- Absolutely enjoy it. I find it helps me to flesh out my character more than I can at a once a month game, and it helps me find my character's 'voice' at the beginning of a chronicle, since it is FAR easier for me to sit and type with a little time to think than it is for me to converse IC at game. In fact, downtime interactions make me feel like that character is more of a real person and that aspect makes the whole game more fun for me.
- As a player I have personally found them to be very enriching.
- I like downtime, but I'm rather awful at filling out game reports on time.
- I like that we don't play out each Brood fight: it's just given to use from the wonderful storyteller.
- It enhances the overall story and allows continued participation to increase my interest.
- When I was able to do in character email threads role playing, I've loved it.
- Yes. I like compiling my character's view of events and interacting with other characters away from the prying eyes and ears of others. It also gives me a much better opportunity to help guide the story, a rare option at monthly events.
- Yes. I love the story-threads that are created.
- Yes - so long as it remains at a level which will not burn out the ST.
- Yes, very much. I really can’t imagine how the downtime part of the game could be handled more effectively than the way Phil has done it. It’s an absolutely amazing, rewarding process. I like having to strategize and focus on what my character is going to be doing for my downtime report. The reports we get back (twenty-some pages of scenes and clues) are incredible. As I said above, I’m not sure if anyone else could keep up that kind of pace, but … wow! I am totally blown away. I think it is integral to the pleasure of the game. I also like the e-mail scenes that crop up around the downtime actions (and separate from the downtime actions.) We’ve had some amazing e-mail scenes during the SF chronicle, in my opinion.
- I don't really enjoy the downtime parts of the chronicle. While it does give me a chance to plan, it's all very nebulous insofar as timelines and such go. It's also hard for me to send and receive a lot of emails faithfully and keep it going at a useful pace. For me, I'd like it if more things could be resolved during game time. More fights, more statistical stuff, more recordkeeping in person than later over email.
- The downtime part of the game is fun. But I think we've reached the point where there's now a little too much emphasis on the downtime part of our chronicles, and not quite enough on the live-action game sessions themselves. The scramble to get stuff done in the downtime can be stressful. I'd like to see players be able to use only a limited number of downtime actions, so that the ST can return replies sooner, so players can follow up on stuff without trying to get it all done in the week before the next game.
- I enjoy a limited amount of downtime activity and interaction (about an hour a week). Anything beyond that makes me feel like the game is more about downtime than game time. I want players to be excited about putting effort into the live game, not e-mail.
- No, because I am not involved in any plots driven by my character.
- Not as a storyteller.
- This part is broken by its very nature and cannot be fixed. Meaning, people have real lives and other priorities in addition to LARP. Often key players cannot commit time to help a downtime plotline along (don’t respond to email, miss meetings, miss games, can’t state an action in time before next game, etc.).
- Sort of. I have sort of limited time to do character emails, so a lot of interaction is difficult.
- I would like to change to playing twice a month and less if any downtime.
- Add storytellers whose sole job it is to manage particular downtime situations. Such as Influences, Mortal dealings, special storylines or activities, learning, recurring NPCs…
- The best thing that can be done is to have a good incentive system for players that do help plotlines move. That can be a myriad of things, but basically, I think players should get things like more XPs or other character goodies (extra resources, a merit, etc.) for helping a plotline – which could mean being destructive or supportive (depends on the plot). Anyway, more interaction would be good, and I think carrots are needed to keep the “mules” interested.
- Generally, I think it needs to allow a limited number (handful) of actions that don’t have a million contingencies from players (e.g. manageable over realism)
- I think that it would be better if players used this time for character development rather than information dumps. Share the information at game and develop relationships and alliances with other players.
- I would prefer that most of the action/events take place at the actual game. I would also prefer if action/combat scenes involving several players could be done in person. While the stories that have been written of our glorious battles are very well done, I much prefer to have control over my own character's actions.
- It is very nice to have things going on in between sessions, but I think it's takes a huge amount of time to do it for each player and then people don't have things to do in game because they did it all out of game.
- Make sure there are plenty of "goodies" that can be done or obtained through the downtime RP. Your actions get picked up by the local paper, you obtain something cool through your machinations, you get embroiled in horrible, horrible cosmic events--whatever. Just make sure the downtime section has a purpose other than note-passing between games.
- Character-generated drama. The Arabelle-Ash drama in the current chronicle is terrific! (Side note: having characters sing and dance IC rocks, too.)
- The character interaction, in other words, the politics, both mortal and Kindred.
- Creating characters in concert with other players or the ST is very rewarding for me.
- The deeper downtime interactions, particularly for the DA and Vancouver games.
- The details.
- Each evening has an invisible agenda that keeps the pacing up (court, entrance of villain A, introduction of new element XX, primogen meeting, etc.)
- Emotional connection with characters and stories. Doesn't happen every time, but when it does it's the best.
- Gaining some sort of power over the story or the setting, and finding the right way and time to use it, earning the right to be more than a spectator.
- The game nights when no disciplines are needed, just excellent roleplaying.
- I also enjoy how the story can shape and develop how a character evolves.
- I also love the social/political interaction that always takes place at the game.
- I enjoy chronicles with interesting story and deep emotional ties between the characters. The story in the Dark Ages chronicle was exciting and the relationships between characters in the Seattle chronicle made it very fun.
- I enjoy the effort people go through to portray their characters: costuming, character history, etc.
- I have enjoyed character interaction, surprising and being surprised in character, the enthusiasm some players bring to the game.
- I have felt very involved and loved how Phil integrated my background into the story.
- I like most the interaction between characters, especially when it’s with a mature roleplayer who can “roll with the punches” or “deal some good punches” for the betterment of story.
- Inter-character plots, complex relationships, double-crosses.
- Interacting with the great characterizations done by the players.
- I've enjoyed playing NPCs from time to time.
- Loved dressing up for the DA game.
- Making new characters for every new chronicle!
- The more time I get in advance of game to 'get into character' the more I enjoy playing.
- Oh my god phil has been amazing with downtime. I am very sad I was a downtime light character but I have to say it was the most impressive downtime response I have ever seen.
- The other characters.
- The plots are very complex and seem to be very carefully designed to engage the player base.
- The politics are interesting – there are often difficult choices about what the “right” thing to do is.
- The quality of the ambience (setting, costumes, etc.) is also impressive.
- The quality of the roleplaying during the games is very impressive.
- I really enjoy interacting and being connected to certain players in the group and the in depth relationships our characters were able to develop. Some people who are interested in exploring these kinds of intricacies can really make a game for me. I feel that this has happened for me in Aureus before.
- The roleplaying.
- The ST does a great job of creating situations in which characters are working against each other, or competing for limited resources.
- The Storytellers who know what they're doing and are committed to telling the story well.
- Strong metaplot supported by strong player-driven sub-plots in the same chronicle. Gotta have both.
- There are more threads than any one character can pursue.
- The time taken to develop characters, work with the ST to integrate the character into the plot, and to plan character ties, before the game started was great.
- Unravelling the mysteries the STs have laid thought up for us.
- When conflict actually takes place at the game.
- Being a novice I didn't understand the game well, or what was possible or reasonable. I compensated by giving my character no dots of occult or similar skills, so I learned as s/he did, but I ended up asking silly questions or making absurd assumptions sometimes. Stacy's interference: THERE ARE NO SILLY QUESTIONS OR ABSURD ASSUMPTIONS THAT'S MY JOB
- Being narrated to about critical scenes/actions that my character participates in.
- Combat is horrible even in the new system. It bogs down game and is one of the least dramatic and interesting things that could happen at a game. It is a simple lapse into game mechanics that for me is the least interesting part of a game. It has it’s place but I feel it should be minimal.
- Court events, where the players tend to stand around watching other people talk or whatever.
- The delay in responses to Game Reports and downtime activity.
- Every game is a plot point (which is rather unavoidable in a short, once-a-month game). Sometimes I'd like some roleplay that doesn't get interrupted by plot.
- Everyone covers all their new information the week before the larp when the game reports are received. Perhaps the game reports should be given out at the start of each game.
- Feeding tests; I'm of the opinion that Kindred will do whatever they can to make sure that, of all the nights to have a full BP, the night they're with all the other vampires is #1. Feeding tests should only be done when something has been going on that makes feeding in general problematic.
- Having no allies or real contacts. Kinda being an outsider to the game and trying to fight for a little toe hold of attention or interaction with others.
- I don't feel there is enough theatrics involved in the game. Table-top games are played mostly in one's mind and therefore don't require actual theatrics other than acting. However LARP'S are LIVE-ACTION for a reason. There are supposed to be costumes and decorations. That's half the fun is making it LIVE not table top.
- I get cranky when people bail out of chronicles for no good reason and leave players and STs scrambling to come up with crazy reasons for their absences.
- The lack of closure for both the Detroit and London games.
- Little incentive for characters to take risks.
- The pacing has been a little slow at the actual games from time to time.
- Players who don't warn the ST that they don't plan to show up or that they've quit the game.
- Playing a character whose purpose was not useful to the other characters.
- Primogen council meetings if there's nothing for the non-meeting people to do.
- Primogen meetings wherein all of the Court officers and Primogen meet and the rest of us stand around picking our noses.
- Responding to external threats.
- I sincerely believe that you can get out of a chronicle what you want to get out of it. Sometimes it feels like some players aren’t that invested in the story or even the game. As a result it feels like some people are on the fringes and others seem highly involved. It would be much nicer if we could have a better balance.
- Sometimes everyone seems to have lost their excitement for the game and the spark just doesn’t seem to be there.
- Stories that are too complex or problems that seem impossible to solve.
- Story Stagnation (players don’t engage, a plotline is dropped for various reasons, Storyteller is not organized nor has set up the right systems to engage/inspire, people miss games for real life priorities, etc.)
- The supernatural storyline, because it's not player driven. There's nothing I can do to affect it -- all the PCs can do is watch the NPCs interact. I know that's one of the challenges of running a limited time LARP, and I don't think this one has been badly done, just... that's my take on it.
- This game site.
- Too much emphasis on the one big metaplot without enough smaller plots.
- Trying to figure out the uber-weird clues.
- Weak character goals or characters not pursuing goals vigorously.
- When STs and players don't cooperate to make the game good.
- When the ST obviously withholds clues that would let players solve plots.
- 5 people answered either these exact words or ones like it Chronicles that don't have a conclusion.
- 4 people answered either these exact words or ones like it Chronicles that prematurely end.
- Feeding Tests.
- Feeling criticized for being too dramatic. Stacy interference: Is there such a thing as "too" dramatic? Naaahhh
- Fog.
- Masquerade Ball
- 3 people answered either these exact words or ones like it Mixed character types (vampires, mages, werewolves) in the same story.
- 2 people answered either these exact words or ones like it ST inactivity.
- Stacy as torturer. Stacy interference: I would request this remark be clarified ... Stacy or Stacy's characters?
- Stories about a big bad villain that's sleeping and about to wake up.
- 4 people answered either these exact words or ones like it Zombie cows.
- Difficult to navigate. Prefer the newsgroup format.
- Fairly important--the Aureus games are big on original content, and it's important to have that easily accessible through the chronicle.
- Great for record keeping things like feeding territory.
- I like having a website where I can match character names to player names. This is especially helpful at the beginning of the chronicle.
- I like the website. It's very useful for getting character names memorized. I also like the rumors page.
- I love the website, and I feel it is very important to keeping everyone updated and in the loop.
- I think Websites are mostly useful in the beginning when the chronicle is being built. After that point unless it is going to be used as a tool for the story or the players make good use of a rumors page it mostly seems to become a point of reference.
- It was very good for reference. It does not seem to get as much use as it could. There are so many possibilities with how it's built and I don't think it was used to its potential. I know I have not used it as much as I could have.
- Medium to high importance. The beginning of the game is the most critical time for this tool, which helps orient folks to the setting, the rules, the players, etc. Mid-chronicle I personally don’t get into the rumors and summaries pages, although if I missed a game the summaries can be helpful. It’s partially down to medium for me because email could do if we didn’t have web technology, but its less efficient.
- Only somewhat. If it were easier to navigate (getting back to the home page from the secondary pages, for example), I would use it more.
- Quite imporant as long as it is kept up to date.
- Truthfully, not very. It mostly helps me remember character names.
- Very helpful.
- Very helpful. Might try a few less large graphics for those of us without broadband. Encourage more participation by players in rumors, provide updated info throughout the month so characters can react and interact in real time. For example, everyone would have heard of the Alcatraz raid long before the final Storyteller reports came out.
- Very! I like having a central location where all the important chronicle information is stored and I refer to the website a lot during our chronicles. I'd like to have a forum, too, like we did for the London chronicle.
- Very important. I have really enjoyed the currents game web site and I check it regularly. I have to say it was one of the very impressive things about the game.
- The web site was critical during character generation, in communicating the back story, and has been extremely helpful in quickly learning character names/faces. I’ve used it less as the chronicle progressed.
- While a website is not critical for my enjoyment, it is like the frosting on a really good cake.
- The addition of new players can help bring back the excitement and commitment, but there must be more we can do.
- Folks may bitch but they REMEMBER the fuckin’ zombie cows!
- Just need a better balance to all the elements.
- More time between report and game.
- Perhaps Aureus could develop some workshops on plot and story development. Even though the Storyteller is the main plot polyglot, all the players have a role in developing the plot and story in their participation and fulfillment of the plot. So maybe letting folks meet, discuss and maybe learn about this function from a player’s perspective would help them work on their skills, and therefore enhance this part of the game.
- Stacy Interference: One comment requested "return to index" navigation aids on each page. I added those. I hope that helps.