The Passport Story

Written By: Holly Race

Since One World by Night began requiring items to be stamped, players the world over have made it their mission to collect’em all!  Which always lead to some raggedy old and unreadable index cards.  Try as we might, those cards aren’t the Velveteen Rabbit.  It was due to this the idea for the One World by Night Passports was born.  Marion Birdsell, Marketing Subcoord and ST, began tossing around the idea and before long it was made a reality.

Marion and I worked together to flesh out the design and what would be required.  Marion designed the inside pages where she went above and beyond.  Not only does she include a place for many stamps, she also has a list of all currently active Chronicles in OWbN that are available to visit and acquire a stamp.

It was imperative that the Passports be free for all members of One World by Night, which led to some complications.  After making nearly 500 at the time this was written, we have found ways to save money and make the process more efficient.  There is still a substantial cost in money and time.  All passports are made by hand with love.  Here is how it’s all done.

The inside pages have to be printed off, double sided to keep the bulk of the passports down.  Then the pages must be trimmed down to fit inside the covers.  The size was chosen so the passports would be approximately the same size as a standard item card.  The pages can only be cut two at a time to keep the edges as even as possible.

The colored splash sheet inside the cover is the same way as the inside pages.  A guide page is printed on the printer so that up to 6 pages may be cut at a time by hand.

Next the covers.  They are cut two at a time on a die cut machine out of standard weight cardstock.  The cutting per page of cardstock takes around two minutes to complete.

Once all pieces have been cut they are ready to be assembled.  All pieces must be layered in the correct order and all facing the right way then stapled with an oversize book binding stapler.  A standard stapler would wear out and not reliably pierce all the pages.  After a passport is stapled it must be folded, which in itself is a job.

Every event that we supply passports for has their own unique sticker to affix to the passport cover.  The stickers are designed by me.  I then print and cut them in to their circular shape.  Additional stickers are usually sent to the event for people who already have a passport and simply want the sticker to add to their collection.

Every passport is made with love and passion for One World by Night, and we hope to see them through the entire organization soon.  If we haven’t gotten them to you yet, please give us a little more time.  As you can see it is a costly and time consuming endeavor.

The Night In Question

Jackalope Live Action Studios is planning a fantastic World of Darkness LARP.  The theme ‘The Night in Question’ will be played at Cauldron’s Keep outside of Austin Texas on November 17th.  Not only is this shaping up to be one amazing event, they have invited One World by Night to join them!

“The Night in Question is set in White Wolf’s World of Darkness, and plays on the backdrop of a centuries-long war between the Camarilla, a sect of vampires instituting a vast conspiracy to keep the existence of vampires a secret from humanity, and the Sabbat, a sect of vampires who espouse their superiority over human ‘cattle’ and wage a holy war on the Camarilla in preparation for a prophesied end-of-days. Eschewing civility and politics, The Night in Question elects to instead explore the monstrosity and ferocity of the Sabbat and their dark agenda.

Most players will take on the roles of unknowing humans out for a night of dancing in the rural areas of central Texas who find themselves swept up in a frenzy of feeding and forced recruitment. Others will take on the roles of the monsters who walk among them searching not only for prey, but for those with the potential to serve as soldiers on the front lines of the coming battle with the Camarilla. Working together in a collaborative play-style known as Nordic LARP, players will explore the physical and emotional wounds vampires can inflict upon their victims and each other.

When the ashes from the fires settle and dawn rises on the next day, one question will remain. One question that can only be answered by the ones who were there and survived:

What terrible things did you do on the night in question?”

To keep their role play as immersive as possible they use their guide to ‘LARPing Hard and Safe’, which is a great read even if you don’t plan to attend.  Jackalope strive to keep their games rolling and intense with as few OOC disruptions as possible.  They also have an issued Content Warning which should be checked out by anyone considering checking out the event.

Check out their website for more details!

Along with the invitation for One World by Night to participate in the event, we were given seven tickets/characters.

  • Three White Envelope
    • Event admission, discounted hotel room, and a custom t-shirt.
  • Two Red Envelope
    • Event admission, discounted hotel room, custom t-shirt, and special characters to portray unique to OWbN’s tickets.
  • Two Black Envelope
    • Event admission, discounted room rate custom t-shirt, special characters to portray unique to OWbN’s tickets.

Of the tickets we have the Marketing Team will likely be holding a raffle to make sure everyone has the chance to attend.  Keep an eye out for announcements on how you can take part and possibly win yours!

 

New Player Packets

 

This week the Marketing Team worked very hard to get three packets together.  We are proud to announce our New Player Packets for three Vampire Genres.  Each packet is now available on the One World by Night Page, due to the nature of the information provided we do have them behind a password like most other packets.  You can ask your STs, CMs, or Coords for a copy and I’m sure they would be happy to help!

Each packet contains enough information to give you an understanding of the World of Darkness and a feel for the Genre of the Sect.  There is additional information on One World by Night, and character creation.

All packets open with information about One World by Night, and then go in to the basics of Vampire Genre in the World of Darkness.  Covering information like how Vampires are created, the meaning behind Generation, and dispels some of the various myths surrounding Vampires.  Out-of-Character vs In-Character is explained, and how to show others if you are OOC.

 

The Sabbat New Player’s Guide was written by Holly Race, with some consultation by Adam Sartori.  The packet was formatted by Marion Birdsell.  Inside you will find information about the Sabbat, the Code of Milan, Clans and Factions.  Including a visual chart to assist in understanding the complex hierarchy of Sabbat Political positions.

 

The Anarch New Players Guide was compiled and written by Marion Birdsell, she also handled the formatting.  Contributors:  Nate Brown. Steven Hill, Janet James, Bruce Linsay, Maks Stone.  The Anarch Genre has grown by leaps and bounds in One World by Night over the last decade.  With little reference material this packet is more inclusive than the others.  The roots to the movement are generally added as a footnote to the Camarilla.  This packet explains the origins of the movement, and brings you up to the modern nights.  Enough information to guide you in to the genre without overwhelming.

 

The Camarilla New Player’s Guide was written by Holly Race with contributions from Danielle Frink.  Formatting was done by Marion Birdsell.

The original Vampire Genre by White Wolf and played in One World by Night.  After 21 years of story and game play the genre has evolved quite a bit.  We have added to and removed from over time.  Camarilla politics can be a tricky, the information provided in this packet give a basic over view of the hierarchy, explains status and boons.  We have also included information on the new Social Orders that were added in our most recent genre packet update.

Vampire Week Coordinator Survey

With Vampire Week coming to a close, we asked the Coordinators to answer some questions about the genre.  Below are the answers they provided, we hope you enjoy and learn something about the Coordinators of One World by Night.


 

Ben Colbert Assistant Head Coordinator

If you were a vampire what clan would you be?  Most likely Clan?  Brujah (per my wife)

What sect would you choose?  Likely Cam, as I’m not religious enough to be Ashirra

.. Alison also says I’d be Clan Saytr.  No idea why.


Maja ZaccaraArchivist

What is your favorite clan? Lasombra.

If you were a vampire what clan would you be?  Probably Ventrue? Brujah? Fuck if I know lol

What sect would you choose?  Likely Camarilla. Or independent.


Jonathan SlackFinance Coordinator

What is your favorite clan? Ventrue

If you were a vampire what clan would you be?  Caitiff

What sect would you choose?  Hiding in a cave because all the Sects are horrifying.


Nick LambHead Coordinator

What is your favorite clan? Toreador Antitribu

If you were a vampire what clan would you be?  Toreador Antitribu

What sect would you choose?  Sabbat or Inconnou


Holly Race – Marketing Coordinator

What is your favorite clan?  Toreador and Old Clan Tzimisce, with some Nos for good measure.

If you were a vampire what clan would you be?  Probably Toreador

What sect would you choose?  Sabbat, Loyalist.  Fuck the system!


William GenichMembership Coordinator

What is your favorite clan? Brujah

If you were a vampire what clan would you be?  Ventrue or Malkavian, its a coin flip.

What sect would be choose?   Camarilla


Jesse DittyAssamite Coordinator

What is your favorite clan? Assamite or Lasombra

If you were a vampire what clan would you be?  Unusual Caitiff – Fortitude Dominate Dur-an-Ki

What sect would you choose? Independent


Rob BeckettBrujah Coordinator

What is your favorite clan?  That’s actually harder than you would think. I want to say Brujah because I’m the Brujah coord, but that wouldn’t be true. I want to say Ravnos because of the last six years, but that also isn’t true. I think I don’t have a favorite Clan. I do have favorite elements of clans. For example, I very much like those clans and bloodlines whose basic concepts are religious or strongly cultural in nature. This aspect of the game has helped to guide my (late in life) college career and I expect will continue to guide my studies.

If you were a vampire what clan would you be?  . . hmmm I’ve got a hell of a temper. It hits hard and often out of nowhere . . . then i’m fine again. It’s a bitch to control has caused me no end of interpersonal problems in my own personal search for Golconda 😉

What sect would you choose?  That’s probably the toughest question of all. Do I want to be Revolutionary America fighting to over throw the control of the Empire (applies to two sects) ..  or Do I want to be Feudal Europe trying to maintain order and control over the abrasive young colonies? Ultimately, I think that Europe is the better choice. “Long live the Queen.”


Stacey DiazFollower’s of Set Coordinator

What is your favorite clan?  Besides Follower of Set. Assamite

If you were a vampire what clan would you be?  Tore or Toreador Anti

What sect would you choose?  Independent


Larry PetersenGiovanni Coordinator

What is your favorite clan?  Tremere, follower of set, or Baali.

If you were a vampire what clan would you be?  I generally get lasombra when those quizzes go around. We’ll go with that.

What sect would you choose?  Anarch or independent


aKevin O’ConnorMalkavian Coordinator

What is your favorite clan? Malk

If you were a vampire what clan would you be?  Malk

What sect would you choose?  Malk 


Kat F.Salubri Coordinator

What is your favorite clan?  Lasombra or Tremere

If you were a vampire what clan would you be?  Gangrel or Brujah

What sect would you choose?  Inconnu or maybe Sabbat.


Chad HalvorsonToreador Coordinator

What is your favorite clan? Going with Toreador or Lasombra there.

If you were a vampire what clan would you be?  We get a choice? I’d go for Lasombra on that one.

What sect would you choose?  Inconnu or Independent.


Tessa Cauley –  Tremere Coordinator

What is your favorite clan? Malkavian

If you were a vampire what clan would you be?  Malkavian

What sect would you choose?  Fish 😊


Derek Howard – Tzimisce Coordinator

What is your favorite Clan?  Assamite or Ventrue.  It’s a toss up.  I do have a special place in my heart for the True Brujah as well.

If you were a vampire what clan would you be?  Most likely Ventrue, but I feel like the Setites would Embrace me for the lols due to my phobia.

What sect would you choose?  Camarilla until the depression set in and then Autark or Inconnu if they would have me.


 

Jeff Cauley Camarilla Coordinator

What is your favorite clan? Gangrel, Tremere a close second.

If you were a vampire what clan would you be?  As much as I’ve never been inspired to play the Clan as a PC option, I think Toreador. I’m quite artistic, love the politics, and want excuses to dress nicely 🙂

What sect would you choose?  As Camarilla Coordinator, I think I’m obligated to say Camarilla 🙂


Curt Goble Changing Breeds Coordinator

What is your favorite clan? Ventrue

If you were a vampire what clan would you be?  Toreador AT

What sect would you choose? Independent


Rob S.Demon Coordinator

What is your favorite clan? Brujah, Nosferatu, Baali

If you were a vampire what clan would you be?  Which clan would get the bite on me? Probably brujah, but likely was someone elses ghoul.

What sect would you choose?  Anarch or Indy.


 Ken Shields –  Kuei-Jin Coordinator

What is your favorite clan?  I’ve got to go Malkavian, though Gangrel comes a very close second.

If you were a vampire what clan would you be?  I constantly have people tell me it’s Malkavian, which is really super awkward when you think about it, but somehow even more awkward to argue.  I personally think I’d make a better, though unusual, Brujah.

What sect would you choose?  Anarch because the Enlightenment is a thing that happened.


Jackie ClarkSabbat Coordinator

What is your favorite clan? Ventrue

If you were a vampire what clan would you be?  There is a fun meme that goes around once in a while where folks say which Clan each person should be. 9/10 peg me under Clan Lasombra. I’ll pretend it means I’m good at delegating.

What Sect would be choose?  The most up-front-eat-your-face-with-a-smile-while-asking-how’s-your-mom-doingist sect there is, Sabbat!

One World by Night as told by Ducan Wyley circa 1999

This is an article that appeared in White Wolf’s MET Journal number 2.  It is written by our (then) Head Coordinator Duncan Wyley.  A lot has changed in the Org since those early days, but much has remained the same.  There is much to be learned and reflected upon, it is our hope that everyone will enjoy the venture in to our history.

Article was used with permission from White Wolf Publishing, check out their page for news and updates on what they have been up to in the World of Darkness.

One World by Night (OWbN) is just that – one world.

One World of volunteers who form a grassroots not-for-profit organization of loosely knit chronicles spanning the entire globe.

One World of opportunities for our members to play their home-chronicle characters at games just a few hours away, in many of our neighboring cities or in far-flung exotic places like New Zealand or Brazil!

One World of emphasis on a story that is meant for the enjoyment of the players, giving them whatever pleasures it might.

Overall, One World by Night is a not-for-profit organization dedicated to creating links between Mind’s Eye Theatre games around the world.  By combining the various stories of its member chronicles, OWbN hopes to enhance its members’ enjoyment by expanding local plots to the global level, truly creating a World of Darkness.

Well, so much for the glib introduction ripped straight from out website.  Allow me now to sit back, sip at my glass and tell you a little bit more about us than you might find on the Internet.

First, allow me to introduce myself.  My given name is Duncan Wyley (although most of my friends call me Dunx), and I’m the Head Coordinator of OWbN (strangely, often pronounced “Obi-Wan” – just don’t tell Lucas).  I have been in this position for about a year by the time you read this.  Before that, I spend about two-and-a-half years Storytelling in my local chronicle, during which time I discovered the pack that I now lead.  And before that were about 17 long years of gaming.

Over the course of this year or so, I have met, via the Internet, some of the sharpest minds and finest gamers it has been my privilege to know.  During my involvement in the development of an organization of this scale and scope, these people have taught me many things.  Primarily, they have shown me that there is a large number of enthusiastic people who believe in the development of our hobby on a grand scale.  No longer content to restrict themselves to one city, these people wish to encompass the world in their passion.

We’re trying… no, we are fostering and encouraging relationships between MET games internationally.  We’re working to encourage and develop the skills of roleplaying and live theater in the people involved in our hobby.  And we’re having some fun along the way!

OWbN would like to grow, and we are still accepting and processing membership applications at present.  Our website at http://www.owbn.com has more information for the readers who might be interested… c’mon, you know you want to.   [Transcription Note: The URL listed is incorrect, however it is a hyperlink to the currently correct address]

Bwa-hah-haaa!  Soon ve shall rule za verlt!

No, seriously … We’re working toward becoming an expansive community of camaraderie and roleplaying.  In some small way, we are contributing both to ourselves, in terms of fostering plots and friendships, and to the gaming community as a whole, in terms of growing awareness and acceptance by a number of social groups.  Many of our players are involved in the business and social communities in our respective towns and countries, and the friends we make in these organizations come to accept that what we do is a harmless pastime.  In both ways, our hobby is fostered.  This is, in my opinion, a Good Thing.

To ensure our enjoyment, we’ve constructed an organization that is easy to join and participate in, with only a few restrictions to keep things comparatively sane.

One World isn’t a hierarchy that costs our chronicles anything to join or stay with.  The main thing we ask is that our chronicles emphasize stories that are meant for the enjoyment of our players – we hope that any players who may travel from around the world will be enraptured by and entrapped within the intricacies of another shadowy corner of our One World.

We’re not a small group of individuals that changes your chronicles to suit it’s whims.  OWbN’s founding idea is that all games have a great degree of autonomy – essentially, as we put it, “your game is your game.”  This philosophy has yielded us a veritable melting pot of styles and personalities.  With no central overriding theme and no dominant personality other than trying to be generally receptive to all styles of games, we appeal to all types of gamers.

When we encounter situations that involve crossover interaction between chronicles, we encourage the Storytellers of those chronicles to communicate and elaborate the plots for the enrichment of both (or all) the games involved.

We are not some industrial bureaucracy that forges and legislates its chronicles into carbon copies of one another; chronicle-diversity is essential.  We all build upon one another – good ideas spread, and bad experiences are shared in order to keep other chronicles from facing similar problems.  Individuality is the heart of our organization.

One World isn’t limited.  The only limitations are the ones we place upon ourselves and the ones required to administer the organization.  With the addition of each new chronicle, we add to the experience, wisdom and ccreativity necessary to expand and enhance the ever-unfolding story that is One World by Night.

Hmm… Perhaps a little background is in order.

One World by Night started in Chicago, Illinois, USA in March of 1994 at a local roleplaying convention by the name of Concentric.

Hey, neat!  We’re five years old this year.  Maybe we should throw a worldwide party or something.

Anyway, a game was held between a local gaming group in Chicago and another group from Indianapolis, IN know as The Beautiful and the Damned.  After the convention, the game never ended.  The convention’s plots were incorporated into the new Chicago game (started by Mario Bonassin), and the original storyline for One World by Night was born.

The Chicago game grew quickly as the players played within the Excalibur nightclub, the actual model for the Succubus Club of White Wolf’s Chicago by Night.  In additiona to the Chicago players like Dave Gill, and other non-Chicagoans joined the game.  John Flournoy was running the Lafayette game at Purdue University, IN, and among his players were two students from the East Coast, Bill Hyatt and Rich Devine, two of our first Head Coordinators.  When some of these players left for their respective home cities, the idea of an intertwined  World of Darkness arose.

One night at a Chicago game in the top floor of a bar called the Morseland, Dave Gill and Bill Hyatt put forward their ideas for a shared game, though it would be unlike either the Camarilla or the Shared Universe system.  The focus would be a shared story, not shared rules.  Bill had the exact same idea and even had a name for the concept.  The first Midwest shared game was created between Lafayette, IN and Chicago, IL.

After about three months, Bill and Rich went to NVA and we thought the game would end.  On the contrary, our little experiment proved that a shared game was possible but that it needed work.  It needed a charter so that all the Storytellers would know what they were getting into.  The charter needed to outline clearly that your game would remain in your game and that no one would stop you if you wanted to go through the entire rulebook and rewrite it (as we all did several times over).  But goofy-ray-gun-wielding Mummies were not in any way to have part in the shared story.

Bill, who had named One World by Night, became the Coordinator, creating a web site and acting as a contact for other games.  He talked to people about our project and marketed to the organization’s focus – “your game is your game.”

We soon recruited Jake Holub and the San Francisco delegation, both of whom are with us still.  We became a national, spanning coast to coast, in a matter of a few months.

Concentric ’95, in March, was the first OWbN Conclave, at which we discovered how different our rules really were and polled the players to find out if they wanted some universal rulings.  The answer was an overwhelming affirmative.  Not only were they telling us that they enjoyed being a part of the game but also that they were confident and comfortable with us making these universal decisions.

GenCon ’95 was the organization’s first officially sanctioned event (although it was not officially part of the convention) and the first meeting of the chronicle representatives.  This was the first occasion upon which we firly decided on some of the articles that now comprise most of the chartger rules.  No chronicle would be allowed to act against or outside of these rules, for we believe that we had the plan for creating a successful network of LARP chronicles.  From these Articles came written hints and models for starting a successful chronicle, optimum conditions and where to look for renting sites.  OWbN had created a kind of manual for running your own game and keeping it afloat.

Since then, OWbN has grown to encompass over 60 chronicles, mostly in the USA and Brazil.  Other countries, such as Spain, Brussels and New Zealand, also have member chronicles.

We recently ran another convention LARP at GenCon ’98, the world’s largest gaming convention, held annually in Milwaukee, WI.  The attendance was phenomenal, exceeding 240 players.

The latest event was the Mid-Atlantic Conclave, held in Baltimore at the end of October.  It involved the cooperation of three different games in the area, a monumental feat of organization that was pulled off flawlessly.  Characters and Storytellers from 13 different chronicles from California to Chicago to New Zealand attended.

That’s right – New Zealand.  That little agricultural country.  That’s where I live.  I had a great time.

But I digress.

OWbN is administered primarily through a series of coordinators and council members drawn from the various chronicles.  Each chronicle has a voice on the Council through its council member, who is responsible for representing his chronicle’s interests, keeping the Council apprised of any situations of regional or international significance that may arise, and voting on any matters that may come up in council, such as the admission of new chronicles to OWbN.

Council Members are also primary contact points (alongside the Storytellers) for other chronicles wanting information or updates on current plots in their local chronicles.  In most cases, council members are also Storytellers (although this is not always the case) and can give immediate answers – otherwise they direct the querent to the appropriate person or ask the question on the person’s behalf.

Voting itself is a simple matter – in most cases, a proposal to the Council is presented and (hopefully) seconded.  A period of discussion is allowed and then a vote is called.  Each chronicle is allowed one vote, as are the HC and AHC.  Generally, a majority of the received votes will indicate the proposal’s success.

The Council also votes on applications for chronicle membership, and the Admissions Coordinator may cast a vote in the case of a tie in these situations.

With the continued expansion of OWbN, we slowly refine our internal management processes.  This year should see some very progressive steps in this direction.  The improvement of our operations should streamline a number of issues.

A set of coordinators is elected each November to hold positions of specific responsibility in OWbN.

The Head Coordinator (HC – me) oversees the entire operation of OWbN and is assisted in the task by, naturally, an Assistant HC.  Alongside these two, and Admissions Coordinator tracks the new applications to OWbN and keeps tally of the membership.  These three people form the core of OWbN’s administrative team for out-of-character issues.

The HC is primarily responsible for overseeing the progress of OWbN as an organization, for dealing with matters arising in regard to the OWbN Charter and for maintaining some sort of order amid the chaos.  The HC also assesses disciplinary situations that may require OWbN’s attention and dispenses advice to chronicles as requested.  If he’s a good boy, he gets a pat on the back occasionally.

He (or she- although we are yet to see a woman be insane enough to stand for the position, I believe, so please forgive the male pronoun) is also responsible for supervising the other coordinators as a group.  He selects the coordinators each year (subject to a verifying vote of confidence for each by the Council) and thus hopefully assembles a team that can work together for the betterment of the games in general.

The Assistant Head Coordinator (Joyce Summers) is responsible for maintaining the sanity of the Head Coordinator by dealing with the administrative minutiae of OWbN, such as voting and procedures.  This year will see the further expansion of the scope of this position to encompass maintenance of and regular contact with our more distant chronicles and assistance with the redevelopment of a number of our organizational systems.

Matt Giezentaner, our Admissions Coordinator, and I will continue to receive and assess the initial admissions applications to assist new and existing chronicles in their applications to One World by Night.  Matt is available for consultation with anyone considering joining OWbN and can answer most questions you may have or direct you to someone who can.  His contact information can be found at our website.

Speaking of which, OWbN is strongly tied to the Internet as a primary mode of communication.  There’s no way I’d be running it if I had to pay for all those toll calls to the States every time I needed to see what was going on.

So if you’re interested in joining up, please bear in mind that you will need people in your group who have regular access to the Internet – at the very least, your council member must be able to receive Council mail.

OWbN has a number of e-mail lists that allow for quick and eas7y communication between our members, in or out of character.  This system provides another level of interaction, a challenging and informative method for players to share in the loves and lives of each online character’s shadowy existence.

Many players access these lists daily, and there are some people we just can’t shake off the Web.

We’ve found that this sort of international interaction has really helped character in their recognition of each other and encourage cross-chronicle interaction – even if it’s just traveling across the entire country to give a rowdy Ravnos a Puissance wedgie.

All chronicles are also strongly advised to have a website and to (try to) keep it updated with the latest news and game information so that others in the area can check out when they can attend their neighbor’s games.   Keep a copy of your house rules there are well so potential visitors can read up on the local variances to reduce interruption in the flow of the game.

Moving on…

As OWbN has grown, the need for specific clan coordinators has developed.  At present, OWbN has coordinators for the more specifically structured clans – Assamite, Giovanni, and Tremere.  This concept may soon be expanded to encompass other clans.  Additionally, we have a coordinator for Sabbat activities and another for the Garou players.  As OWbN continues to grow and different types of chronicles join in, the structure of OWbN will adjust appropriately.

Additionally, to the centralize and control the flow of information and call activities, we have coordinators for each of the seven Storyteller-controlled justicars.  These people act as clearinghouses for the various and nefarious wheelings and dealings of the ancients, and they give many of OWbN’s players a focus for their gameplay – and they instill appropriate fear in the character.  The “JustiCoords” maintain regular contact with the Storytellers of OWbN as required and assist in resolving plot issues and involving their offices.

We generally keep the justicars’ actual appearances at games limited to conclaves.  Archo9ns or secretariats to the justicars are preferred forms of Camarilla enforcement if intervention or contact is required.  Recent events in the OWbN continuum have seen a marked increase in the number and caliber of archons appearing in the Camarilla domains.  The death of Xavier, until recently the justicar for Clan Gangrel, has obviously shaken the heretofore impervious justicarate, and there is visible evidence of its unease.

Therefore, OWbN has an infrastgructure that exists to support all the people and characters associated within.  Storytellers have access to many other Storytellers to be inspired by and inspire.  Players have access to thousands of other players to interact with, plot with and generally breathe life into what we call our On World by Night.

Well, that’s pretty much how ww run the organization, but you’d probably prefer to hear about the chronicles.

OWbN is dominated at present by Camarilla-based vampire games.  There are exceptions to this – a few games are primarily Sabbat or Garou in focus, a couple are Anarch in nature, and some games mix’n’match genres.

The primary rulebooks we use are The Masquerade Second Edition and Laws of the Night.  Other books see inclusion as the Storytellers see fit and as discussed by the Council – for example, some aspects of Laws of Elysium are generally considered in OWbN to be restricted to Storyteller characters rather than open to players.  OWbN’s vampire games are directed primarily at the younger Kindred.  There are restrictions on the lay of true elders and on some of the types of Kindred permissible in any chronicle – for example, True Brujah or Salubri.  Similar rules will apply to other super naturals as they’re developed and enter OWbN.

Variants on the White Wolf MET rulebooks are permitted within reason.  We recommend that chronicles stick fairly closely to the White Wolf products so that there is some internal consistency in the way the game is played.  It was very pleasant to find that most of the rules I encountered in Chicago and Baltimore worked much the way they work way over here in Hamilton.  Variations in the interpretations of the rules also open my eyes to the possibilities of other interpretations that I hadn’t considered.  I never claimed to be a rules lawyer, but I found some of the ways the systems were played very educational.

Never discount a learning experience.  Most of our people are happy to share their ideas, and though we have our fair share of squabbles over some things, any idea that might enrich your game or your gameplay is important.  Many of our chronicles adopt systems from others in OWbN.

We hope to expand our horizons beyond Vampire. With the release in 1998 of a number of White Wolf’s MET products, we now have a considerably greater scope with which to work, play and flourish.  This will involve some changes in our internal structure, but we bid Flexible on that matter.

Our Garou coordinator, Krissy Ryan, is working busily on further integration of Garou chronicles into the fold.  As I write this, we’ve recently welcomed another Garou game.  The Kenosha: Bad Moon Rising game had been playing alongside Kenosha: The Eternal Aria for some time and was gladly given admittance, as the players had played by OWbN rules for some time and had remained in regular contact with OWbN both in and out of character.  This put them in good stead when their game’s number came up.

At present, Matt and I are discussing the possibility of adding a Changeling game.  We’re not averse to a Wraith game joining in, but we foresee some difficulties with character interaction because of the Shroud.  We’ll cross that bridge when we come to it, I guess.

In numbers, our games range wildly and widely.  Some chronicles have less than a dozen people; others number around a hundreds regulars, including visitors from nearby games.  We don’t have an accurate count of our total membership, but estimates place us at over 2,000 players in over 50 games in six different countries.

At present, OWbN is slightly fractured because of language barriers between some of our chronicles.  With the advent of translation sites on the Internet – my personal favorite is http://babelfish.altavista.com – I hope to see much of that barrier crumble over the next year, and it should encourage a broader scope of interaction all around.

OWbN tries to hold at least one conclave a year.  In 1998, we held two fairly large conclaves (Chicago and Baltimore) and ran a huge game at GenCon in August.  These games are organized by enthusiastic teams of Storytellers with too much time on their hands and too much caffeine in their systems.  More large gatherings of this nature are in the cards for 1999, although details are still being worked out.  We’ll post all upcoming major events on our website.

In between such events, players are often road-tripping to other cities just for the hell of it.  Just traveling between OWbN cities is an experience in itself – meeting new people both in and out of character and experiencing the unique flavor of a new game can often prove a refreshing and eye-opening experience.  Travel the world, see the sights, play a little Vampire and make a lot of new friends.

And you don’t necessarily have to travel to other games to affect them – email communications and expenditure of Influence or use of city contacts through the Storytellers can have as much of an impact as being there would.

It has been my personal pleasure to attend the two American conclaves this year, and I am proud of the efforts of all concerned in the organization and execution of the events.  I would like at this time to formally thank all of you who invited me and forked over for the plane tickets… twice….

I’m still humbled by that experience.

Some of our chronicles are also in contact with various independent games in their areas.  Though our official stance is that these games don’t necessarily exist in our continuity (at least, until they join OWbN, he smiles), we in no way discourage our people form talking with other games and other groups.  After all, we don’t have all the answers to all the questions – why limit our opportunities to learn?

OWbN is developing a good relationship with White Wolf, and we are pleased to have been of assistance in the past in terms of playtesting and opinion.  A few of its staff are on hand, either as friends or accomplices, and we acknowledge the help that they have given us in the past.  We hope to continue this productive and convivial friendship in the future.  I guess the opportunity given me to write this article means we must have some degree of respect in White Wolf’s eyes (heh).

OWbN is perhaps very reflective of the World of Darkness as given us by White Wolf.  We don’t slavishly follow the books as written in terms of Storyteller characters or sourcebooks (or our Milwaukee and Chicago games would be very different if we did), but are instead working on our own continuity, using many of the White Wolf sources to fill in the gaps.

As an example, we took the opportunity in 1997 to echo the 13-year meeting of the Inner Circle to change several of the justicars.  Clan Toreador kept Madame Guil, who originally appears in Diablerie: Britain and Clan Malkavian kept Justicar Lucian, a character from the card game.  The Ventrue opted to choose Tai Pan Robert Pedder as their next lawmaker.  Other than those characters the other justicars (Masako, Clan Brujah; Kharel, Gangrel; Ctarinov, Nosferatu; Malaphar, Tremere) were created within OWbN to fill the positions.

New concepts presented by White Wolf (such as many alterations to the WoD as presented in the revised edition of Vampire: The Masquerade) are discussed by the Council and the Storyteller teams before anything is introduced to the mainstream of the games.  However, OWbN’s in-character politics do have a natural progression that is becoming very similar to a number of things that White Wolf has presented.

So what’s happening in One World by Night as the millennium approaches?

Some Kindred truly believe that the Final Nights are drawing near as the numbers of the Caitiff grow and the clans of the Camarilla become more fractious each week.  The elders seem aloof and uncaring, the justicars play unknown games behind closed doors, the Sabbat is around each corner – in many cases well rooted in place among its unsuspecting opposites.

Meanwhile, the Garou struggle to preserve their heritage as their own enemies plant themselves more securely than ever in the cities and drive the werewolves from their cairns.  Their war against the Wyrm continues unabated.

The Gangrel of America face desperate times as their elders are slowly stripped from them by negative forces.   The loss of many of their elders in recent times has shaken the Gangrel’s dedication and loyalty to the Camarilla.

Clan Brujah struggles to remain a cohesive whole, it’s members torn between their loyalties to the Camarilla and to their clan.  Browbeaten by their elders and tongue-lashed by their anarch brothers, their loyalty also sways.

Clan Tremere fights to maintain a united front while dealing with public ridicule and suspicion.  The Tremere often find themselves leaned upon to provide solutions to matters of the supernatural and then discarded unceremoniously by the other clans once they are no longer useful.

Clan Ventrue endeavors to stand proud and aloof as certain elements undermine its efforts at dominance – the prevalence of Ventrue princes in the Old World is far from echoed in the New, an embarrassment at best.

The Nosferatu… well, nobody really knows what they are up to, but there is some evidence that they may be closing ranks for some reason.

The decadence of these last decades has distracted many of Clan Toreador.  Has true art died with the rest of the world?  Many of the ask that question in this twilight of the Muses.

And the Malkavians?  What of them?  They’re changing, but from what and to what?  Who can tell, anyway?

OWbN is set in the modern day, very much so.  Many of our chronicles utilize the real world’s activities as tie-ins for their plots.  Our players are enthusiastic and energetic and many small plots spill from city to city.  Mix in a little Storyteller magic and our World of Darkness comes to life.  Would that I could tell you all of some of the awesome plots going on, but I think I’d get lynched.

We have our own character personalities developing – (in)famous names and coteries, such as the NOW in Baltimore, the First Family in Chicago, the dubious House Malice, the dread archon Uma Nottingham, the Legion Sisters, Maddy Zurich, Dana Stone, Archbishop Santiago, the irrepressible Malkiepoos…

The list goes on, and I could probably talk for hours, but I’m not quite up to writing the sourcebook yet.

In closing, I would like to thank Joyce Summers, Matt Giezentaner, Ross Anderson and Lance Larsen, among others, for their contributions to this article.  I’d also like to thank One World by Night – though you motley lot may be a pain in the neck at times, you’re all wonderful people this side of the Masquerade.

 

 

 

How to Market a LARP

There are many aspects to Marketing that don’t apply, or translate well when trying to get the word out about your LARP. Most Marketing information is geared toward the sale of a product, which isn’t exactly what we’re trying to do. Or is it?

Actually it’s very much like selling a product, only in this case you are selling yourself, your game, and your players. Celebrities, movies and theaters do this all the time. You know who Lady GaGa is. You may not like her, or her music but you know who she is and could probably point her out of a group. While Lady GaGa is selling her music, more than that she is selling herself, and not just to you as a listener, but to agencies and talent scouts as well. Without endorsements and agents, she wouldn’t make a whole lot of money.

When approaching the sale of your game, you have to think of it as a product, and the currency being spent is time. Participating in a LARP isn’t something you do once or twice. As a GM or ST of a game you’re looking for people who are interested in playing the game for the long haul. While casual players are welcome and encouraged, you can’t sustain a game on them alone.

I will have a list toward the end that will give you some ideas on where to start your Marketing campaigns and how. But it is vital that you take notice of the rest of the text as well. Getting people to your game is much easier than keeping them there. First impressions are everything, and you need to go in to this assuming you only have one chance to sell your game to a potential player. Make the most of it.

Professionalism

I realize that LARPing or playing RPGs in general is considered nerdy. There is a lot of stigma of residing in basements and living with our moms. While this may be true of a handful of players, it is not generally the norm across the board. Most LARPers are employed and self sufficient people who are capable of participating in society at large. Just recently Jake Rush, Florida Republican was in the news as running for office. He was a LARPer and avid gamer.

When you have a potential new player, treat them as a client or customer. Be polite and respectful. Most importantly do not say negative things about LARPing, even in jest. Remember you are selling a product. Don’t give a consumer reasons to avoid buying.

Address the new player personally. Eye contact and a handshake certainly won’t hurt. Learn their name. Repeat their name to them in your greeting. “Nice to meet you Joyce!” If possible, stand up when greeting them, or have them sit with you. Being on the same approximate level as them helps make the encounter more personal.

They will have questions, most of the time they will not even know where to start. Try having some information prepared ahead of time to share with them. Keep it simple. Don’t delve deeply in to combat mechanics or how to min/max and power game. If you were selling Photoshop you wouldn’t spend time teaching your potential customer how to use the software, you would tell them why they SHOULD use the software. You would highlight all the benefits of using Photoshop. Do the same with your game. Obviously you see benefit in participating in your game, or you wouldn’t still be doing it.

Explain briefly what the world is like, the type of characters, how challenges are resolved (boffer or roshambo etc.). Is your game set in the real world or a fantasy post apocalyptic zombie world? Ideally you want to give a little bit of information on a variety of topics. But always keep it simple! The primary flaw I have found is people giving too much information to a new person.

Have a primary person or group whose job it is to explain the game and assist new players. Make it very clear to your other players that while their information is appreciated, they need to leave first contact to those who are assigned to the job. The more people who crowd a new player to ‘teach’ them, is often very overwhelming and leads to the person feeling uncomfortable and confused. I will say again because it’s so completely important, KEEP IT SIMPLE!

Never forget that we are not in competition with other LARPs or games. LARPers and Gamers in general are a very select group. Do not make the mistake of alienating people by badmouthing another game, or trying to actively take players from another game. In the LARP world it is extremely common for players to participate in multiple games. Don’t make someone feel like they need to defend their hobby or other group of friends to you. Positivity can take you and your game much further than any other form of Marketing.

Contact Information

In your ads you will need to have a way for your potential players to contact you or your staff. Have multiple methods that can be used. Telephone numbers, Email, Facebook, Website, etc.. The more methods you have the better the chances that one of those methods will be comfortable to a potential player.

I don’t recommend putting your personal telephone number, email or game’s email on public spaces for new players. Google Voice allows you to create a free unique telephone number that will ring to any telephone you choose. You can also have it ring to multiple lines at once if you have a team of people assigned to help new players. When selecting a number, try to make it something local, and simple. It will take several tries to find an available number that meets those requirements, but it is worth the extra effort. Gmail will allow you to create a free email address, or group that potential players can use to contact you. Make it simple and easy to remember and be sure you check it often so you don’t leave someone hanging. Professionalism! Always return calls, or emails within 24 hours if possible.

Marketing Materials

-Flyers

Flyers are a fantastic way to reach new players. There are tons of tutorials and bits of advice for making an effective flyer. I have a found a few things that seem to always work well. Choose an easy to read font. Its tempting to be creative and artsy, but verbiage is not the place to exert your artistic prowess. Keep it simple. (Seeing a trend?)

Have your contact information readily available on the flyer. Ideally if it’s a flyer that will be posted somewhere, you can include all your contact information on easily tearable strips so that potential players can take your information with them. But, have the information available on the flyer itself as well, if all the strips are gone you want people to still have access to contact you.

Also make sure to include your location. Town or city is usually enough. Your product requires a player to travel to you, they will want to know where they will need to travel to. If you play at a club, university or other location that is well known to locals, include that in place of town or city. The more specific you can be without taking up too much space is great.

Limit text to what is necessary. Have a large eye catching title or catch phrase. A very brief bit of information on what you are, Vampire, Mid-evil, or Post-Apocalyptic LARP. If you have an age limit, that is important information to include. If you charge a site fee to players, instead of saying so on your flyer, say something catchy like “Admission free to new players!”. Make it seem like you are offering them a deal. Its more exciting to go in to something with the feeling that you are getting a deal.

Perhaps one of the most important things to keep in mind when creating your flyer is where this flyer is going. You should ideally have multiple flyers. Its more work, but the work will pay off. Keep the populace in mind when making a flyer so it will be sure to entice the people who will see it.

 

-Website

Having a website these days is Marketing 101. However, it can be just as useful to have a Facebook page. Groups on Facebook are a wonderful way to provide information to your existing players, and new players. If you do have a website, do some research and find out what goes in to making a viewer friendly page, and make it mobile friendly as well. Many people have little time for sitting at a PC and will view your information on a cell phone.

An average page viewer has an extremely limited attention span. You will want to give them the pertinent information right off the bat. If they have to dig or scroll for too long they will leave your page and disregard any interest they may have had previously. On your very first page, or landing page, you want to have a ‘Who are we’ section where you give brief information. Keeping it simple! Too much information, a wall of text or blocky unreadable chunks will dissuade a reader. You can go in to more detail on sub pages, once you have their attention, they are more likely to click links.

Proofread! Do not use Marketing material of any kind without ensuring that everything is correct. Mistakes happen, don’t beat yourself over them. Do what you can to keep everything correct and mistakes won’t hurt you nearly as much.

 

Marketing Options

What do you do with those awesome new flyers? You plaster them everywhere!

  • Public Libraries often have an advertisement board. They also have clubs and gatherings. Not to mention the large variation of patrons. You might be surprised at the amount of things that happen at your local library. A flyer referring to a specific book series or popular show that goes along the lines of your game is a great eye catching tag line.
  • Game Stores seem like an obvious choice. Keep in mind that most people who frequent game stores are in to CCGs and Table Top games. Target them using that, find a way to make your game sound like a natural extension of a card or table top game.
  • Universities have extremely diverse groups of people. Check with the social activities or student union office if there is one. Ask if there is an RPG club or a game club of any kind. Usually to post a flyer you have to be a student, sometimes there are exceptions. If you already have a player who is a student, use that avenue to get a few flyers posted.
  • Book stores, especially used books, sometimes have a bulletin board. They also have a diverse consumer base. Call around and see if any of the stores in the area will let you post a flyer. Use the same methods as with a Library and liken your game to a popular book series or tv show.
  • Having a digital copy of your flyers can also be beneficial. You can use that ad all over the web. Social Marketing has swept through the entire world of Advertising. Its amazing the power a few well placed internet ads can have. It can also be done for free.
  • Facebook RPG or LARP enthusiast pages. Ask the moderators if you would be allowed to post an invitation to try out your game.
  • Blogs of writters who talk about LARP and RPGs. Ask them if you can write a guest blog on a topic that might interest their readers, or perhaps if they would write a blog about your game. They could do an interview or if they are local actually visit your game.
  • Classified Pages are a wonderful place to post your ad. You can include more information in the text portions, but you should still use your targeted flyer for the primary ad. Local news stations and newspapers usually have a free classified section for web users.
  • CraigsList might seem like a weird place, but it’s wonderful. Post in their ‘Event’ section for your next game. Toss your flyer in there. In the text section make sure to include the time and dates of your next game. Mention its free to check out.

 

In all your Marketing craze, don’t neglect your most valuable resource, your current players. Word of mouth is a great draw. Offer your players benefits for bringing new players like free site fee, free weapons or XP. Anything your game is able, be creative. Have some of your players write testimonials or reviews of the game that you can use in your advertising material.

Keep your game fun and your players happy. Happy players generate more players, and more fun for everyone.

 

Written by Holly Race, Marketing Coordinator – One World by Night

 

9 Steps To Creating A Viable LARP Character

LARP games come in all shapes, sizes and genres. Often times when entering in a new LARP game, it can be difficult finding your way. Either you are new to the Genre or new to LARP in general. What works for a Table Top campaign doesn’t necessarily work well in a LARP setting. Almost all new players to LARP struggle with how to approach the character creation process. The following are a few things to keep in mind when making a new character that can be applied to almost all LARP games.

 

1. Learn with your character.

Often when making a new character, you are new to the genre and don’t know much about the game. No one expects every player to know everything, that is unreasonable in the best of circumstances. Instead of creating a long-standing character or one that has a lot of knowledge, start off fresh. Make a character that knows nothing about the situation they are in. Be they a Vampire, Zombie or Viking. There is always an option to be brand new and know very little. If you enter game play with a character that doesn’t know much, then you and your character can learn together.

 

2. Stereotypes are in the books for a reason.

When reading about a type of character keep in mind how they are written. The writers of the game system put thought and effort in to crafting that race or clan. In essentially every RPG game everywhere

Don’t be like Sam.

there are stereotype examples of characters. An extremely common mistake of new players is to try to deviate from that and be different. The thought there is that you will stand out. Usually you do stand out, as different. Different isn’t usually tolerated well. Especially if you don’t know much about the setting. If a character type is brash and loud, play one that is brash and loud. Don’t stray from what is written. Playing a character true to the game is far more rewarding than being outcast from the player base and not being able to participate in the game.

 

 

3. Write a reasonable backstory.

Your character didn’t likely just appear in reality. It has existed for years, and its helpful to have some information on what they have been doing that whole time. When writing backstories keep things simple. It is not necessary to add outlandish deeds and behavior to your character’s history. Yes you are likely stepping in to a fantasy game with outlandish people and creatures. But, your history is more easily assimilated by you, the other players, and the staff if it’s simple. You likely didn’t win a Nobel Prize, or kill Hitler. Keep things simple; where you were born, went to school, hobbies and pets. Less is more in some situations. Its common for people to be tempted to throw all sorts of absurdities in their story because they see the other characters that are currently in play, and have heard their crazy stories. Most characters don’t start with weird stories. Weird is what happens to them as the character is played. Allow your character to grow and change over time. The weird will happen, let it happen as naturally as possible. You will have your own crazy tales to tell over omelets after game, don’t be in a rush to get there, enjoy the time on your way.

 

4. Don’t tell everyone your backstory.

The face of someone listening to a backstory, instead of role playing.

Once you have finished writing your character’s story you are likely proud of it. I mean, you just spent all that time crafting the life history of a fictional person. That took time and effort and you should be proud. It is tempting to share your creative genius with others. Think of it in terms of reality. When you encounter a new person at work or the grocery store, do you tell them your life story? Do you hold up the line at the post office so you can be sure the desk clerk knows precisely how long you spent learning to sew? No. That would be crazy, and you’d get all sorts of awkward looks and frustrated sighs. While your story is likely the best thing that has ever been put to paper, not everyone needs or wants to hear it. Remember your character is a person that is NOT you, and they aren’t very likely to go tell everyone they meet their life story either. Allow the other characters and players to get to know your character slowly, and naturally through role play.

 

5. Don’t try to be a special snowflake.

While this step ties many of the others together, it seemed important enough to not gloss over. The term ‘special snowflake’ has been used across games and social media alike. It is often derogatory in nature. In an RPG setting it simply means that a character has been created to deviate from the norm in some fantastical way. Either with weird powers, items or behaviors. I can’t stress enough that stereotypes exist for a reason. Playing something that deviates not only robs you of essential character growth, it automatically puts other players on edge. Even without realizing it, they will treat you, or your character differently. Humans in general are creatures of conformity, standing out is not always the best option. This applies double if you are new to a game. Play something that is normal by the standards of that game, and you will find yourself included and people who are willing to guide and teach you quite readily.

 

6. Don’t focus on powers.

LARP is a role playing game first and foremost, which means that role play should be the primary focus. Having all sorts of cool powers on your sheet will not assist in role play. When creating a character you are creating a person, that person has thoughts, skills, feelings, regrets, goals, etc.. Keep that in mind when making your sheet, if you focus on the powers you will lose sight of the character. If you walk in to a game and all you are is a sheet with some neat powers, you won’t be much good to anyone in a social setting. Powers can always be added later, personality can not. You have one chance at a first impression, use it wisely.

 

7. Whatever your character type does, do it well.

The last thing that crappy Bard ever saw.

We’re back to stereotypes, and still with good reason. Everyone wants to be different, resist that urge. I cannot stress that enough. If you are playing a bard, be a really good bard. If you are playing a fighter, be a really good fighter. Focus on what you can do well, and do it. Obviously you aren’t going to be the best there ever way right at character creation. But, you can aim for that status as you play the character. You will gain Experience Points that you can use to add to your character’s skills. Spend those points on what your type of character is good at. I realize it may seem redundant since other people will have done the same thing, and you will never reach their skill level since they have more points. I assure you in every single LARP to ever exist, that is not the case. So buy up your skills that make you good at your skill set, and you will be useful to the other characters in the game. Make sure that if you’re playing a bard, you’re the bard they go to. It’s easier for other players and characters to accept a new character who fits in to their image of what it should be.

 

8. Don’t focus on points.

When you step in to play at an existing game, all the other characters are going to have earned more experience than you will have. To some that concept may seem intimidating. But you have read this blog post this far, and are now armed with knowledge to combat that sort of intimidation. Existing characters have seen other characters come and go over time. It’s not likely to be new to them that someone new arrives on scene. To have an existing character for a long time they likely went through much of what you’re going through getting started. Everyone began the game with no points, and they somehow managed to live long enough to acquire them. You can too. Don’t assume that because you have no points that you can’t participate. While you may not be able to help kill a giant boss monster, you can certainly assist in organizing the troops, or provide triage. There is a place for every one of every Experience level. Find the in-character leadership and directly ask what you can do to help. Being willing to assist and learn will likely gain you a lot of favor from the more experienced players. Don’t count yourself out of a game because you don’t have points, if that were the case the game would not have continued after the first character died. Role play requires no points!

 

9. It’s ok to be a support character for a while.

Its tempting to run in to a game and hit things face first. Sadly that isn’t a very good way of keeping a character alive. Your character is new, and doesn’t have a ton of points, so you are probably kinda squishy. It would be wise to avoid certain death situations. Instead, provide support to the characters who have the combat skills to beat the end level boss. Does your character make weapons you can share? Do you have a magic spell that will let you boost someone’s stats? Maybe you are a really good get-away driver. Focus on what you do well, and offer that skill up to the party. Even ask them what they need directly. Plotting a raid to go kill a big ol’monster takes a lot of work and can get hectic. Grab paper and a pen to help them keep track of information! Worst case scenario is you watch and listen, see how they put their plan together and learn from their success or mistakes. Because one day before you know it, it will be your turn on that raid, and that experience will serve you well.

Go Get’em!

There are a few key points that I feel you should take away from this article. Keep it simple. Keep it normal. Keep it fun. Focus on what the game is supposed to be, and do your best to fit in to that world and story. Be willing to learn, and above that, be willing to ask questions. Ignorance is only defeated by questions, never be afraid to ask.

 

Most LARPers are friendly people, and enjoy helping others to learn the game. It’s something they care a great deal about and love sharing that with others. Now that you’re all ready, go out there and get to LARPing!

 

Written by One World by Night Marketing Coordinator Holly Race 2017