[identity profile] drcpunk.livejournal.com posting in [community profile] labcats
Tips for Larps

If you know you're going to be adding extra characters, and that a bunch of stuff logjams until you've done it, write the dang'ed characters ASAP.

If you say you aren't going to be working on X, and then you decide to work on X, make sure that no one else has done anything on X. Friggin' check this. If someone has, make sure that what you do works and plays well with what the other person did.

If one of your major vectors of communication is email, check your email. Check it in a timely fashion. If you cannot do so (you are at work, you have connectivity issues, whatever), tell your fellow GMs through another vector, asap.

If you are planning to do something that will cost you time, money, or other resources, or if it is something you will be really annoyed at having to re-do or at discovering you didn't need to do it or shouldn't have done it yet, check with everyone before you do it, whether that is printing, running to Kinko's or Staples, or buying a ton of props.

If you are starting to get cranky, stop. I don't care how critical the next phase is; you will fubar it if you try to push through the building frustration.

Microsoft software is evil.

Non-microsoft software is evil, too.

There are advantages to running games where players start off knowing nothing about their characters. You can recast right up until game start.

There are advantages to procrastinating on telling people how they've been cast. This will net you fewer re-casts. This is especially useful at a convention where several folks add and drop larps.

Coming up with gender neutral names is easy. Writing character sheets to avoid the third person singular is the difficult part.

"It can go in the larp kit" is an excuse to buy anything.

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