Future Reverberations
Aug. 31st, 2014 10:25 pmIt's run; it's done. Proven once again the formula works; makes for excellent games (if I do say so myself), but probably isn't suitable for Sunday linears given it's taken 8.5 hours both times. I realised this morning, how much pressure I'd put myself under. The dual challenges of living up to people's positive memories of a game I ran seven years ago (meaning some of the less good bits have probably been forgotten), my own need for perfection when I care about something, and just wanting to make sure everyone had fun and
xanthipe and I survived the process intact.
As a GM the game itself is it's own reward; even if it's very much an effort in = reward out equation. Watching the players laugh or smile or give you the evils, and then seeing the roleplay you've spawned, is such a great feeling and hilarious at times.
There was less in this game than the last one in terms of planned encounters, but I think the player crew as a whole spent more time dealing with the things they were seeing, and roleplaying through the consequences, that the first lot had. Different characters, with perhaps a different level of acceptance of where they've come from and where they were going.
Glad I've done it, once again couldn't have pulled it off without
xanthipe. We've got a very good balance and rhythm as a GM pair, the right mixture of organisation, communication and mutual support to make it all work.
The take away other than basking in everyone else's enjoyment and appreciation, is that I wait with hope and fear the next good larp idea that grabs me. Hope because when you get a good idea and it really works, it's am amazing feeling, fear because I set myself such high standards of games I can hit, and I know at times I fall far shorter than I like.
As a GM the game itself is it's own reward; even if it's very much an effort in = reward out equation. Watching the players laugh or smile or give you the evils, and then seeing the roleplay you've spawned, is such a great feeling and hilarious at times.
There was less in this game than the last one in terms of planned encounters, but I think the player crew as a whole spent more time dealing with the things they were seeing, and roleplaying through the consequences, that the first lot had. Different characters, with perhaps a different level of acceptance of where they've come from and where they were going.
Glad I've done it, once again couldn't have pulled it off without
The take away other than basking in everyone else's enjoyment and appreciation, is that I wait with hope and fear the next good larp idea that grabs me. Hope because when you get a good idea and it really works, it's am amazing feeling, fear because I set myself such high standards of games I can hit, and I know at times I fall far shorter than I like.