Event 1 notes, for the future

K
kenclary
Ken Clary
  • 12 Oct '22

Thank you, everyone, for a great first event!

As we've said a few times, the first event was a little special, due to a number of factors. It was smaller and shorter than we expect (or want) events to be, and the writing was a little different to account for that. In this post, I'm detailing a few of the ways we expect to be different going forward.

Special note: this post is not rules you need to remember, or anything else that you are on the hook for knowing. Think of everything here as advice, and don't worry if you're not trying to keep track of it all.

In-Game Stuff

The Economy:

  • You all get "paid" to be on the Terrace, but that pay is handled by handwaving between events. Generally, your characters have day jobs, or night jobs, or otherwise make a living by doing things other than just journey on the Terrace. You don't live on the Terrace. Many of you are probably well-paid secret agents, or well-off business folk, or well-funded researchers, or... (In general, don't expect James Bond to care about you handing him $20.) Also, there is no meaningful way to spend actual money in-game.
  • You all will have use-it-or-lose-it quartermaster credit each event, that you can use to get the occasional expendable item (these will usually be a subset of the items you can get from volunteering out-of-game). These credits can be shared or traded (sorta: you won't have physical chits, but you can pool credits or use them for other people).
  • We expect this game to have an "information economy" where people may have facts or gossip that other people will find valuable. "I'll tell you where the spirit node is if you let me loot that monster." Similarly, we expect a burgeoning favor economy. "If you give me a piece of fire magicite, I'll help you with your ritual."

Magicite:

  • Magicite is intended to be kinda low-volume, on a per-event basis. The first event had two plots that required 10 pieces each --- while the magicite for one of those was supplied by staff, a single event-plot requiring that much will be highly unusual. Most event-plots will only require 2 or so, and if you have something that needs a large number, it'll be the sort of thing you spend multiple events preparing.
  • Every new character gets 2 pieces at their first event.
  • A single "fight" with monsters may only drop 1 or 2 pieces as "loot." This, obviously, isn't very divisible. We intend this to juice our information-and-favor economy.

Leyline Nodes:

  • The nodes will be in different places each event. They will not always match up with magicite types, and they will not always be unique. Sometimes some will be easier to find, sometimes some will be harder to find. Exploring gamespace and having knowledge about gamespace are both intended to be resources. (Great if you plan to be a "ranger" who goes out looking for things on the regular...)
  • Sometimes the nodes will work differently. We intend to change things up to keep them fresh, and we expect these sorts of mechanics to evolve as we use them more.

Small Group Plots:

  • Because the event was small and short, we didn't do very much with many of the groups (especially many of the secret ones). We didn't have the time or numbers to do those plots justice. We wish to correct this. :)
  • Some of your group backgrounds may lack an outline or plan of what you will actually be doing. We intend to rectify this soon. (Some groups will still be left vague, purposefully.)
  • Any given event, you may have some processes (rituals, blueprints, recipes, and similar mechanics). These will require profession skills and/or magicite and/or other components and/or special stuff and/or special locations. Your skills will find use!
  • A group might need to do a process, or go on a mod, or fight some things, or solve some puzzles, or do other "larp stuff." You might need to do all sorts of combinations of those.

Out-of-Game Stuff

Kitchen:

  • We do not generally intend for players to just come in and make their own food. (We don't intend to have only one staffer trying to run logistics, the kitchen, and a couple in-game things simultaneously...) The normal experience should be closer to how Saturday "dinner" was handled: you come to the window, ask for a food, and a kitchen staffer preps it for you.
  • We may occasionally ask for players to do kitchen shifts, but would prefer to keep this to a minimum. Your help is greatly appreciated!
  • The camp is attempting to address the mouse problem. We kept things sanitary, but believe it will be easier in the future.

Cabins:

  • The regular "lean-tos" are cold, because they are screened in, rather than having glass windows. We are allowed to tarp over the screens (with staples, even). Eventually, probably after the winter, those cabins may have roll-down tarps pre-installed (according to the new camp owner, at least).
  • We are figuring out which of the other, larger buildings would be suitable for player sleeping (we may sometimes use some of them for indoor mod-space, but figure that is rare). We will need to come up with a way to assign them. This becomes more difficult when many players are sleeping in "covid pods" and the buildings are not suitable for multiple pods. Note: none of the buildings on site are insulated or have propper heating.
  • Anyone is always welcome to come into one of the warmer buildings to get warm, stay safe, etc. If you need sleeping accommodations, we can make it work.
  • There is, of course, plenty of tenting space at the camp.
  • We will make a later, more detailed post about cabin access.