fly. However, there are a few ways to prepare for running a game that will make things smoother and more fun for everyone!


As a best practice, read over the daily events, practice your NPCs, and decide on your games before the day starts. In the rare occasion a prop is required, make a note to


There are blocks of descriptive text through the Story Guides, but consider them suggestions rather than a set-in-stone script. If possible, incorporate situational or environmental context into your descriptions.

Players

There isn't one correct way to play this game. Different Trackers will enjoy different aspects of the game, and your goal over the week is to observe what gets your players motivated. After a few you can tweak the gameplay to best match the group!

Here are some key player drives you'll come to recognize, as well as how to integrate them into a harmonious roleplaying group:

The Dramatist

These players live to be in-character. They're chiefly interested in gameplay which fleshes out the story and their character. They want to genuinely feel immersed in this fantasy world, and appreciate a more serious tone with plenty of roleplay opportunities.


Encourage Dramatists by...

  • Suggesting journaling about character development
  • Referencing their characters' traits or origin stories in the adventure
  • Recruiting them to help determine narrative elements


Watch out for Dramatists...

  • Acting disruptively because it's "in-character"
  • Centering the narrative around themselves
  • Dictating others' actions to fit their idea of the story


The Improvisor

This type of player likes their decisions having weight in the roleplay world. They prefer not to waste too much time in planning, and may take risks or deliberate bad choices just to see how things play out. This can be intimidating for the Guide, but properly directed, can lead to exciting and unique game sessions.


Encourage Improvisors

  • Framing the preferred course of action as more dangerous or difficult
  • Selecting games which encourage experimentation in achieving the objective
  • Handing down creative consequences rather than flatly prohibiting actions


Watch out for Improvisers...

  • Disregarding the teams' fun in favor of their own
  • Pushing roleplay scenarios towards conflict
  • Breaking character or upsetting the tone of the roleplay


The Achiever

Achievers are typically very passionate gamers with efficient, logical minds. They want to the determine parameters and succeed. They tend to be objective-oriented and enjoy the thrill of measurably increasing their skills.


Encourage Achievers by...

  • Noticing and praising their progress
  • Springing extra objectives on their them if the challenge level appears too low
  • Characterizing NPCs as being impressed by them


Watch out for Achievers...

  • Treating teammates as lackeys
  • Rushing past story or roleplay moments to get to the game mechanics
  • Defaulting to fighting as a way to "win"


The Tactician
The Vigilant


Storytelling


Improv Skills

LARPs don't have a script, so

Steering Skills

Steering is when you make an action or comment designed to direct players to in-game elements. The more subtle the steering, the more immersive the gameplay experience. However, it will always be necessary in some form to keep players on track! Here are some suggestions for keeping a light touch:


Read the Room

Different groups will have different interests and limits in roleplay. Continuously assess how your group is doing.

Situation Suggestions
Trackers are freaked out. Tone down the stakes for younger Trackers
Trackers want to choose violence. Remind players of the Trackers Compass to curb wanton punchiness. If they insist on fighting, consider allowing it with appropriate consequences (for the characters, not the Trackers themselves). Possibilities include getting captured, additional obstacles in games, or losing an NPCs' cooperation or friendship.
Trackers are hung up on something specific. Make note of it, and make a plan to use it. Even if it's ridiculous and unfeasible, there is some way to bring it in. Possibly only as a cameo. In the meantime, tell the Trackers to forget about it! That is absolutely not happening.
Trackers are struggling with roleplay. Structure improv dialogues to play like Improv games.


Social Engineering


Share Secrets


Give People What They Want

Narrative Skills