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<blockquote data-quote="Baron Opal" data-source="post: 2394843" data-attributes="member: 10433"><p><strong>The IFGS</strong></p><p></p><p>I have great fun with LARPing. I participate in the IFGS (<a href="http://www.ifgs.org)" target="_blank">www.ifgs.org)</a>, specificly the Pacific Northwest chapter. I spend about the same amount of time with the IFGS as I do with my ftf game, although that time is concentrated around three games I produce during a year. We average a game a month. I produce and referee about a third, NPC in about a third, and play the rest.</p><p></p><p>Two things that LARPs have impressed upon me are the concepts of strictly timed combat rounds and party cohesion. When you are ambushed by an equal group of people all shouting and yelling you have no time to come up with the most efficent plan. You act and adapt to your choices as you go. Sometimes you make bad decisions, and you can't just whine to the DM. Well, you can. But, if you wandered away from the party and the trolls got you, you can't really argue about how close you were to the rest of the party and whether or not they could have helped you. Secondly, if a party doesn't have a strong leader, someone's gonna get killed in a high risk game. I haven't seen the bickering in the IFGS that I have seen in other ftf games. The dynamic doesn't allow it. If the magician gets all pissed off and leaves to do his own thing, he's going to come across something that eats him.</p><p></p><p>For me, the IFGS was what the RPGA Living City was promised to be. You make a character, play him in a variety of different games, gain wealth and experience, and have a good time. There is a very strict structure of wealth accumulation, so people who write the games can make reasonable assumptions as to what people can do. Power ranges are clearly deliniated so that people don't run neophyte characters with the powerful, or vice versa. (This does happen from time to time, but those are special games where people barter their goods.) And I find there is much more time for role-playing, and the fighting can be intense.</p><p></p><p>Yes, we do have our share of goobers. They seem to weed themselves out, however. There is a lot of effort in producing a game. If you are a NPC, you are expected to come to the site early and help set up. Some of these sets can take a half-dozen people 3-4 hours to erect. The classic people who whine in game, who are jerks at the table, whom you have kicked out of your game and your house, they don't come back to IFGS. There is just too much work that is expected out of them and they find other hobbies.</p><p></p><p>I have had some negative experiences with IFGS, but it is outweighed by the fun I've had. If you are curious, and live in the Pacific Northwest, check out our website (<a href="http://www.pnw.ifgs.org)" target="_blank">www.pnw.ifgs.org)</a>. We are running a novice game the last weekend in July called <u>The Tomb of the Goblin Slayer</u>. You are welcome to play, NPC, or merely watch. I can't tell you about it since this is one of the times I get to play, and I'm making a new character for this game.</p></blockquote><p></p>
[QUOTE="Baron Opal, post: 2394843, member: 10433"] [b]The IFGS[/b] I have great fun with LARPing. I participate in the IFGS ([url]www.ifgs.org)[/url], specificly the Pacific Northwest chapter. I spend about the same amount of time with the IFGS as I do with my ftf game, although that time is concentrated around three games I produce during a year. We average a game a month. I produce and referee about a third, NPC in about a third, and play the rest. Two things that LARPs have impressed upon me are the concepts of strictly timed combat rounds and party cohesion. When you are ambushed by an equal group of people all shouting and yelling you have no time to come up with the most efficent plan. You act and adapt to your choices as you go. Sometimes you make bad decisions, and you can't just whine to the DM. Well, you can. But, if you wandered away from the party and the trolls got you, you can't really argue about how close you were to the rest of the party and whether or not they could have helped you. Secondly, if a party doesn't have a strong leader, someone's gonna get killed in a high risk game. I haven't seen the bickering in the IFGS that I have seen in other ftf games. The dynamic doesn't allow it. If the magician gets all pissed off and leaves to do his own thing, he's going to come across something that eats him. For me, the IFGS was what the RPGA Living City was promised to be. You make a character, play him in a variety of different games, gain wealth and experience, and have a good time. There is a very strict structure of wealth accumulation, so people who write the games can make reasonable assumptions as to what people can do. Power ranges are clearly deliniated so that people don't run neophyte characters with the powerful, or vice versa. (This does happen from time to time, but those are special games where people barter their goods.) And I find there is much more time for role-playing, and the fighting can be intense. Yes, we do have our share of goobers. They seem to weed themselves out, however. There is a lot of effort in producing a game. If you are a NPC, you are expected to come to the site early and help set up. Some of these sets can take a half-dozen people 3-4 hours to erect. The classic people who whine in game, who are jerks at the table, whom you have kicked out of your game and your house, they don't come back to IFGS. There is just too much work that is expected out of them and they find other hobbies. I have had some negative experiences with IFGS, but it is outweighed by the fun I've had. If you are curious, and live in the Pacific Northwest, check out our website ([url]www.pnw.ifgs.org)[/url]. We are running a novice game the last weekend in July called [u]The Tomb of the Goblin Slayer[/u]. You are welcome to play, NPC, or merely watch. I can't tell you about it since this is one of the times I get to play, and I'm making a new character for this game. [/QUOTE]
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