Post-Finale Drop & Self-Care

Hail Hellions,

The Dystopia Rising: SoCal team sincerely hopes you had an incredible time joining us for “Croatoan,” the grand finale of our decade-long history in HeEl Dorado. I want to take a moment to address something that may be new to some players while others are intimately familiar with it: an experience known LARP drop.

"LARP drop" or "post-game drop" refers to the emotional and sometimes physical exhaustion experienced by participants after a LARP event concludes. It can manifest as feelings of sadness, a sense of loss, disorientation or even depression, often stemming from the abrupt return to reality after immersing yourself in a fictional world with intense role-playing experiences. To quote nordiclarp.org, “The emotional highs of game most likely have a hormonal component; endorphins, adrenaline, dopamine, serotonin, and oxytocin levels shift as the result of game stimuli. As with any high, the comedown can often feel shocking and depressing.”

This experience shares similarities with the phenomenon observed in sports known as "post-competition blues" or "post-event letdown." Athletes often encounter similar feelings after the excitement of competition subsides, and they return to their regular routines. A stronger form of this drop often occurs after athletes perform in championships and tournaments so with the intense circumstances and feelings of the last weekend it seems like a fair comparison to what many of us might experience. To offer assistance, here are some tips for self-care to get through the LARP drop:

Reach Out & Stay Connected:
Maintaining connections with fellow players can offer ongoing sources of support and a sense of community. Both casual in-person gatherings we’ve come to know as “Taco Tuesdays,” or meet-ups over voice chat are some of the ways you can stay connected. Our Discord server and other similar social media spaces are a perfect spot for this kind of engagement in a digital space. If you find yourself struggling, don't hesitate to reach out. You'll find that many others are going through similar emotions and your well-being is important to us, both in and out of the game.

Reflect & Decompress:
Consider journaling about your experiences during the event, writing up a post-game decompression post about what your character experienced or is doing now, or make a game-related meme to share or engage with or draw your favorite scene from the weekend. Reflecting on your character's journey and the interactions you had with each other can help you process your emotions.

Remember Self-Care:
Remember to hydrate, eat your favorite comfort foods, take some time for yourself to relax and recharge. Whether it's indulging in a favorite hobby, spending time with loved ones, adventuring outdoors or simply enjoying some quiet time. Staying active or engaging in a familiar routine can help when your brain dips into a slump. Prioritize activities that bring you comfort and joy.

And finally, thank you all so much for being part of our community and breathing life into our slice of wasteland paradise. This story may have concluded but it doesn’t have to be goodbye. Hell Dorado lives on through our shared experiences and can be visited through the memories we share. The Dystopia Rising: SoCal team looks forward to seeing you again somewhere else in the wasteland, and in other game worlds.

-Gabi “Boo” Ashley, Director of Conflict Resolution.

References & Further reading:
https://nordiclarp.org/2015/01/19/post-larp-depression/
https://larped.com/getting-through-larp-drop/
https://www.livestrong.com/article/13773510-post-event-sadness/

Aftermath & Season 11

Aftermath and Season 11

Ahoy, Hellions! Thank you for your patience while restructured for the new season. Director roles were recently announced, and you can expect the Specialist Guide roles to be announced shortly. No doubt you are wondering what to expect this weekend at our 4-day Premier event, “Aftermath” as well as in the new season. Wonder no more!

RSVP Mod Descriptions

will go up tonight, with signups opening tomorrow at 8pm. Please note that is one day earlier than usual (because guess what? So is game!)

Feed the Trawls

Early in the weekend of Aftermath, survivors will have the chance to help Sans Califia Sails construct tools for their Trawling Barge. This will unlock a Zone of Mechanics which functions per the Helscape Mine blueprint, with an added option to select Spire Fragments in place of Named Scrap. Why the change in flavor? We just thought digging a big hole might be ill-advised at the current moment, due to the…

Shifting Tides

After the detonation of the town’s spiretech device,Painted Lady, the area was stricken with a series of quakes and a tsunami. While the waters have receded somewhat, water levels are both higher and less predictable than before. With the High Tide come water-related zone effects and threats, while the Low Tide brings mud, sand, and the things that dwell beneath it.

Extended Augments

Following a module at Aftermath to unlock the improvements, Augments crafted at the Artisan bench may be fitted with Spiretech to last longer (on a local plot card). For a cost of 5 Spire Fragments (any color) such augments will last for an additional 3 months. They will also carry the Spiretech keyword, which is totally safe, trust me. Standard augments may also be extended, but once written on a local plot card they cannot be reverted. This change is to encourage more engagement with the Augment system, which is one way to specialize your character (especially in combat). You can also expect Lineage Threats to have augments for their gear as well, and you can take it from their dead hands.

Favor Cards

Another new local system is that of Favor cards. These represent being owed a favor by someone in the wastes, and can be cashed in for various benefits during a module. Favors are divided into four familiar categories - Combat, Civilized, Wasteland and Anomaly. Here’s how they can be earned - modules that involve helping out someone of influence are tagged with one or more of the favor categories. Success on the mod rewards a number of Favor cards that belong “to the town” and are kept by Story. They can be spent by consensus of LCs (i.e. have a meeting about it). Moreover, individuals with a Profession Focus Achievement can generate additional Favors for themselves by participating in a related mod and spending 1 Resolve, once per event. Personal Favors are the same as town favors, but can be kept, traded, hoarded, or combined with others (but never stolen). For example, a scouting module is tagged as Wasteland Favor. On completing the module, the town earns 3 Wasteland Favor, which Story keeps. An LC who has a PFA in any Wasteland skill can spend 1 Resolve to earn a personal Wasteland Favor, which they keep. Later on, the town decides they want to spend Wasteland Favor for the zone effect “Silence is Golden.” They’re a bit short on Favors, though, so some survivors contribute from their personal stash. The national Ark currency can also substitute for any amount of Favors to pay for a single effect (all the way up to the highest cost of 25 Favors). Only 1 effect paid for with Ark may be active at any time, and spending Favors always needs to be reported to Ops in the twelves prior to use.

Slaughter

Several chapters have this as a local keyword, and we are following suit. Damage that causes a target to enter bleedout and is accompanied by the keyword “Slaughter” drops that target’s bleedout timer to 1 minute. Effects that prevent Cannibalize also prevent this effect.

Post-logue: "Burning Bridges" (August 2023)

BROKEN COAST RADIO interrupts your regular broadcast for this important headline!

[TRANSCRIPT]

We interrupt your normal broadcast for this important headline: The AX Seaport is now in a state of open war with the Magic Kingdom.

In addition: Parasol has accused Blackridge of industrial sabotage.  Blackridge denies these accusations, but levies the same at Parasol.

Meanwhile in Eureka:

Eureka felt fear course through their body.  From the looks on their faces, the other Legion born felt the same way.  Hearing the story of the former Unificationist…of the horror that was being created from their people…made them feel sick.  

“We must send a message throughout the wastes warning those like us of this danger, this terrible threat.  We need them to know that there is a better way to be together again. It won’t be like before, but we can look after each other and keep each other safe.   We all must be vigilant.”

Prologue: "Burning Bridges" (August 2023)

They ran as fast as they could, past pulsing crystal lights, gnashing teeth, and ever-changing geometry looking for a way out.  Any means to escape this hellish place!   Memories passed before their eyes - how could they have been so foolish?  So easily manipulated?  The hole in their heart left when they were split apart ached and yearned for connection that they could no longer feel.  How they had longed to be together again, but not like this.   Not Like This.  They had watched the others, seen what they had become, and could not bear it.  Anything was preferable to…….THAT.  They blinked away tears as they remembered the horrible sounds, sounds that could no longer be considered voices, the horrible satisfaction on those strain’s faces.  No time for reverie, they could hear shouts behind them.   In the distance they saw what could only be described as a Glass Palace, perhaps they could hide in there until they find a way out of nowhere.

---

The Iron slammed his hand down upon the invitation, disgusted,  “The audacity of it all.  We will not be attending.”

The Saltwise, cool as the salt laden air that filled the room, gazed at her companion with a gleam in her eyes.  “Of course we won’t, not officially.  However such gatherings are the perfect place to send a message…”

The Iron leaned back in his chair.  “Do what you have to do.  Make sure they know it was us.”

Post-logue: "Trouble in Paradise" (July 2023)

Letter from Eureka to Hell Dorado, read aloud in the Tavern:  

“Hellions of El Dorado,  

I wanted to personally thank you for sending aid in defending my town against the Unifier Rebels.  Thanks to your efforts we were able to survive the siege and capture one of the rebels alive.  We have questioned the defecting rebel and they, who have chosen the name Infinity, have revealed some insights.  It seems that they have made a camp within the strange doorway at the direction of someone they only know as “friend”, who periodically visits them to give them aid in one form or another.  They could not give me any more details than that.   We have since rebuilt our defenses and we have stationed guards 24/7 to look out for any more of those strange doorways.  Some of those who were living in Eureka have decided to leave, some because they feel they would be safer elsewhere and others because they simply do not feel comfortable staying in one place.  I hope that if any come to you, you will welcome them.  

Thank you again.

Eureka” 

Prologue: "Trouble in Paradise" (July 2023)

Eureka surveyed the grounds of what had once been their slice of hellscape paradise. Around her, bodies were just starting to sink. The aftermath of what had started out as a simple disagreement and escalated into a full-fledged bloodbath, still smoldering, was strewn out before her. In their crystalline heart felt something foreign, yet familiar, like a memory suddenly brought into stark reality. Their hands trembled in clenched fists as she looked at the perpetrators, bound and stabilized, kneeling before her.

She basked in the experience of the powerful emotion that surged through her. Hate. These Legion-born were their siblings. They had been unified and together in the pearl, but now that they were free how could it have gone so awry so fast? They felt sick as they thought of the slain Legion-born and felt their Gorger teeth grinding together, the Evolved muscles straining to be let loose and deal vengeance on those who had brought death and destruction to their safe haven.

But how could they? They were Legion-born too. They were siblings, no matter the atrocities that had just been committed in the name of togetherness. After all, they just wanted to be together too didn’t they? They wanted what Eureka themself wanted, to be close again. To be together again. But these…..These wanted to be more than that. They were willing to take away the choice of others who did not want it. These had crossed the line. With grim purpose they strode up to the bound Legion-born. Around them the others watched, some with fear in their eyes, others respect. The bound looked up at Eureka with one motion, moving as one.
Eureka’s lips curled. “Leave. You are no longer welcome here.”

Defiant eyes met theirs: “We will be one.”

Telegram from the AX Seaport to The Magic Kingdom: We politely request that you cease your expansion by means of navy into our sovereign waters. If you wish to learn the topography of the local islands you need only ask.

Reply from the Magic Kingdom: We had no intention of expansion. We merely found it prudent to counter movements by what could be considered a heavily armed fleet. We will cease our activities so long as you no longer send warships into our territory.

Reply from AX Seaport: Heavily armed escort is necessary due to the activities of the Yellow Jackets and the Pirate Consortium. The trade routes must be maintained. While we are not interested in conflict, if your vessels attempt to intercept our merchant fleet, actions will be taken to ensure the safety of crew and cargo.

Reply from Magic Kingdom: Such an action would be considered an act of war. Consider this your warning.

RSVP Mod Systems & Etiquette

What are RSVP Mods?

These are the modules (“mods”) that Story lists on the network database for the event. Players can read a short description, and signup to participate in that mod if they are interested. The description tells them where to meet, and when. It may also list a player limit, and any required skills. The database will hide mods that have an assigned skill requirement if none of your characters in the system are eligible. Story lists as RSVP mods that are opt-in. If a mod is coming into town to engage with whoever it finds, there’s no need for it to be RSVP. Most mods run during the weekend are not RSVP mods - these are but a portion of what we plan for you each month!

Why Use RSVPs?

Some mods need a player limit for practical reasons. For example, only small groups can fit inside a maze, or work on a single puzzle at the same time. Others may need limits for narrative or engagement reasons. A stealth mod with a dozen people doesn’t feel very sneaky or dangerous. A fight against a badass monster doesn’t feel as threatening when it can be swarmed. Some mods don’t need a player limit, but the Story team wants to see what level of engagement they can expect. We can then adjust the mod, and also the other content running at that same time for players who are engaging elsewhere. Finally, some mods are keyed to skills that give rewards based on a mod’s success, and we want players to be able to find those mods. This describes Criminal, Finance, Hunting, and Sailing mods, to name a few. Sometimes we list a mod as RSVP just because we think it's cool, and we want everyone to know about it.

Benefits of RSVPs

A lot happens at LARP. For everything you experience, there are numerous other things that you’re missing out on. Our hope is to create an event so awesome that you wish you could do it all. Sadly the self-cloning technology has not advanced past the experimental stage. With RSVP mods, you can at least prioritize certain experiences and plan the rest of your time around that. RSVPs also make plot more transparent and available. Just sign up and you’re in.

Waitlisting

For now, we’ve chosen not to enforce a global limit on signups. If our content is overly popular, we first attempt to expand the scope of the content, such as by hosting multiple runs (with minor or major differences). Still, sometimes we have to leave people on the Waitlist. If you are on the Waitlist, you can show up to the meetup location on time, and after a short grace period we will fill vacant spots.

RSVP Etiquette

Show up on time.

Being late affects everyone else on the mod, and can cause a “traffic jam” on the Ops end. A grace period is offered, but if you are late or a no-show, your spot may be given over to the Waitlist. LARP time can get off-schedule pretty quickly, and sometimes Ops might be the party that is late. We might be waiting on NPCs to finish up another mod, or a shift change, or any number of complications. When Ops is the cause of a delay, we try to send a runner to communicate the delay and give a new ETA. If you’ve been waiting for 10 minutes or more with your crew, and haven’t seen a Guide, feel free to send a runner to Ops to ask for an update. We do not consider this rude - we’d rather know that you’re ready and waiting.

Be generous.

Some players don’t follow the plot closely and are happy to make their own fun. Others vacuum up every crumb. Sign up for the things you care about most, and leave some of the rest. You can always add more signups after a few days, once others have had a chance. If you see a big Waitlist filling up under you, see who it includes. New Players? Travelers? Newcomers to that plotline? A group of players who signed up together? Maybe reach out to the players involved to see everyone’s level of involvement. If you already have a booked weekend, consider withdrawing and adding yourself to the Waitlist.

Read the mission and expect to follow it.

If you are a newcomer to the plot, you owe it to everyone else on the mod to have some idea what you’re getting into. Read the description. Spend time at game investigating, planning, and interacting with the team before the mod takes place. Everyone on the mod should be aiming to succeed at the mission. Do not sabotage the mission, or derail it chasing down squirrels (unless chasing down squirrels is the mission). If you want to work at cross-purposes to whatever the premise of the mod is, instead talk to the Story team. You might be able to request a separate mod (through a Personal Plot Request, for example) that allows you to work toward your character’s goals without stifling others’.

Stay In-Game While Waiting.

Unless the meetup location is Ops, meetup locations are IG. For the sake of everyone’s immersion, both those on the mod and in the area, stay in-game and in-character. Talk about strategy, why you’re all doing this, what you hope or fear might happen. The more you stay IG before the mod, the more seamless the launch of the mod will be.

Don’t say “mod.”

“Mod’ is an entirely OOG term. While in-game, don’t say “mod!” You can say you are on a mission, a quest, going out of town on business, or describe whatever it is you are doing. Just don't call it a "mod!"

Traveler Support & Local Information

Welcome to our sunny corner of the wasteland. Below you’ll find information that travelers may find helpful when visiting our Hellion home for Descent, a national event. For any detailed questions please e-mail me, your customer service game runner at: Gabi.DystopiarisingSoCal@gmail.com --I’m happy to help with any support you may need!
Join the conversation on our community discord: https://discord.gg/2XrmDXVs where we post announcements and host digital hang-outs.

[Event Site Location]

Riverview Recreation Park
14600 Baron Dr, Corona, CA 92880
Park Info: (951) 496-2914

Our home site is a Renaissance-themed fairground with a permanent village set. acting as immersive setting we get to play in and tent camp around. There are some open buildings that act like public play spaces, but no guest camping in any of site’s buildings. We have a little under a dozen loaner tents for guests, and will have two large pavilion tents set up that fit 8-12 people each, with room your gear. You’ll find those large guest tents marked as “tent city” on our town map. CAPs will be rewarded to players that bring additional loaner tents or sleeping bags to guests to borrow. Car camping is also okay, either OOG in our lot or IG with some very specific places that you can park as long as your car remains parked there as a set piece. Please let us know if you will need support with any of these accommodations, they’ll be first come first serve. 

John Wayne Airport
(32 mile drive to site) https://www.ocair.com/

18601 Airport Way, Santa Ana, CA 92707

1(949)252-5200

[Local Airports]

LA/Ontario International Airport 
(18 mile drive to site) https://www.flyontario.com/

2900 E Airport Dr, Ontario, CA 91761

1(909)544-5300

Los Angeles International Airport
(57 mile drive to site) https://www.flylax.com/

980 World Way, Los Angeles, CA 90045

LAX Infoline: 1(855)463‑5252

 

[Local Motel Accommodations]

The following locations are found within a 10mile radius of our event site.

Rodeway Inn & Suites 

($, 2 star, 3.0/5 on 3.0/5 Tripadvisor) A 12 minute drive to the event site. Accommodations include parking, continental breakfast, outdoor pool and guest laundry services. They claim the lowest online booking rates in the area.

http://www.rodewayinncorona.com/

1701 W 6th St, Corona, CA 92882

1(951)735-5500

Holiday Inn Express & Suites Corona, an IHG Hotel
($$, 2.5 star, 4.0/5 on Tripadvisor) A 14 minute drive to the event site. Accommodations include free continental breakfast, Wi-Fi and parking as well as a snack bar. This is a smoke free property and pet friendly location.

https://www.ihg.com/holidayinnexpress/hotels/us/en/corona/corca/hoteldetail

1550 Circle City Drive, Corona, CA 92879 United States

1(951)479-4000

Best Western Corona Hotel & Suites

($$, 3 star, 4.0/5 on Tripadvisor) A 15 minute drive to the event site. Accommodations include free parking, free breakfast, free WiFI, a hot tub, a gym and a business center. Pet friendly location.

https://www.bestwestern.com/en_US/book/hotels-in-corona/best-western-corona-hotel-suites/propertyCode.05769.html

1900 Frontage Rd, Corona, CA 92882

1(951)738-9113

Residence Inn by Marriott Corona Riverside
($$, 3 star, 4.0/5 on Tripadvisor) A 15 minute drive to the event site. Accommodations include free parking, free breakfast, Wi-Fi, indoor pool, a gym and tennis court. A Smoke free property. https://www.marriott.com/en-us/hotels/ontco-residence-inn-corona-riverside/overview/

1015 Montecito Dr, Corona, CA 92879

1(951)371-0107

 

[Local Airbnb Accommodations]

Use the following link to search near our event site. 

Corona Vacation Rentals & Homes - California, United States | Airbnb 

 

[Local RV Camps]

Our event site will have RV parking and camp spots available, but we do not have hook-ups or dumping facilities. In case you’re traveling by RV and need those accommodations, these are the nearest options.

Canyon RV Park
A 20 min drive from our event site.
Amenities include full hook-ups for water & sewer, and 50-amp electric hook-ups.

https://canyonrvpark.com/

24001 E Santa Ana Canyon Rd, Anaheim, CA 92808

1(714)637-0210
(Daily hours: 8am-8pm PST)

Glen Ivy RV Park
A 22 minute drive from our event site.
Amenities include full hook-ups for water & sewer, and 30-amp electric hook-ups.

https://www.glenivyrvpark.com/

24601 Glen Ivy Rd, Corona, CA 92883

1(951)277-4261

 

[Local Restaurants & Shopping]

Norco Village is the nearest shopping center, located 1.6miles (6min drive) away from the event site. The cross streets are River Rd & Sundance Ln, Norco, CA 92860. Listed below are some food spots and useful shops to be found there.

CVS
2400 River Rd, Norco, CA 92860

Stater Bros Market
2430 River Rd, Norco, CA 92860

Miguel’s Jr
2450 River Rd Suite 300, Norco, CA 92860

Poke Town
2450 River Rd Suite 310, Norco, CA 92860

Little Caesars Pizza
2450 River Rd Suite 330, Norco, CA 92860

El Pollo Loco
2480 River Rd, Norco, CA 92860

The Sandwich Spot
2440 River Rd, Norco, CA 92860

Starbucks Coffee
2410 River Rd, Norco, CA 92860

 

[Local Gas Stations]

Corona Gas
625 W 6th St, Corona, CA 92882 

Costco Gasoline
480 McKinley St, Corona, CA 92879

Sam’s Club
1375 E Ontario Ave, Corona, CA 92881

Speedway (24hr)
111 N Lincoln Ave, Corona, CA 92882

Raj Service Station
401 E 6th St, Corona, CA 92879

 

[“Afters” Locations]

Farmer Boys
263 N Lincoln Ave, Corona, CA 92882
https://www.farmerboys.com/locations/corona-lincoln-ave
1(951)281-2585

Lamppost Pizza Main Street Brewery
493 N Main St, Corona, CA 92878
https://www.lamppost-backstreet.com/Corona-Home.html
1(951)371-1471

Goodfellas Cafe
1090 Pomona Rd, Corona, CA 92882
https://www.goodfellascafecorona.com/
1(951)340-1130

 

[National Travel Incentives, CAP Rewards]

The National team has allowed us to grant National CAP rewards for traveling to our upcoming National game: Descent! Earn 1 National Cap for each dollar spent on travel as a thank you for coming out. That means anything from flight/train/bus costs, gas from your own trek or from driving around helping your community members make it to the game– even the road snacks and caffeine that power your trip! Keep your receipts and pics to be sent in a batch to: Gabi.DystopiaRisingSoCal@gmail.com (once your adventure with us is complete.)

Details on the CAP reward system can be found here: http://www.dystopiarisinglarp.com/community-action-points

[Bonus Early Bird Set-up and Camping!]

Starting Friday, March 17th, Descent will be 3 days packed full of SoCal-flavored National content! To help accommodate event set-up as well as receiving travelers, we've rented the site a day early which means any player that has purchased their ticket and pre-registered is welcome to show up as early as 2:00pm on Thursday, March 16th. 

(Our usual Covid-19 policy applies to early site access for games. See the first item of our general policies, linked below, for more information.)

We welcome you to set-up your camps and props, mingle with the community on an out-of-game basis, and even camp out for an extra night before things kick off on Friday. Please note that we won’t have our meal plan available until the event is running, Friday through Sunday.

[Paco’s Meal Plan Menu!]

Friday Dinner

  • Spaghetti with meat sauce/no meat sauce, dinner roll

Saturday Breakfast

  • Biscuits and Gravy

  • Otik's Spiced Potatoes

  • Scrambled eggs

  • Candied polish sausage

Saturday Lunch

  • Chili Dogs with Cheese

  • Bacon Mac n Cheese

  • Spaghetti with meat/non meat sauce

Saturday Dinner

  • Smoked BBQ Chicken

  • Mashed Potatoes and Gravy

  • Sweet Corn

  • Baked Beans

  • Green Beans

  • Dinner roll

Sunday Breakfast

  • Pancakes

[Local Policies]

https://www.dystopiarisingsocal.com/general-policies

Story Recap Triple Feature: Oct, Nov & Dec 2022

October 2022 “The Final Countdown”

Steamboat Party Sunk by Own Weapon

Telegraph messages from an informant inside the Steamboat Party tipped off the Hellions to the dispossessed monarchy’s plans, which included the use of a blue spiretech weapon called Project Bandersnatch. Led by Commander Dippy Dawg of the Goof Troop, the Hellions mounted an attack against Melancholy Hill while an infiltration team set the weapon to detonate. The blast’s powerful psionic shockwave obliterated all of Melancholy Hill. Dippy Dawg and Prinx Florian are assumed to have been deleted on both a physical (atomic) and metaphysical (Imprint) level. What remains has yet to be scouted in detail, but airship pilots now refer to the area as Melancholy Crater.

Nemesis Night ends in Romero’s Final Curtain

The Nemesis Cult continued their tradition of terror on Halloween night, enacting their scripts and demanding that Hellions play along. Faith experts noted departures from the scripts with a focus on spire crystals. This became clear when Romero (aka Pyramid Head) arrived seeking shelter, claiming the other Nemeses had made a deal with the gravemind entity called Legion, exchanging spire crystals for power. The Hellions responded by finishing the assassination themselves, and destroying the pyramid helmet.

Marsh Mischief

Bizarre swamp critters were observed both in the swamps and stampeding through town. These “Hybrids” shared features and behaviors of Delfini, Sin-Eaters, and Psyotes. Green crystal residue was discovered coating some of the critters. A patchworked green spiretech device in the swamps was discovered to be the source of the ooze.

November 2022 Premier, “Strange New World”

Wasteland Violence Federation sponsors Red Ledger Competition

The W.V.F. wants to see the strongest, toughest, and sharpest of El Dorado compete for the championship belt. Various ongoing matches are now available. The individual with the most Clout will take home the belt in February, May, August, and November.

Raiders Finding Faith?

Marsh raiders were observed encroaching further into town than normal, including gathering at the Rad Tree around a collection of small totems. They were later observed performing what appeared to be a faith ritual on some Warpath raiders, and chanting “Vodneek,” the name of a little-understood plant creature that the swamp folk regard as a guardian spirit.

Marsh Meltdown Leads to Spiretech Discovery

Bernardino Townsfolk, apparently the ones responsible for the bunker of spiretech devices in the swamps, sought help in preventing a further ecological disaster in the Lowtown swamps. The Hellions were able to prevent the breakdown and salvage the parts of the abandoned project for their own experimental use.

Mortis Vibrations Hint at Sinister Presence

Aberrants in town, and Grave Attuned in particular, felt what they described as a “mortis wave” emanate through town, with the morgue as its origin. They sensed the now-recognizable presence of Legion, envisioned as a prismatic pearl encasing a sinister presence. Sages believe that this presence may be one of the so-called Archons, the extradimensional horrors from the abyss beyond death, and that it is somehow encapsulated and contained by Legion. At least for now.

Ants Go Marching On

Mutant ants invaded town in search of food, including Lineage flesh. Hellions marched on the ant hill, due in no small part to the urgings of Overlord Billie. They discovered that the tunnels extend for miles upon miles, and that they are cohabitated by Recluse Raiders. They were able to recover some clutches of eggs before demolishing the tunnel entrances closest to town.

Oxline Railroad Spike Driven, Coastal Rail Line Work Continues

Construction of the Oxline Railroad was finally concluded with the driving of the golden spike. The completion of the railroad project, which was delayed years due to the circumstances of the Wandering, connects El Dorado directly to Bravado, and indirectly to other settlements beyond. Meanwhile, the railway north to Sinn & Conn Valley remains under construction from both ends.

Town Defends Mothra from Hybrids

Mothra, enraged by exposure to crystal ooze and pursued by Hybrids, stormed through town on Saturday night. The Hellions rallied to defend her from the vicious critters while simultaneously attempting to clean her carapace of the ooze. The mighty Kaiju was able to make it to the Rad Tree and burrow so that she can regenerate. Hopefully enough ooze was removed to prevent any long-term effects.

December 2022, “Prometheus”

Legion Imprints Given Body, Named Eureka

A pioneering Gravetech / Spiretech experiment conducted at the castle of local nemesis Dr. Frank N Stein successfully splintered off several Imprints from Legion and housed them in a composite Lineage body. The rest of the Legion hivemind expressed hostility. This new person(s) chose the name Eureka, and was sheltered in El Dorado.

Legion Speaks of Past, Present, and Future

Various Lineages passing through town were, on several occasions, revealed to be devoted to Legion when they began speaking in chorus. During these moments of possession they spoke of Legion’s creation, present state, and predictions for the future. Scholars have gleaned that Legion was created by the Grave Mind from Spire Crystal matter and Imprints in response to invasion by an otherworldly creature - one of the so-called Archons. Presently this Archon is imprisoned by the “pearl” that is Legion. Legion is known to be actively seeking their own escape from the Grave Mind, which would leave the door open for this Archon to free itself. Legion themselves do not appear concerned with the ramifications of this, caring only about their own release.

Technology Successfully Severs Legion Influence

Lead researcher Santana successfully developed a blue Spiretech device that can free a person from Legion’s influence. While Legion has made good on “deals” struck in the past, it appears they are under no obligation to abide by any terms, and a Legion “deal” of any kind allows the entity complete control of the individual for an unknown period of time.

Krampus Seeks Naughty Legion Devotees

Krampus and his elf acolytes made their usual Giftmas rounds to punish the naughty, specifically seeking those who remain devoted to Legion.

Enemy at the Gatekeeping

In my previous blogs on the topic of plot, we discussed how to find plot, request plot, and engage with plot. This time I will discuss Gatekeeping as it relates to plot, how to prevent it, and how to handle it when it occurs.

What is Gatekeeping?

Gatekeeping is the activity of controlling or limiting access to something. Simply put, it means exclusion on an OOG level. This can be deliberate or unintentional. Deliberate gatekeeping is against our Community Standards, as “Dystopia Rising is a cooperative gaming environment.” When Gatekeeping does occur, it is much more likely to be unintentional. That’s good news, because it means it can be solved through communication. Gamerunners are happy to assist with mediating any discussion around possible gatekeeping.

Example #1, Gatekeeping Character or player ability

“We need people who are stronger fighters. You should stay in town.” This is gatekeeping because one player is limiting another due to their character build or OOG abilities. Giving a player a warning that a combat might be dangerous is entirely fine - that gives them the information they need to make an informed decision. However, a player should not be telling another that they cannot participate. This applies to all skills, not just combat. Some blueprints or zones of mechanics may require a higher level of skill to engage with mechanically, but a small effort to be inclusive goes a long way. You could say “this needs a higher level of expertise to complete, but why don’t you help us out by [insert task here]?”

Example #2, Gatekeeping Plot Items

One character searches a corpse and finds a unique plot item. Another character asks them, “Did you find anything interesting?” and they reply “not really.” This is gatekeeping because the item is clearly intended to further a plotline. By hiding it, the player is controlling who can continue to interact with that plot. In this case, the best practice would be for the player to keep the item, but offer to show it to interested parties. This is not to say that LCs cannot have secrets from each other. If a found note were addressed to the player’s LC directly, or the item was directed to an in-game secret society, keeping it secret would be fine. It would also be good to negotiate OOG on the topic. The player could go OOG and say, “I’m really invested in this plot, do you mind if I get first crack at this, and I’ll share it later?” Consider that notes and unusual plot items are seeded as a way for players to find and further plot, and limiting access to these limits other players’ ability to engage with that story. Such “plot cookies” taste best when shared!

Example #3, Gatekeeping Information

You find some spire crystal fragments and want to know what to do with them. You ask another LC what they are useful for, and they reply “That’s gravemind bullshit. I don’t fuck with that, and neither should you.” This is gatekeeping because they are becoming a dead-end because of their LCs perspective. Best practice here would be to say “That’s gravemind bullshit; I don’t fuck with that. I let [invested LC] and the eggheads at Parasol deal with that stuff.” Think of this as redirecting rather than dead-ending. If you feel like all your avenues are coming up short even with cooperative play, try involving a Support Character (played by the Gamerunners) and we can open up some new routes.

Example #4, Gatekeeping Membership

You want to be baptized into a faith, or join a society. You find someone who can baptize or induct you, but they tell you that you have to practice for a year first, because that’s what they did. This is gatekeeping because they are adding a limitation that isn’t part of the faith or society’s requirements. Note that their character has agency, too. They can’t be forced to baptize you if they don’t want to - but they also can’t prevent you from being baptized, or give you crap for it if you get baptized elsewhere (unless you consent to that social CvC). Best practice would be to decline, but do some OOG negotiation. Maybe they can refer you to someone else, or come up with a trial requirement that you both agree would be fun. Note as well that most societies and faiths in SoCal can be joined with a simple Action Request and some OOG conversation with currently involved players.

Non-Examples

Some modules do have requirements, such as a particular skill or society membership (cough crimes cough murder). Let’s say you stumble into such a scene, and ask “Hey, what’s going on?” You’ll likely get an answer like “Don’t worry about it.” Either party may wish to drop OOG and clarify that this is a private mod. This is not gatekeeping because the player is not adding a limitation - story added the limitation to make the module deliver a certain experience. Part of the fun of “secret” plot stuff is that it feels secret. Sometimes story will add skill or item requirements to add value to a player’s choice to spend XP or resources in a particular way (we try to make such cases more a bonus than a requirement, but sometimes it really only makes narrative or practical sense that way).

Similarly, it is not gatekeeping to have a private scene. Maybe it is a highly emotional scene, or a pivotal moment built upon a shared history between certain characters. If someone stumbles into your private scene, you can drop OOG to say as much. If you want to continue the longstanding ‘Merican tradition of “barging,” ask for OOG permission.

The Gatekeeping Rule of Thumb

Ask yourself, “Does this limit another player’s event experience?” If the answer is “yes,” then it is gatekeeping, and you should steer another direction. If the answer is “maybe,” then you should drop OOG and negotiate. If you’re not sure, any Gamerunner can help you figure out how to proceed.

Give Feedback

We’re always looking for feedback on how to improve the event experience. What are your thoughts on gatekeeping? Let us know by filling out the Event Feedback form, or by getting in touch with your local gamerunners.

Next Time…

Oh no! It’s the consequences of my own actions! Let’s talk about how Story responds when LCs poke the hornet’s nest and act as “Gluttons for Funishment.”

Engaging with Plot (Part 2 of 2)

Now that you know some ways to find existing plot from Part One, let’s discuss how you can request new plots, and some ways to engage with plot once you find it.

Request the Plot You Want

Certain skills at the Master level (Criminal, Finance, Hunting, Sailing) allow you to request a module. In SoCal, we generally offer each of these every event, even absent a request. If you have those skills and want to influence the direction of those story arcs, submit a request. If your character qualifies for a Professional Focus Achievement (PFA) you must submit an Action Request, and while you can learn from another LC you can also request a plot arc as well, ranging from one to three months.

Finally, players can submit a Personal Plot Request (PPR) with no prerequisites whatsoever. This requires that you have some idea of the plot you want to be involved in, whether that’s a current plot or one that you want to suggest. The story team has discretion on such requests - we aren’t going to accept a request to meet a Casted Character if the sole purpose is a thugging, for example. If you are interested in bringing your approved Character Backstory from the background into the spotlight, this is the way to do it. The more players you can involve in the request, the more likely we are to accept it.

Okay, I Found Plot. Now What?

So you found a plot that intrigues you, and you spot a Casted Character and their entourage walking out of Ops. What now?

You might feel shy or awkward at first, but Mods are written with a hook. The NPCs are actively looking for people to interact with - that’s you! You’ve probably been on the receiving end of this during your casting shift, where you went on a mod and the players just wouldn’t bite. Didn’t you feel relief (and excitement!) when a player engaged with you enthusiastically? The main tool of experienced plot-chasers is simply that they jump at the opportunity. Don’t worry about “doing it wrong” - we’re all just making it up as we go along!

Plot Branches

To return to my point about story vs. plot from Part One of this topic, plot isn’t a static thing. You’re not just along for the ride; you are actively shaping it. Would it be too Church of Darwin for me to make an evolutionary analogy? Plots that have high levels of engagement tend to grow. Plots that have low engagement tend to fade to the background. Sometimes plots mutate and change course unexpectedly - maybe players did something unexpected, a key player was absent or someone else stepped up, a better idea came up in the writers’ room, or two separate plots collided and made sweet, sweet love. LARP is full of opportunities for happy accidents if we embrace them.

Give Feedback

We’re always looking for feedback on how to improve the event experience. What are your thoughts on finding and engaging with plot? Let us know by filling out the Event Feedback form, or by getting in touch with your local gamerunners.

Next Time…

Next time I will tackle the problem of plot gatekeeping: what it is, how to prevent it, and how to deal with it when it happens. Until next time, survivors, see you in Hell (Dorado)!

The Five Senses & LARP

We all know the senses by now. We grew up differentiating and categorizing the ways in which we experience this world from a very early age. As such, these senses are paramount to every single thing that we do in our lives. Larp is no exception, and immersion has always been so much more than "what does this world look like". 

I don't like the term “Visual Designer” or “Visual Design Gamerunner” due to the simple fact that sight is only ⅕ of my role. My job is not just to make the things that you see, it is to ensure that while playing in Dystopia Rising SoCal you are in this wasteland world. My hope for you is to be in every sense living and breathing in a world that is different from our own-- that you become so immersed that while over a weekend, you can leave the qualms of the real world behind you. 

If you were to only put those visual cues into our setting, then that would mean that you would hear the everyday traffic sounds, you might smell gourmet cooking, you might feel surfaces that have not known dust for a long time. But this is not the world that we give to you in dystopia rising. Ours is a world that knows dust intimately, that knows the sound of battle and the taste of bile and blood. The separation between these worlds is built on more than just what you see.

A goal of mine, though crawling in its existence, has always been to engage all of the senses. Some of  the biggest of my goals include a deep rumbling base coming from the morgue that makes your heart thrum, the smell of brine and salt inside the mazes that makes you forget that you've ever been inside of that maze before, and to take your outstretched hand into the mass of Delphini eggs, horridly slimy and repulsive to the touch.

A living and breathing world such as this begs for more than just a character costume. El Dorado has always been famous for its setting: a Golden City in the middle of the wastes made from the ruins of old TV sets, with a great crystalline spire looking over the land.  So how do we bring this setting to life inside of our actual play space?


Vision

This is the sense that we are all the most familiar with, and what we talk about when we say to genre your items and gear and camp.  With that in mind the most engaging and most realistic thing that we can do as players and as characters in this play space is to think of the small details as well. What do you drink out of? What do you eat out of? What are some small trinkets that your character owns? What do you actually use to hold your tickets and would that be something readily available in the wasteland? The best tip that I can give for players who want to amp up the visual quality of the game is to not forget the smallest details. Even as staff we've worked hard over this last season specifically to revamp the things that players see. We took back all of the zed garments back when we first came into live game again and dyed them to go away from the stark white that wouldn't make sense for a Zed that has been roaming with the land for who knows how long. We looked at every crafting place and one by one went :how can we improve the looks of this place? We meticulously went through our storage closet and got rid of the things that we thought weren't genre and wouldn't add to the experience. This is a natural thing that all of us larpers do over time, and I think the reasoning for this is because visual inconsistencies tend to be the most obvious and can most easily break that sense that you live in this world. ( I'm looking at you water bottles)






Smell

This is one of my favorite senses to bring up when it comes to LARP because I feel as though it is the one that is most overlooked. Scent can be an extremely powerful tool; it is cited as one of the most powerful things to bring back a memory of a certain time and it is also an indicator of the things that lie around you. Coming around a corner and detecting a smell is almost like having eyes that can peer around places that you wouldn't possibly be able to see. 

There are a few ways that you can incorporate smell into the LARP.

The most obvious is choosing a smell for your particular character. What is the area that they commonly come back to after each trade? What kinds of things do they eat? Is there a job that they have that would make them smell a certain way in the world? One of my favorite examples of this is a character from Bravado, who I know puts on the smell of the flower that blooms and reeks of dead bodies. Every trade. A whiff of this and your nose scrunches up and immediately you want to get away because your body knows that that smell means that something awful is nearby. But is that not a vibe? Perhaps when people meet your character, you want to invoke a certain emotion. Perhaps you want to hint that your character travels a lot by smelling of gasoline, or that you're a very good cook and as such, smell like rosemary and basil. Perhaps you're a Jones, and smell of a damp cave and water on rock.

El Dorado specifically will always smell of dust and a little bit of pepper, and we can even carry some of that when we go and travel to other chapters. At the Tribe of Seasons shrine, the toolbox where we used to put our incense had a small swath of fabric inside. When I would travel, I would take that fabric as something my character could remember home by and even offer to travelers to get some sort of sense of what that specific area smells like. Smell can give a unique glimpse into things that no other sense can convey.








Touch

The human hand contains around 100,000 nerves. Each fingertip has more than 3,000 touch receptors. Some things that you feel can even cause a reaction that happens before you even know about it, also known as a reflex. 

We lovingly call some of our mods splash mods, meaning that at some point you're more than likely to have some foreign material make contact with yourself. Sometimes this can mean fake blood or water. I remember fondly a mod where people had to reach deep with their fist into grave mind pustules filled with thick blood. I remember going to the beach at 10:00 p.m. to gather trash bags full of wet seaweed,  that we would spray every day with water so that when packed inside of a mesh bag filled with water balloons, some unlucky player would go to pick this amalgamation-of-a-delfini's egg up and create a truly disgusting texture/ smell wombo combo.

 So, how  do you bring this in to your everyday larp? Well, we can start from the basics of just yourself. It's important to think about things such as the materials that you use to make your kit. Did your character come from out east in the scorching desert and thus have a thin film of crunch to every fabric and dirt clinging to their armor? Do you have claws that gesture at other people in town whose hands grip onto the arms of people you are trying to save? And what about the very fabric that makes up your clothes? Why did you choose what you chose and what type of textiles would be available for your character to have? 

And then you can move on to things like your camp. Are the fabrics that drape over your tables pristine or do they have rough burns along the edges that tell the story of a fiery escape? Did you cover your tool phys-reps in "rust"-- cinnamon sprayed with matte spray? The trick with touch is intention. These details tell the story. 










Sound

Sound is something that is both used and also unused. We are all well accustomed to the sound of screaming help across the town. The tone of our voices when it comes to sincerity and seriousness versus satire or sabotage is a great tell for what is happening in the world. The way in which you speak or in the way that you fight plays a part to portray this world. In fighting, something that has been touched on for a couple months now in our announcements before “Game On” is to actively roleplay your damage. The reasoning we give is that it acts as an indicator for the person you are fighting to know that you are actively taking your hits.  Meanwhile on the immersion side it also grants us a look into what's going on  with that character  in the moment. If you were truly bleeding out, praying that someone would hear and save you, would you be speaking in a monotone voice? Not quite yelling, not quite begging? Changing the way in which your character is heard in this world has a fundamental impact on the immersion of the game.

Beyond focusing on your character, Dystopia Rising SoCal has been always willing to work with characters to set up areas that have extra sound. Not only that, but even in settings we've strived to add ambience to certain areas. When we can, one of my favorite things to do is to grab the mini speaker to play the far off sounds of a writhing and breathing grave mind in the morgue. One day my goal is to combine both sound and touch to have something that will cause such a deep bass noise that not only will you hear the deep humming but you will also feel it in your toes and in your fingertips and most of all right in your chest.

Sound can even be incorporated into your camping space. We ask that you run audio by the settings or story game runner merely so that we do not have undistorted tracks of music that is commonly recognized, but this aspect of our game can absolutely bring life to your camp. Ambient tracks of hammers in the background or drumming or even setting up a speaker behind the corner to help indicate that you've set up an area populated by hellions or otherwise can all hint towards a world that is rich with detail and life.













Taste

Taste is  often the most overlooked of the senses and LARP. There are many people content with eating canned ravioli and for the most part, things like this are absolutely within the bounds of this world. Preservation is key for people who scrounge remains, after all. But if you are in a position to truly go off the rails, then taste is an added measure to elevate the immersion in your camp. Something that was always very fun to me every month when we would make a shrine meal was thinking about the various foods that my character would have brought from where he came from. I always tried to think of what was readily available to the people at that time. Does your character own a buffalo chicken? Can those buffalo chicken lay eggs? It's kind of cursed if you think about it, but I'm not sure it would be for our characters. I used to only bring foods that I knew were readily available in the desert as I knew that my Rover had come from the East. The opportunity even exists in the mechanics of certain meals. If you want to phys rep a meal a good start would be to look at what goes into it. 








In conclusion…

Making a believable setting and character can sometimes be tough, especially for a LARP that has a changed world. Hopefully, the process can be easier as you think about what they look like, smell like, feel like, sound like….. And taste like? (A Zed wrote this.) 

Be on the lookout for future posts on more tips to genre your kit and camp!







Game Recap, September 2022, "Eve of Destruction"

Click here to view previous Game Recaps

For a broader recap of El Dorado history, see The Story So Far

Nu Cali Alliance

The newly formed Nu Cali Alliance introduced themselves to town. Comprised of volunteers from the Mojave, Bernardino Township, Magic Kingdom, AX Seaport, and El Dorado locals, they pledged their aid against the chaos of the wastes.

Disresonance Cured

The Nu Cali Alliance delivered on their promise of aid by providing a Flawless Blue Crystal device, which was sunk into the morgue in order to cure the Disresonance that had been afflicting the town. One group of Hellions defended the morgue from a continuous horde of Crystalline Dead while the others dove into the Mortis to ensure the project’s success. Aberrant Hellions breathed a collective sigh of relief as the effects of Disresonance faded.

Continued Trouble in the Swamps

Bizarre creatures entered town on Friday night, appearing to be mutant combinations of local wildlife including Delfini, Psyotes, and SIn-Eaters. Whether these are the result of experimentation, a freak accident, or natural evolution is unclear at present. Furthermore, the swamp-dwelling Quiet Folk entered town to warn of strange occurrences and green lights. Another Quiet Folk individual requested escort through the swamps, but then vanished suspiciously once the threat had been subdued. A strange device leaking green ooze was also discovered, and the threat of the plant-creature Vodneek still lurks. Whatever the hell is going on in the swamps, it doesn’t bode well.

Cryptid Convicted, Town Exonerated

Cryptid was put on trial for the crime of murdering Brine, a Saltwise who was foraging in the El Dorado area. The material facts of the case were not in dispute, with Cryptid admitting to the killing. Defending counsel Kell argued that Brine’s actions of foraging for poisons to kill Delfini were potentially harmful to town. Brine testified that no harm was intended.

Judge Ox dismissed the defense’s line of argument that fractures could be a mitigating factor. They also ruled that the town at large was not negligent in allowing the killing to occur. Cryptid was found guilty of the murder. Brine was restored their lost Infection by Riggs, who volunteered to have the Infection surgically transferred.

(OOG Note: The trial was opt-in social CvC and Infection-loss, and was negotiated enthusiastically between players. Nobody is going on trial who doesn’t want to be.)

Melancholy Hill Scouted, Fortifications Destroyed

Trailblazers fended off Rust Raiders to scout the paths around Melancholy Hill. The fortress, which many have claimed but none have held, is the current last bastion of the Steamboat Party (Florian, Prinx-in-Exile of the Magic Kingdom and their supporters). With the way cleared, a strike team of Hellion vehicles destroyed their fortifications, paving the way for a ground assault in the future. The operation was not without cost, with Cryptid being killed by incoming rockets.

Duck Hunt

The flagship of the Steamboat Party, the Flying V, was spotted in Hellion airspace. Hellions exchanged fire and brought the ship down, then pursued into the Razor Mounds. There they boarded the enemy vessel, defeating the Mighty Duck forces and killing Admiral Hopper. The attempt cost the life of Carrion, causing a brief panic when it was believed that the Tainted had lost his last Infection. Fortunately he returned from the morgue in a living state, albeit with deeper green veins than before. Hellions hope to launch a salvage operation of the V next month.

Telegraph System Connected

Former Rescuers now apprenticing as Imagination Engineers made the trip from the Magic Kingdom. They enlisted the help of Hellion artisans to assist them in the construction of a telegraph machine that will more easily connect El Dorado to the island nation. The machine was built with some effort, and the Imagination Engineers assured Hellions that the Kingdom would handle connecting it to the larger network, making it ready to use next month.

Archeology

At the request of Pagemaster Ella Myhknow, the local Keepers of the Word recovered partially excavated artifacts from a flatback that was overrun by crystal zed outside of town. The Keepers recovered the ride and completed the excavation discovering numerous items of interest encased in the rocks. The Pagemaster speculated briefly on the mystery presented by the artifacts recovered from beneath the town and expressed a distinct interest to return in coming months and get to the bottom of it.

The Flying Dutchman

A crew of Hellions infiltrated a sea cave system believed to be the berth of the Flying Dutchman, a Magic Kingdom vessel that had been commandeered by Roanoke Super Soldiers. Upon their arrival, however, they discovered that the cave network was actually connected to Melancholy Hill, and that the Steamboat party was planning on using the Dutchman as a means of escape. With incredible displays of bravery, stealth, and cunning the Hellion crew managed to plant explosives on the ship right under the nose of the Steamboat Party patrols. An informant inside Melancholy Hill confirms the complete destruction of the Flying Dutchman, cutting off the Steamboat Party’s last means of escape.

Train Warehouse Liberated from Raiders

A Hellion salvage team stormed the train warehouse, finally liberating it from the Rust Raiders infesting it. The scrap from the warehouse will be pivotal in railway construction efforts in the future.

Game Recap, August 2022 "Escalation"

Disresonance Study Shows Promise

Local researchers have concluded that Disresonance is related to sympathetic vibrations of powerful (mostly negative) emotions, which linger in affected areas. A small-scale study suggests that blue spire fragments properly infused with positive memories may be able to counteract this effect. Lead researchers include Dr. Beckett, Creepy, Dune, Nobody, and Tackle Package.

Trouble in the Swamps

Travelers entering town were harried by lashing vines, which were seen knotted around clusters of green spire fragments. Early in the trade swamp-dwelling folk sabotaged the town’s agriculture and culinary areas, and attempted to damage the artisan workbenches. It seems that they blame the Hellions for a disturbance in the swamps of Lowtown that they call home.  Later in the trade, investigation in the direction of strange glowing lights deep in the swamp revealed a series of grates and a mysterious drop-off of materials, along with a note, in boxes labeled simply: “Bernardino.”

Duchess Madeline Hatter Interrogated

Duchess Madeline Hatter subjected herself willingly to questioning at the order of King Phi. In addition to confirming that Club 33 was not involved in the construction and management of the Blue Room, Hellions clarified the Club's motivations in reforming the Kingdom's government. The Duchess explained the nature of the Club’s philosophy, built on the concept of egoistic altruism and the idea that, as citizens of the Magic Kingdom, the Knight's power is directly tied to the well-being of all. Hellions also ensured that the Club has no further interest in pursuing rogue elements left over after the Civil War, with the exception of the Steamboat Party.

Local ‘Merican Punches Gravemind

The Children of the Electric Sky cult hosted a “Grave Rave,” combining the transformative experiences of entering the gravemind and tripping on hard drugs. Local ‘Merican Sonny Dunes solidified his status as a Badass by literally punching the gravemind. The gravemind punched back by disgorging a fearsome new zed, a Mortis Champion. Sonny was able to fend off the foe until the rave concluded.

Spire Crystal Mine Opens to Public

Bluebands assisted in clearing access to a spire crystal mine, which is now available to all Hellions who wish to mine for crystal fragments. Not since the initial crystal rush has such a rich deposit been discovered. Hellions interested in mining should speak to Maintenance to schedule a shift.

Fallen Fallow

Bonebreaker Kira led an expedition to recover a relic of the Cult of Fallow Hopes, a tabard in the possession of a devout priest. This attracted the attention of a large group of extremely powerful zombies, including Tanks, Revenants, an Apostate, and a Mortis Champion. The group was able to extract the tabard and priest and flee to town, only for the gravemind to disgorge more zombies. Town rallied to defeat the horde, with three Hellions giving their lives.

Night of the Ducks

After warnings from the Duchess and multiple threatening messages sent to town, the Steamboat Party struck in the night with their elite military unit, The Mighty Ducks, backed by auxillary troops. The Ducks’ combat prowess, organization, and royal bankroll allowed the commandos to slay five Hellions. Hellions made sure it cost them, killing 3 of the 6 Ducks before their eventual retreat.

Finding Plot (Part 1 of 2)

Do you see other players “chasing plot” or finding themselves in the middle of exciting events, and think to yourself “I want to be involved with plot, how do I do that?” Maybe you haven’t found a plot that speaks to you. Or maybe you have, but you always seem to miss it when it comes onstage. Or maybe you’ve felt like plot was kept from you - more on that in a future post. As for this post, here are some tips on how you can find and engage with plot, and feel your character’s impact on the game world.

Defining “Plot”

I’ll be honest, I dislike the term “plot,” and I say that as the principle person responsible for creating it at DR: SoCal. I greatly prefer “story” to “plot.” To my ears, “plot” sounds like what an author or screenwriter does during prewriting - they plot out what will happen. In LARP, we don’t have a single author, and we don’t know what will happen until it does - that’s the beauty of it!

For the purposes of this blog, though, let’s define “plot” as the subsection of story that relates to Leading Characters’ interactions with modules, with Casted Characters, and their influence over the offscreen elements that frame the game world.

Okay. Putting the soap box away now.

Plot Awareness

To engage with plot you first have to be aware of plot. Alert! (Okay, it’s a bit more complicated than that - but not as much as you might think). If you’re a new player, a returning player, or just recently becoming interested in plot, you owe it to yourself to read through the Setting & Story section of our website and recent Game Recaps so that you can get the broad picture. It’s a lot easier to pick up on plot once you start to recognize the names of important people and factions. Don’t worry about absorbing all of it - find the bits that speak to you, and learn those. You can allow your web of plot knowledge to grow from there.

Ask Around

Another way to become aware of plot is to ask other characters what’s going on. Players who are invested in a plot usually can’t wait to tell you all about it. Asking other people about plot has the added benefit of creating ties between your character and theirs. Just be aware that a character’s understanding of plot may not always be accurate or objective. Characters have viewpoints and biases (and Fractures!) or limited information, and even minor miscommunications can amplify over time (the “LARP “telephone” effect). The best way to account for this is to get multiple perspectives, preferably from characters in different social circles (which has many other benefits, too!)

If you’re not sure who to approach about a particular plotline, look for any of the Gamerunners. Our characters are Supporting Characters, and we can point you in the right direction to learn more.

Write Letters

You can attempt to send an IG letter to any story character or faction just by dropping it off at the post office, free of charge. Not all story characters accept mail or send replies, but the Ops Guide will still receive it, and this helps pass valuable information OOG to the story team about what players are interested in. It doesn’t replace a formal Action Request, but it does create a trail for the story team to follow up on while the game is in progress.

Check the Bullet Board

The “Bullet Board” / windows of the post office often have postings from Ops about plot events that are either scheduled or ongoing. Admittedly, sometimes we post a “fetch quest” or the like to keep players busy and maybe put a few Tickets in your supply bag. That said, major plotlines have sprung from less. If Story is promoting a thing by posting about it, it’s at least worth keeping an eye on.

Sign Up for Mods

We post RSVP Mods on the Monday before game, with signups opening that Wednesday. This gives everyone a chance to plan their weekend around certain events. Some mods have capped attendance, or require certain skills, but many do not. RSVP Mods are usually linked to one or more plotlines, so you’re finding plot just by signing up and showing up.

Give Feedback

We’re always looking for feedback on how to improve the event experience. What are your thoughts on finding and engaging with plot? Let us know by filling out the Event Feedback form, or by getting in touch with your local gamerunners.

Next Time

Now that you know some ways to find existing plot, next time I will discuss how you can request new plots, and some ways to engage with plot once you find it. Until next time, survivors, see you in Hell (Dorado)!

Game Recap, July 2022 “The Secrets We Kept”

For a broader recap of El Dorado history, see The Story So Far

Disresonance Persists, Research Underway

Town-wide Disresonance was caused several months ago when a black spire crystal device was detonated in town by the Memento Mori gravemind cult. Hopes that the condition would pass quickly on its own were met with disappointment as aberrant Hellions continued to feel its effects upon returning to town. Crystal Bound zombies were also encountered in several locations, their damaging pulses amplified. Hellions were able to destroy the zombies and rearrange their crystals to stop the pulses.

Assistance in studying and curing the Disresonance phenomena was offered by several groups. The colonists of New Darwin, who remain grateful to the Hellions for helping them resettle in the Mojave, offered their help in exchange for needed materials. Western Wasteland Medical offered their expertise in exchange for patent rights on whatever cure may be discovered. Finally, Parasol sought financial investments to further their research on the topic.

No results have been produced as of yet, and so the Hellions were left with only temporary methods to soothe the condition’s effects.

Bounties on Court of Miracles Figures Go Unclaimed

The constitutional monarchy of the Magic Kingdom, under the newly crowned King Phi, placed bounties on several figures from the Court of Miracles. The bounties accused these individuals of numerous crimes and harm to civilians within the Kingdom. Uncertain of the facts, Hellions were divided on the matter, and ultimately none of the bounties were claimed.

The leader of the Court, Guile, flaunted the 300 ticket bounty placed upon him by appearing in town, confirming the allegations against himself and proclaiming the Court’s intent to kill all royalists within the Kingdom without regard to civilian casualties.

New Zed and Raiders Threaten Town

A genus of zombie known as Revenants attacked the town, clad in armor and wielding melee weapons. The muscle memory of these zombies when it comes to melee combat was surprising.

Townsfolk were equally surprised to spot raiders that looked very much like Whisper Kin stalking the town in broad daylight. Scholars are calling these raider cousins Whisper Walkers because of their psionic ability to hide in plain view.

Additionally, a never-before-seen zombie took a final walk through town, flanked by more of the Revenants. The zombie, bleeding black faith markings of the Final Knights, was later determined to be a slain deacon from Club 33. It was observed to heal its guardians and grant them immunity to psionics, and emitted an anti-anomaly pulse when it was finally slain. It seemed to target priestly figures especially, and so this type of zombie is being called an Apostate.

Warlords of the Arena

Challengers played the first matches of the combat sport Warlord, sponsored by Ultimate Armory. Tecumseh emerged as the Grand Warlord of both the Single Stick and Sword & Board matches. Both matches were hard-fought, with the chaotic nature of the format keeping the crowd on the edges of their seats. Event security was vigilant, with no bombings or disruptions taking place.

Bluebands Clear Path to Spire Crystal Mine

A group of El Dorado’s recent arrivals cleared out a mining camp of its occupying zed, marking one more step toward being able to resume mining. Previous mining operations run by RAMCO were troubled by labor disputes. Hellions hope to operate this mine for themselves, and clearing out the camp marks a solid step in that direction.

Steamboat Party Hostility, Hellions Defend Trade Routes

A postal worker delivered and read aloud a harshly-worded letter from Prinx Florian (the Charming). The ousted royal and their supporters, the Steamboat Party, had negotiated resettlement of the nearby Razor Mounds territory and vacant Melancholy Hill (former stronghold of the defeated Gun Punkz). The prinx’s provocative letter, which decried Hellion interference in the succession, was received as a declaration of war without so many words.

Scouts spotted vehicles closing in on trade caravans in the morning, and the Hellions scrambled their own vehicles to defend. The Steamboat force was routed, with the Hellions taking no casualties and four out of five Steamboat vehicles destroyed.