Safety mechanics allow a larp to play with more dangerous, risky themes while knowing the players are emotionally self caring, but what are the best ways to put them in your system? Read here to find out more...
This post discusses how a player can practice narrative awareness to better their scenes and the scenes around them. It has tips for people who struggle with being socially aware of what to look out for to make a scene better!
This week we have a guest blog by Halden Ingwersen talking about her pickaxe -- that one thing you keep carrying, can't let go of, which is making everything all that much harder to juggle.
(This week's guest post for Pride Month is by a wonderful writer by the name of Rose Jackson. Rose is is a writer, editor, and games consultant living in Brooklyn, NY. She writes for Dystopia Rising's Northern California game and is an inclusivity consultant for the upcoming campaign boffer game Encore: the Afterlife. In between … Continue reading On Writing More Gender-Inclusive Games
One part of being a welcome community to queer players is designing fantasy settings with a structure that normalizes queerness. You don't need to be making a specific commentary on queer stories to be inviting and open to queer gamers. To kick off pride month, we're talking about how to normalize queerness in your games!
In early April 2019, I had the pleasure of being invited to cover Hanging Lantern’s event “Real Royalty” written and designed by Natasha Borders, Jeffrey Steele, and Benji Michalek. The game was a dark fairytale incorporating stories and inspiration from the world’s most famous, classic stories. From a designer’s standpoint, Real Royalty was an amazing and fascinating game. While not everything worked and the experimental mechanics certainly could have used more playtesting before going live, the fact that the Hanging Lantern team was willing to try so many experimental things meant that Real Royalty helped push freeform mechanical design forward dramatically faster than any game I’ve played in the last two years.
I recently attended Eskhaton by Reverie Studios. It was talked about as a horror game, but in truth, it was a game of modern day cults and the end of the world. The characters and cults were the horrors, not the things being horrified. It was interesting to walk on the other side of that classic gaming genre. Here is a full review of the things that worked, what didn't, and what we can learn from this engaging, dark experience of an event.