I am involved in the Camarilla, which is the White Wolf RPG publishing company’s official fan organization. Among other things, the Cam organizes a global campaign for live action roleplaying, or LARP. This is a “theatrical LARP,” not a “boffer LARP.” We don’t hit each other with foam weapons; instead, we have more social and politically-focused games, and any combat is as heavily abstracted as it is in tabletop roleplaying. The nature of a global campaign raises some very interesting issues in game design.
The Cam is not the only global LARP campaign around; One World By Night is another organization that runs a similar campaign for the old World of Darkness setting, for example. As far as I know, though, the Cam is the largest global LARP around. A global campaign means that local games are connected to games across the US and the world, so that I can go on a trip to California and use the character I play in Charlotte to a Camarilla game there. Events that occur in Alabama can affect nearby locations, and there are periodic conventions where players and characters from all over the world come to play in a single game. This results in all sorts of interesting consequences and annoyances.
Continue reading A Global Chronicle
Cyan, now Cyan Worlds, released Myst in 1993. The work became one of the most influential video games of all time. It made the CD-ROM a must-have, led the rise of the atmospheric adventure puzzler, and is the leading suspect in the death of the adventure game. It was the bestselling game of all time until The Sims came along, and is probably, along with Mario and Pac-Man, the game even gaming-illiterate people have heard of.