The Circle – a pre-game “ritual” for LARP players
I’ve adapted this OOG ritual from a “new campaign” mechanic that worked very well for me in table-top.
As will be obvious shortly, this is something best suited for small groups of players. For world-course players, I believe this will be a great tool for small in-game groups, especially those that are adding new members.
Everybody forms up a circle facing inward. It’s probably best to have people sit, since this might take awhile. Determine one person to start.
On each person’s turn, they look to the person on their left. Then they state one of the following “THE PAST” or “THE FUTURE”:
The active player describes an event that occurred between the active player’s character, and the character of the player on the left. This event becomes canon if the person on the left agrees, but they are welcome to veto it, with a “no, but”. In other words, this is a collaborative experience, and both players need to be on board. Once there is agreement, the event becomes canon.
Active Player <Ragga>: Ragga met Thorna on the road, and flirted with her. It didn’t turn out well.
Left-hand Player <Thorna>: Hrmm… I think Thorna would have flirted with Ragga first, but it was lost in translation. Perhaps they both are into each other, but the culture shock is in the way? And when I say culture shock, they are too busy trying to one-up each other.
Active Player <Ragga>: Awesome! That totally happened!
The active player describes an interaction they would like to happen in this game. This has the same rules as the “past” above, requiring consensus from both players.
Active Player <Ragga>: That last game we never got around to resolving our attraction. I would like us to start flirting this game, but nothing more.
Left-hand Player <Thorna>: Yep, shy flirting with threats of violence sounds perfect.
OTHER PLAYERS AND GM
During the circle, it’s okay for the players and the GM to make suggestions. However, do this only if it is somebody’s turn and they are drawing a blank on what to suggest. The GM, being privy to the plot, has a lot of power here to suggest some very telling interactions.