STARBASE 1 ADVENTURES
Missions in the Starbase 1 LARP
A Comprehensive Guide
By Starport Industries
version 1.0 [2022 Edition]
Preface. . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . .
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . .
A Note on Consent . . . .. . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
S.E.A.M.S. . . . . . . . . . . . . . . . . .. . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . .
.
Organized Chaos:. . . . . . . . . . . . .. . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
Improvisation. . . . . . . . . . . . . . . . . . . . . . . . . . .
. . .. . . . . . . . . . . . . . . . . . . . . . . .
Planning your own Mission, Start to Finish. . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . .
The What . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . .. . . . . . . .
The When . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . .
The How. . . . . . . . . . . . . . . . . . . .. . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . .
Logistics and Supply . . . . . . . . . . . . . . . . . . . . . . .
. ……….. . . . . . . . . . . . . . . . .
Networking . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . ………. . . . . . . . . . . .
Conflict Resolution . . . . . . . . . . . . . . . . . . . . . . .
. . . . . ………... . . . . . . . . . . . . .
When to Say ‘No’ . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . ……. . . . . . . . . .
Putting your Missions in Motion . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . .
Advertising . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . .. . . . . . . . . . . . . . .
Briefing . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . .
Timing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . .
Execution . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . .. . . . . . . . . . . . . . . . . . . . . . . .
Debriefing . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . .
Challenging Themes . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . .
Deception . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . .
Stealth Missions . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . .
Stealing & Relics . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . .
Prisoners & Hostages . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
Quick Reference Sheets . . . . . . . . . . . . . . . .. . . . . .
. . .. . . . . . . . . . . . . . . . . . . .
When I first began really participating in Missions and Lorefare
at Events, it was only my third year at the Starbase 1 LARP (2022
for those counting). I recall picturing a chance to live out
scenes from Star Trek or a Firefly Franchise Game. A quiet “man
with no name” gun-for-hire type who shuffled into town and is
subsequently tasked by the denizens to do the jobs the denizens
haven’t the time (or lack of self-preservation) to do themselves.
I wanted to be immersed in this post-apocalyptic world, and I
didn’t know what awaited me or how I would begin. But I knew
despite my shyness, my eagerness could eclipse my anxiety.
I made my way up to the window at the WCC. I’d seen the “help
wanted” sign painted on a nearby board and inquired about ‘work’.
A husky man with a thick beard nodded warmly and told me that one
of the radios they operated was in need of replacement parts,
specifically vacuum tubes. The market for such tubes was thin,
rumour had it that the Crimson Caravan may have some in store. He
handed me a handful of burnt orange bottle caps and told me it
should be enough to purchase the part. I was to speak with him
when I returned with it.
With caps in hand, I set out to find the Crimson Caravan, invested
in seeing my quest through straight away. I had seen the camp sign
along Bartertown row, at the time on the South side of the City. I
strode up to the open back of the large dome and stopped at the
threshold. Within, a shorter fellow stood behind a barter table
while his armed Campmate sat across the dome and eyed me
surreptitiously. Acknowledging my presence, the shorter man
beckoned me in and asked if I’d come for trade. I nodded and
entered. He bade me browse the various wares on the table. I
scanned the collection and recognized no radio parts. So I asked:
do you have any vacuum tubes?
The short man smirked for a moment and asked me if I’d the caps to
pay. I held out the 10 or so I’d been given. He looked, and shook
his head. “It’s not enough,” he taunted. I, confused, glanced down
at the table and the caps in hand. Slowly it dawned on me,
realizing, in my naivety, I was being hustled for more caps.
My heart began to race. My left hand extended out the caps, my
right moved to my belt and un-snapped the holster of my pistol
audibly. I, uncharacteristically bold, asked again “Isn’t it?”.
The shorter Caravanner eyed my six gun, and shot a glance to his
compatriot across the way. They smiled and we exchanged the part
for the caps. I playfully backed, slowly, out of the dome, never
taking my eyes off the camp, or the grin off my face.
Eventually I made my way back to the WCC and handed over the
dingy, faded cardboard box that held the small glass vacuum tube.
Precious technology, lost in the pox-iclipse, in the long long
ago. The man behind the counter nodded, thanked me and handed me a
custom WCC bottlecap for my services. A trophy! A token reminder.
I was enthralled. I resolved later to participate in Missions as
often as I could, and to seek out such experiences wherever and
whenever they piqued my interest.
My ‘character’ and role may have evolved significantly these past
10 years and my shyness evaporated but never my passion for
immersive environments. It is because of this passion, and a
desire to create and share missions with others, that I wrote this
guide. So that each Member who endeavors to cross the threshold of
immersion, finds the Experience Gratifying, Amusing, Exhilarating
and Memorable, such as I have these past years. I hope it proves
useful, please enjoy.
See You At The Outpost!
Smitty
What follows is a set of Guidelines intended for the Creation and
Support of Missions at our Starbase 1 LARP Events. Participation
in a well executed Mission, can be an immersive, and entertaining
experience. People often participate because they wish to be
transported, even temporarily, into a futuristic World full of
Excitement, Intrigue and Danger. If you haven’t experienced this
kind of activity for yourself, it is critical to try out a few,
before trying to Run your own, as they will provide insight to the
kinds of Fun you can have. While most of the Audience and
Participants are aware that the perceived perils and challenges,
aren’t “Real”, efforts to shatter the illusion can likewise
shatter the enjoyment of the activity and potentially spoil the
efforts of hardworking individuals. Some of that is unavoidable.
However, in the spirit of the kind of oath Magicians might keep to
‘never reveal their Secrets’ sometimes you must conceal the
behind-the-scenes workings from your Audience to preserve the
purpose of the Game. Our Goal is to Create, Propel and Preserve
the Magic. Please consider some discretion when using this Guide
to plan Missions at the Event, and don’t Share what you’ve Learned
& Planned irresponsibly, to preserve the Surprises and
Immersion for as many People as possible.
AN IMPORTANT NOTE ON CONSENT
Participation in a Mission is a form of Social
Contract. The Parties involved suspend their disbelief to a
degree, and pretend to be characters living in a futuristic World.
However, the Events are not “Real”, and real Threats to
Participants Survival, or Safety should never happen.
Not everyone wants to Play the same kinds of Games, or indeed Play
the same Missions in the same way. Everyone has their own ‘House
Rules’.
It’s ok (and encouraged) to make Disclaimers on Missions that
feature more Challenging, or menacing aspects. Ask your
Participants what kind of Mission they are looking for, and allow
them to set their own comfort to playing along. Goals where
Participants might complete it by Intimidating, Threatening, or
Coercing Parties In-Character, should always be Performed in the
Open, in Public Spaces wherever possible, Theatrically,
respectfully and in the spirit of Good Sportsmanship. It should
always be apparent that a Game is taking place, and not a real
Health, or Safety Concern.
Consensual Disorder/Unrest is Acceptable so long as it is done
Theatrically; acting deliberately, or somewhat exaggeratedly
Dramatic for the Performance. And often, with a Smile. Such that
any Mission activity could not be mistaken for Real Danger, or
imminent Violence, by a casual Observer. Non-Participants should
not have reason to believe anyone is really in Trouble, or that
they aren’t Safe. Additionally, things like brandished Prop
weapons should be kept at safe distances from other participants
unless the involved parties have agreed to (or better yet
scripted) something otherwise. If the people who chose to be
involved or the surrounding audience aren’t having fun, or don’t
understand that it’s just for show, you’re probably doing
something wrong.
All Gameplay should follow S.E.A.M.S. guidelines (Detailed below).
Participants should be actively and enthusiastically consenting to
participation in Gameplay. It is always appropriate to ‘break
character’ or pause an activity to check if participants are in
good order or to address questions or concerns.
Players should never conduct themselves or the Mission in a manner
that makes any other participant, non-participant, event personnel
or others have serious cause for concern. Harassment of any kind,
violation of Codes of Conduct, or breaking of county, state, and
federal law will not be tolerated.
WHAT MAKES A
GOOD MISSION?
To make things simple when designing, and
running your Missions you need to ask yourself: Where are the
S.E.A.M.S?
Safe, Enjoyable, Accessible, Memorable, Sustainable. We’ll go over
in detail what each of these mean:
S - Safety: Always follow State and Federal law and Event Rules
and Guidelines. Is your mission safe to participate in? You may
think this would be obvious, that even the most idiot-proof idea
would be safe. But idiot-proofing is a perpetual task, so often
the best you can do is make something idiot-resistant. Does
participating in your mission involve any kind of elevated risk?
Does any part of the mission make things difficult for Security or
Medical personnel? Are participants likely to encounter situations
which may lead to real-life threats or pose health hazards? Does
your Missions instructions or goals have room for unsafe or
problematic interpretation? Are participants likely to put
themselves or others in harm's way in the pursuit of completing
the mission? Are unknowing/unwilling audiences going to be caused
undue concern or hazard?
E - Enjoyable: Is your mission any fun? Would YOU want to
participate in it? Is your mission a
foot-slogging/exposition-dumping chore? An annoying series of
A-to-B? Is it a lot of “hurry-up-and-wait”? Participants standing
about, with no clear timetable or secondary goals. Is it
confusing? Two Team leaders in quiet conversation while a room of
willing participants mill about with their hands in their pockets.
Unable to hear or see the goings-on, distant and disconnected.
Would it be fun for a first timer? What about someone who’s done
many missions? Is it only fun with one participant? With many?
Consider how fun the Mission might be with a variety of
participants in a variety of groups and configurations. Is it fun
even if they don’t finish or if they fail? What are the stakes?
Are there consequences to the Mission not going according to plan?
Can it still be fun if the goals change on-the-fly to meet
unexpected challenges of the wastes?
A - Accessible: Are your missions possible to do by everyone? Are
the goals clear and understandable? Can you do it if you’ve never
played before? If you know nothing about the lore or history of
the event? As a Mission creator or runner your job is to convey
not only how people can participate but why they should care about
the goals. Can participants of all ages, sizes, shapes and
abilities take part? If your mission requires or would benefit
from any special knowledge, resources or abilities you need to
establish that in your briefing. Consider how your mission will be
interpreted by the audience, try to word it as clearly as
possible. It should be easy to learn but difficult to master. If
you can’t make it accessible to everyone then be specific when
advertising or recruiting for it. Like a job offer, let your
participants know upfront and early what is expected of them and
let them be the judge of their own abilities. This also goes for
those witnessing your Mission in action. Can they understand
what’s happening? Can they, to a degree, be ‘in’ on it too? Make
your audience a part of what we call “Inclusive Exclusivity” by
maintaining the illusion that they are “in” on the ‘exclusive’
action that is technically accessible to everyone.
M - Memorable: Do your participants have the chance to feel
immersed? Do participants get to be part of some conflict
resolution or bigger-picture plot? Does the mission fit into you
or your group's lore? Do they solve a problem or perform a task
that you couldn’t somehow do yourself? Does your mission encourage
or discourage audience participation? Does the experience hold up
as its own reward? Do your participants leave with any reward? The
Satisfaction of a job well done? The thanks of the weary
Teamsfolk? A position among the ranks of your trusted masses? Team
caps? Play-currencies? Unique Loot? What do they take away with
them after they complete (or fail) the mission? Not every mission
needs some kind of payment, but some participants will be
motivated by the idea of ‘earning’ play money by participating.
S - Sustainable: Do you only run the Mission one time or many
times? Can it be run only a few hours or through the whole of the
event? Do you have backup plans for unexpected or necessary
changes? Running a Mission means advertising its availability,
having someone available to give the briefing, supplying that
mission (if props or play-currencies are changing hands), having
someone to give the debriefing and attending to questions and
changes that occur. It can be done with as few as one or as many
as you have in your group IF everyone is up to speed with what to
do. Does your Mission require so much explaining that it’s tough
to get participants caught up? Does it require you to spend all
your time in camp? Does it cost you lots of money or energy or
time to run it? Design with you and your group's needs in mind.
Burnout is real and can be very damaging to the otherwise fun and
rewarding experience of running missions.
ORGANIZED
CHAOS: WHEN THINGS GO WRONG
“SHIT Happens”
When the Event as a whole is a Festival, then Missions are like
Festival Games. Always expect a percentage of unpredictable
change, and try not to let it disrupt your Fun too much. You might
get many interested Participants, you may get none. You might run
out of Supplies on the first day, or go Home with extras. You
might, for example, organize everything to happen on Wednesday at
noon. But then you discover that the Opening Ceremonies have been
pushed back an hour, and now are taking place at the same time.
Your best Street-Barker/Advertiser may have Car trouble, and can’t
make it till Thursday. The ‘W’ (wind) might kick up, and force
everyone to take cover for hours. The Team who was supposed to be
at the Meeting, got surprised and raided by an Enemy, and couldn’t
show. The saying “Shit Happens” applies here. Plan Missions that
are adjustable, and plan with the mindset that nothing that goes
unused, is wasted. Any Missions, or machinations you didn’t get a
chance to use where and when you’d planned are good candidates for
use elsewhere. With clever planning, any Mission you didn’t use
one day can be folded into the next.
Example: Your Mission is to deliver an item from your Camp, to a
distant ally. You discover that due to emergencies the ally camp
is now unable to Staff their Camp to receive the item.
Could, instead of abandoning the whole Mission, you find another
Team who can accept it? Or perhaps some manner of passive
drop-off, wherein the Participants deposit the item in the Ally
Camp's improvised Mailbox? Perhaps you send the Participants off
to deliver the item in a timeframe knowing the Camp will be empty,
and when they return with it undelivered, you thank them for
bringing back the valuable information that the Camp is empty, and
spin a Story that perhaps some larger treachery is afoot. Perhaps
you escort the Item yourself, with Participants in tow, and
announce the Mission a success upon arrival. Adapting a Mission to
changing circumstances will be invaluable. Planning ahead and
keeping backups in mind, will preserve immersion.
"YES... AND"
When you begin to run more complex Missions that intersect with
other Groups and Teams, and their own complex Backstories and
Motives, you will encounter what, at first, may appear to be
Obstacles, but are Opportunities in disguise. Often there may be
situations that arise from individuals Actions, clever
Workarounds, or Shenanigans that directly conflict with your
Plans. Instead of allowing the events to spoil your Work, “Yes,
And” them. As a Rule of improvisation: rather than denying the
actions as canon, accept what another participant has stated or
done ("yes") and then expand on that line of thinking ("and") as
often as possible. We often joke that a planned mission, prior to
the event might be 70% scripted and 30% improv, but a mission
during the event becomes 70% improvised and 30% scripted. It’s ok
to have to ‘embellish the story’ or contrive new plot points from
time to time to make things work.
Example: Perhaps a ‘rival’ group has decided to also deliver the
same kind of item to your ally.
Instead of trying to get the rival group to stop, perhaps work out
an arrangement with the other group behind the scenes so that
participants in your delivery mission can now confront “rival”
group participants for their item in a rock-paper-scissors battle
and seek out the reward for delivering both to the ally Team.
Perhaps you can arrange a meeting at another group or venue as
middlemen and have both opposing Teams meet to work out this
territory dispute in-character. What was an obstacle can now be
made into a fun lorefare opportunity for multiple parties.
Sometimes participants or other groups will do something that is
totally unexpected, which, intentionally or not, totally subverts
your mission plan. For Example: a ‘rival’ group has swarmed your
camp with dozens of mercenaries and they ‘demand’ you hand over
all of your delivery items. You could break character, tell them
‘No’ and probably send them away empty-handed and with an
anticlimactic end. But with “Yes...And” you could instead hand
over the delivery items vowing theatrically to gather fores to
raid their camp in return, or perhaps tell them they are too late
and that all the items have been delivered but you’ll exchange
some other artifact or some valued information on where they can
find more, effectively re-directing them to a sidequest. Events
that might otherwise terminate the plot can instead be plot
twists.
Other Examples of when Yes...And applies:
Your Team sets out seeking information on the whereabouts of a
fabled vault, but only a handful of people know about it’s
location. You find one of them but this person has already given
away the clue-prop to another vault seeker. Instead of ending the
mission right then you and the participants visit other camps and
spread the word that you’re putting a bounty out on anyone
carrying a clue-prop to the vault.
Example: a group of waste-pilgrims have mistaken your mission
[THINGY] for one belonging to another group. They retrieve the
[THINGY] and deliver it to Camp B. Instead of reprimanding the
pilgrims and just retrieving your item you can shift and open
trade with Camp B for return of the [THINGY] or (with a bit of
planning and improv) you can visit Camp B for a “Raid” to get the
item back with a high-stakes game of cards or Rock-Paper-Scissors.
PLANNING YOUR
OWN MISSION, START TO FINISH
Some Teams have an individual Member act as the go-to for
organizing, and tracking Missions at the Event, to help keep
everyone (relatively) on Schedule, but such a position may not be
necessary if you’re just starting out. Whatever your role, it’ll
help to write down the important following information when
designing a Mission. What, When & How.
PART 1: THE WHAT
What's your Agenda? Think about what you are trying to accomplish
with the Mission. Is the goal to:
● Encourage Participants to Explore the Event, or some aspect?
● To Network with other Players, or shared interest Groups?
● To Promote an individual's Cause, or Camps Notoriety?
● To raise awareness for an Event or Activity you Host?
● To convey a Theme or advance a Plot arc?
Or perhaps some combination of any of these. It’s ok if your
objective is nebulous, but communicate that to your participants.
PART 2: THE WHEN
Consider your Timetable to Plan your Mission, if possible you
should start some Weeks before the Event, to give yourself, and
any Groups or Teams you may Partner with, time to work out
Details, and prepare. The longer you have, the better prepared
you’ll be for when “Starbase 1 Happens”. Some of the more complex
Plots begin Planning, and Promoting months in advance, especially
if they involve many Groups, Teams or Event-wide Participation.
Missions can be totally improvised, and still fulfill S.E.A.M.S,
and not every Mission will require planning ahead of time. It's
highly recommended that you perform a Review of the Plan, with any
participating Groups or Teams, before it takes place at the Event.
Have a good idea of the where and when of the mission, how long
the mission should take to complete (people will ask) and what to
do if the plan has to change. Before finalizing your timetable,
have some idea of what other shows or activities may be taking
place during that time or day of the Festival.
Your Mission can be a simple 5 minute Task, or a sprawling
multi-day Trek. In our experience, starting off with a short
straightforward Goal is best. A complex, multi-part Story is easy
to lose track of, or to be abandoned. A simple fetch Quest can
easily transform into an Event spanning, convoluted Contest when
Events intersect. It’s ok to start small and build over time.
PART 3: THE HOW
Logistics and Supply
For every step you add to a Mission the potential for
misinterpretation, unexpected changes/consequences grows
exponentially. Make time to meet with and review the plan or
distribute any props or notes with any contributor parties at the
event. Ask them about changes to the plan or schedule (This step
could be performed as its own courier mission). If you’re using
props consider the Navy Seal idiom that “Two is One, One is None”.
Having only one of a particular prop means if that prop is
damaged, destroyed or lost your plans may collapse. It’s better,
whenever possible, to have 2 or more of any prop, or a
substitute. Props or symbols, with unique, distinguishing
marks or names on them are better, so they can’t be confused with
other props or decorations in other camps.
Example: Your mission is for participants to go and
collect a “gold” bullet casing from another camp. But bullet
casings are common as part of outfits or decoration and
brassy-gold in color, how are participants supposed to know which
one they are supposed to collect? Could they get confused and
visit the wrong location? Could they ‘cheat’ the mission
(intentionally or accidentally) by turning in just any bullet?
Networking: Involving other Teams and Groups
Pooling resources or labor with other individuals or Teams is a
great way to promote and expand your Missions reach. Temporary
alliances and ‘truces’ between groups help foster awareness of
your Mission as well as theirs and can lead to unexpected (and
often hilarious) results. Don’t be afraid of reaching out to other
established Lorefare/themed groups to find out what events and
activities they may have going on that you can tie into. Start a
group chat and communicate your plans with them and their members
before an Event to cut-down on the ‘telephone game’ of
misinformation. If you have to change or improvise plans during an
event, communicate the new changes as clearly and plainly as
possible (in writing preferably) to all the parties involved.
Involving other groups also means you’ll probably intersect with
whatever their other plans or missions are, sometimes these can
disrupt or derail your plans. Diplomacy, and “Yes...And” are
indispensable here. Groups are sometimes working at
cross-purposes, often there are moments of semi-organized chaos,
and breaking character or conferring with other organizers may be
necessary. Don’t get too bogged down in the details, you can
always contrive a lore explanation when the immediacy of the
moment has passed. Preserving the momentum and spirit of an
activity is more important to your participants and audience than
getting every loose-end tied up neatly.
Conflict Resolution: “Armed” vs. “Unarmed” Missions
In a desolate wasteland all manner of protagonists, factions and
antagonists thrive. Often armed war-parties will clash with one
another, and your participants can find themselves at the wrong
end of a (prop) weapon. This can be thrilling, or tedious
depending on how it’s performed and especially how it’s resolved.
Unless everyone intends to shout “pew pew pew” at each other and
fall down (which can be comical, if not very immersive) you’ll
need a satisfying resolution. That can be achieved in essentially
2 or more ways.
If your Mission is “Armed” (assumption of Conflict with Prop
Weaponry) then some instruction for Conflict Resolution should be
provided in the briefing. For practical purposes, a Challenge Game
of Rock-Paper-Scissors suffices as a Gun Fight Stand-in, as it’s
familiar to many, and can be performed with no Equipment. However
many alternatives exist. Games like: Odds and Evens, Thumb
Wrestling, & Footraces likewise can be performed anywhere.
More traditional games like: Tic-Tac-Toe, War, Dice or Card Games
can be played in short order with very little or no equipment.
Even if your Mission is “Unarmed”, and suppose Participants are
only supposed to retrieve something, or acquire information, there
is a good chance some manner of conflict could arise. Provide your
Participants with some guidance as to what options they have, like
Negotiating, Bartering or Charming their way out, or Collaborating
with other Teams/Groups/Participants.
Example: Team A is hiring participants to get Team B to stop
sending raiding parties after them. Team B could be swayed by a
show of force (“Armed”) mission or convinced to target another
Team with better prospects for the raids (“Unarmed”). Team A
coordinates with Team B beforehand to allow for either option to
successfully complete the mission. Team B will ‘back off’ if
participants show up with a few well armed mercenaries OR if they
send a negotiator to ‘convince’ them to switch targets.
Look for opportunities to create artificial tension, rather than
direct Conflict, and allow your Participants Options in resolving
the Tension, before it “boils over”. Not every fetch-quest needs
to end in a shootout. Many participants won’t be able to muster an
armed group large enough to match some Teams. Some participants
won’t have any skill at public speaking or being charismatic
enough to sway a group. Sometimes circumstances align to make for
better stories than what was ‘scripted’ to happen. Don’t overlook
eager participants' capacity for creative problem solving.
Sometimes giving them the option to come up with the solution is
more fun. This usually results in a great opportunity for
“Yes...And” when adapting to the aftermath.
KNOWING WHEN TO SAY NO: DECLINING PARTICIPATION
It’s not always easy to turn down people or to exclude someone
from an activity especially in a festival atmosphere but as a
Mission giver you have a social obligation to ensure that the
S.E.A.M.S. are showing. Sometimes you’ll get potential
participants who want to engage in missions but repeatedly
demonstrate an inability to cooperate, be safe, or adhere to the
guidelines. Some may want to unsafely ignore or change important
plot points in favor of one of their goals. Some may be too under
the influence to pay attention, or some who simply don’t
understand it’s a game. Don’t be afraid to withdraw your
invitations or decline to interact with them.
The enjoyment and well-being of participants at the event takes
precedence and you are not obligated to manage others who can’t or
won’t respectfully cooperate.
This is especially important when it comes to participants who
demonstrate a disregard for consent or are a bit too enthusiastic
about the more menacing aspects of some missions. Use your best
judgement when selecting participants but if you have to remind or
correct someone about safety, consent, or guidelines more than
once, chances are they will do something unsafe or unfair again
and you’re better off sending them away or ending the mission.
Example: Team A is “looking for an important relic”, but Team D
keeps showing up and lying to everyone that the item of junk they
possess is Team A’s important relic. Team A could choose to
decline the interaction and politely correct them or just not
accept Team D’s ‘relics’ as valid. Team A isn’t obligated to
“Yes...and” someone else aiming to spoil their fun.
Example: Team A is offering to pay people to escort them across
the Outpost, but Mercenaries from Team C show up, and are so tipsy
they can’t walk straight. Team A should politely discharge them
and look for other Participants.
PUTTING YOUR MISSION IN MOTION
So you’ve got the What, When and How figured out and you’re ready
to start running it at an event. But where to begin?
Advertisement (Before, During and After)
How do people find out about your Mission? Social media posts,
images, and videos before the event are a great way to advertise,
there are Mission and Team Lore relevant groups and often a list
of the accumulated participant-driven activities at that year's
event available online. You don’t have to be a skilled social
media manager to create a straightforward post about your Missions
Context and Lore. A blurb about what’s going on and an image which
includes the important stuff (like where to start the Mission, and
when) is sufficient. Promotional Posts on Social Media Groups
(like Starbase 1's BBS) should be limited typically to at most
once every two weeks leading up to the event.
If your intention is to exhibit a plot that unfolds and adds
context to your mission then include hashtags and a link to where
your audience can find the rest of the posts they may have missed.
Lowering the barrier for newcomers to find and understand the
‘story so far’ will open the door to more audience engagement.
Getting the word out can also be fulfilled at an Event with
community bulletin boards or by arranging to have some part of it
hosted at one of the many Team-venues. Barkers or street
advertisements outside your camp or on populated corners can also
draw in participants. Ensure the starting location and time of
your mission are prominent. Starting in 2022, Teams began the use
of the triangular ‘!’ sign (pictured left) on their Camp
Decor, or Costume to indicate that Missions are available at that
Camp, or with that Individual. Displaying it prominently will help
Guide attentive Participants towards your Mission.
Document your Work! When possible take Photographs of the Mission
in progress, or keep track of the number of your Participants, and
the feedback Reports or Results. Not only will you be able to use
this data to grow and improve your Missions, but you’ll also have
a Fun record of your Team's Contribution to the Event. You can use
the Data and Photos in Promotional Material for future events.
Consider posting an ‘after-action’ report Post Event, to summarize
your Mission's outcome, and any memorable Moments, or
Contributors.
BRIEFINGS
Unless your Mission is literally as simple as a single sentence of
Instruction, you’ll probably want to give out more Information.
When potential Participants arrive where the Mission is taking
place, having someone available to greet them, and give a short
Briefing, or Documentation on display, for more information is
key. Having good diction, is also critical. Unclear, or vague
Instructions have, in the past, led to some Fun and Hilarious
results, but have also led to misconstrued Actions, and
embarrassing or troubling problems for Event goers.
In the briefing you’ll want to shortly reiterate:
● Who You, or your Team is
○ Example: “Welcome to [CAMP A], are you here about [MISSION]?”
● Your in-Character Motives for running the Mission
○ Example: “We need Couriers to Transport [THINGY], safely across
the Outpost, our Team wants to use the [THINGY] in a trade deal
with an ally”
● The specifics Goals of the Participants
○ Example: “Find a [SPECIALLY MARKED THINGY], and return it to
[CAMP A], you might find the [SPECIALLY MARKED THINGY] being kept
by [CAMP B] ask them about it”.
● What they can do if they need additional information later, or
have Questions/Issues, that arise from the unexpected
○ Example: “If you can’t get it from [CAMP B], or if they aren’t
around for a long while, we may have another option [Tie-In to
another Mission, or Backup Plan], return here, and let us know.”
○ (Optional)Example: “You might be able to find [SPECIALLY MARKED
THINGY], at these Camps [Pointing to Event Map on display]
● Potential reward for completion of the mission
○ Example: “If you bring it back we may have more rewarding work
for you in the future”
○ Example: “If you bring it back you’ll have our deep gratitude”
○ Example: “If you’re successful there's a few caps in it for you”
● Reiterate the Goal and ask if they’ll accept the mission and if
they have questions now
○ Example: “Any questions? Find us that [SPECIALLY MARKED THINGY],
and good luck!”
In Theater, Playwrights use an “aside” as a technique for a
Character to speak lines that the Audience can hear, but the other
Characters on Stage are not aware of. Use something like this
anytime you have to temporarily break character, make safety
reminders, exposit on confusing details or explain in simple
“plain English” terms, what to do.
TIMING
Sometimes you’ll plan a mission that requires participants to
attend something at a later place and time or to wait for you or
one of the various denizens to arrive or a deal to go down. Convey
an estimate of the kind of time commitment your participants can
expect. Not all participants can or want to commit hours and hours
to a mission. You can still offer a complex series of tasks and an
epic plot spanning the whole event but your attendance and
continuity may suffer.
For activities that take more than 5 minutes say they take 15. It
takes time to walk or even drive to and from camps at events. For
every additional camp or location they must visit add 15 minutes
or so to the estimated time. If they have to wait for someone to
return to their camp you may want to add another 5-15 minutes
depending on how likely the target is to be in camp and brief your
participants on what to do if the target doesn’t show in a
reasonable amount of time.
Be prepared for delays, rescheduling, or changes. That’s part of
the experience. Sometimes a participant will solve your complex
multi-step riddle puzzle in seconds, and sometimes they won’t be
able to find their way out of a cardboard box with 2 hands and a
flashlight. Have backup ideas and be ready to “Yes...And”.
EXECUTION
When addressing Teams or Groups of more than 4 or 5 Participants,
Project. Your. Voice. That doesn't mean you have to shout
everything, but be considerate of your Posture, Physical Facing
and Pronunciation. Participants who can’t hear or understand
what’s going on, will quickly lose interest (and may wander off).
We have seen numerous grand Schemes, or Confrontations fall apart
because no one understood what was going on or what to do.
Keep your Speeches and Stories relatively short and to the point.
Audiences greater than 10 people typically will pay attention for
about 3-5 minutes without engagement. Keep your audience engaged
with the plot as it unfolds. Audience participation is good.
There will always be participants who accept a mission and quit it
halfway through or get frustrated or disinterested/distracted and
abandon it. By communicating what to expect you can lessen how
often this happens and save potential wasted time, effort and
resources for everyone.
If your Mission has a failure-state (a way to ‘lose’ at it) hint
at it or make it explicit in your briefing. Not every Mission
needs to be easy, but they should be challenging, yet achievable.
Partial success should be recognized, and having more than one way
to complete the Objectives is best.
Learn to lose gracefully; Winning every Conflict, and coming out
unscathed makes for very boring, or Non-Existent Stakes.
DEBRIEFING
When participants are done with the Mission how do they know?
Rewarding them upfront works for simpler missions, Returning to
the Mission-giver or having some way to verify their participation
works for more complex goals. Offering a debriefing will recap how
their in-character actions aided in your group's goals and provide
the players a sense of accomplishment. It’s also a great chance to
tie-into other plot arcs, missions or events. An example debrief:
● Any Kudos due the participants
○ Example: “You did well finding [THINGY]”.
○ Example: “Ah, you found 3 of out the 5 [THINGY] we were looking
for” ● Your in-character strategy now that the mission is over.
(Tie-ins for other Missions you may want to offer them).
○ Example: “Now that couriers have been transporting [THINGY]
safely across the wastes, our trade deal with [CAMP C] can go
through later today”
● What the consequences are if they fail. (Tie-ins for other
Missions you may want to offer them).
○ Example: “Without [THINGY] we’ll have to give up more goods in
our trade deal with [CAMP C], maybe they’ll reconsider if we. . .”
● (Potential) reward for completion of the mission (if applicable)
○ Example: “Give this note to the door-person at [CAMP D] for
entry to their VIP lounge”
○ Example: “pick something out from this box of barter goods”
○ Example: “Here's a Team Cap as a token of goodwill”
○ Example: “Here are the [play currency] I promised you”
CHALLENGING THEMES
Themes involving the ‘darker’ aspects of life on an Outpost are
difficult, and can downright be triggering for some. They can add
Gravity, Tension, and Stakes to a situation but, if done
improperly can result in a lot of trouble. We encourage Creators
to lean more towards the Festive atmosphere of the Event and
choose more Mischief than Menace. It’s important to make
Disclaimers about the Content of the Mission prior to sending
Participants into the fray. Even so, there are some Topics or
Themes that have never, and will never be appropriate to Roleplay
at Events (See Starbase 1's Code of Conduct). The following is a
list of Topics that have can be Run at Events, and still adhere to
S.E.A.M.S Guidelines.
Deception
Sometimes you’ll need your Participants to Lie to Distract,
Mislead or lure a Target (or Targets) to accomplish something.
This can be Fun, and produce some excellent Ambushes, Comedic
Mistakes, and Pretend Treachery. But there are some things that
are off-limits to lie or be deceptive about.
Examples:
● Faking Real-Life Medical or Security Emergencies: Don’t Joke
about how ‘Grandma is in the Hospital’ or ‘Your tent is on fire’
these can really endanger people.
● Misrepresenting a Member of Staff or Personnel: Don’t Joke
about, Impersonate, or include Staff, Event Security or Law
Enforcement, as part of your Mission.
Contact the GM's for any Teams/Groups you want to ‘deceive’
beforehand, and elaborate on your Plan. That way you can still run
the Missions with those Teams/Groups, but participants (who aren’t
“in '' on it) will understand the deception as Lorefare after the
activity.
If you’re unsure if something is ok, check it against the
S.E.A.M.S. and if you’re still not sure, err on the side of
caution and don’t do it.
Stealth Missions
Stealth is a valid alternative to direct confrontation for less
combative or more covert types of participants. Consider having
participants perform reconnaissance, courier goods behind
perceived enemy lines or extract valuable assets from guarded
locations. Stealth should be handled with a similar mindset that
combat missions follow. If the participant is caught sneaking
around, there should be a challenge game or some kind of
failure-state. For Example:
● Participants must observe and report on the comings and goings
of an enemy camp for a critical few minutes
○ If participants are caught or observed spying, then “the enemy
knows we're onto them” and will alter their plans. The
intelligence is ‘useless’, the mission failed.
19
● Participants must smuggle a crate/box/prop full of [THINGY] past
an enemy patrol or camp.
○ If participants are caught they should play rock-paper-scissors
for possession of the [THINGY]. If they win they make their escape
with the prop, if they lose they hand the prop over to the enemy
and report back that it’s been taken.
● Participants must sneak or go undercover into an enemy camp
(being respectful of camp boundaries, hours of operation and
marked entrances and exits) and “steal” a relic or [THINGY] from
its displayed position.
○ If they are caught in the attempt the mission fails and they may
not try again today.
○ If they are caught fleeing with the item they can be confronted
and a tense game of Rock-Paper-Scissors/challenge game ensues for
possession of the item.
This last example can be the most challenging and the highest
stakes but also has the most potential for being misinterpreted.
(See below)
"STEALING" THINGS, AND RELICS
Firstly, there are always people who need this repeated often and
loudly: DO NOT JUST STEAL THINGS FROM PEOPLE'S CAMPS. THAT IS A
VIOLATION OF EVENT RULES AND STATE LAW.
The number of Teams that will create unique
items of Cultural significance to their Team or Group the
Community referred to as “Relics''. The various factions got into
a habit of fighting over possession of the relics as one side or
the other would take or capture the item only to ransom it back.
Eventually, rules were established to ensure the safe, enjoyable
and respectful participation of the other Teams in attempting to
essentially play ‘Capture the Flag’ with the Relics. The Items
would be marked with a distinct Exclamation Symbol. This Symbol
meant the Item could be intentionally ‘Stolen’ from a
Participating Camp. The Thieves however have to leave a Calling
Card in the item's place, or via Courier; a Note establishing what
was taken, who took it, and some indication where to go to find
it. Without the Calling Cards, Relics would go missing, and
chaotic searches, and accusations would be commonplace. Also
without them, the Relics wouldn’t be able to be found and returned
until the next year. The practice of marking items with the “Steal
This Thing” Symbol continues today, though the items needn’t be
Cultural Icons.
The Symbol should be largely and prominently
displayed, visible from distances of more than a few feet (when
applicable). The Item should also have some indicator of its home
Team, or Contact Information, so that as it changes hands, it can
still be Returned (or Ransomed) back to the Team/Group that
brought it at the end of the Event.
Its counterpart; the calling card (or note) should contain What
was stolen, Who stole it and Where (or what camp) it can be found
in. The notes should be left in the place of the item or delivered
promptly via courier. Pictured right is an example calling card
The Starbase 1 Pirates leave pinned in place of the item. There is
more space on the back of the Card for elaborating or leaving
additional notes. The front prominently features the Team logo and
name, what was stolen and where (usually on the map or cross
street) the Outpost Camp is physically. That way the Victims have
some indication of the chain of events, and don’t have to chase
dead ends if they want to reclaim their Property for Non-Game
related reasons. If you’re keeping the item mobile, or on your
person, consider Writing some of where you can be commonly found.
If Couriers are leaving the Card, explain what it is, and fill it
out for them. Instruct them on who and how to deliver it.
If you’ve stolen something and left (or delivered) a calling card
then consider prominently displaying the stolen item in a public
or semi-public trophy space in your camp, unless for scripted
reasons you’ve hidden it. If you trade/sell/exchange or lose the
item to another Team; get a calling card from them and keep track
of where the item changed hands. You wouldn't want your cool prop
to get really lost or stolen so be considerate and use your best
judgement. Finally: DO NOT JUST STEAL THINGS FROM PEOPLE'S CAMPS.
THAT IS A VIOLATION OF EVENT
RULES AND STATE LAW.
PRISONERS AND HOSTAGES
Missions that involve taking ‘prisoners’ or ‘hostages’ should be
used sparingly because they require participants to exercise more
caution and consent than those involving inanimate objects.
Consider using personal tokens to represent “captured” groups.
Example: Team A and B face off as part of a conflict. They
rock-paper-scissors challenge and Team A loses. Team A gives Team
B a symbolic token representing that Team A now has to refrain
from participating in the larger conflict until their allies can
win against Team B and set them “free”.
In the past “Prisoners” or “Captives” who were captured only role
played remaining captive until they could be swiftly returned to
the captors camp or a ‘safe’ location. Once there the captives
could return to normal activities and go about their day,
returning later to continue their role as prisoners when it came
time to ‘free’ them or pay the ransom.
Example: Team A has “Captured” Team B’s Leader in a daring raid.
Team B’s leader is paraded back to Team A’s camp. Team B’s leader
is then released to go about their day's activities or invited to
lounge as a guest at Team A’s camp. In the Lore their “character”
still imprisoned in Team A’s Camp and Team B must try to free
them, but the participant should never physically be required to
stay for the length of their ‘imprisonment’ (some enthusiastic
participants may wish to stay, you can always ask). Later in the
event Team B’s Leader returns to Team A’s camp and returns to the
role of captive, just in time for Team B to show up with the goods
to pay the ransom or enough guns to free their leader.
If, for plot purposes you absolutely must use live participants as
prisoners coordinate with the intended prisoner beforehand. Talk
to them about your plan and figure out what schedule works best
for them to be ‘captive’ during the plot. If you're capturing the
participants at the event, you may want to coordinate a general
place and time frame. Any participants in this kind of mission
should feel free to role play but must conduct themselves in a
manner that makes it apparent that everyone involved is consenting
to participation, especially the captives. Do not under any
circumstance, attempt to touch, move or restrain attendees without
their express permission.
The ‘Restraint and Capture Protocols’ detailed below should make
clear the rules for doing so while allowing captives a chance to
roleplay escape or resistance and still following S.E.A.M.S.
guidelines
RESTRAINT AND CAPTURE PROTOCOLS
● Any Restraints must NEVER be tied or closed in such a fashion as
to cause the wearer pain, undue stress, or make it unsafe for them
to move in an emergency. Simply wrapping or looping things like
Rope or Chain once or twice, is sufficient.
● The Person being restrained, retains Control of their Restraints
at all times, they may drop them/shake loose of them at any time
to prevent snags, or being dragged anywhere. Do not secure the
restraints to the Participant. Do not Pull or Tug on anyone's
Restraints without Consent.
● Individuals are considered Captured when they have lost a
challenge game and chose to be restrained. Captured persons may
remain Captured as long as there is at least (1) Guard within arms
reach of the Captive or if there is at least (1) Guard within arms
reach of the restraints after they have been restrained. However
Captured individuals retain control of their participation in any
further Gameplay and may cease being restrained or moved at any
time. You don’t actually haul people away against their will! They
play along for the fun of it, but can pause, stop or leave
anytime.
● As part of Gameplay Captured individuals may Free Themselves
when No Guard is present or within arms reach, or they are “tied”
to something they can move themselves. Escaping prisoners should
count to (90) seconds and pantomime unlocking/undoing the
restraints. Example: “Tying” a prisoner to a loose tire means they
can roll the tire away to attempt escape. Tying them to a
structure means they can only work to free themselves when no
guards are watching. Prisoners thwarted trying to escape must
cease attempting the escape when the restraints are tagged by a
guard. A valid tag is any light touch on the restraints. Prisoners
may re-attempt to escape after a tag and a grace period of at
least (10) seconds, but must begin the (90) second count again
from.
● Breaking a Prisoner Loose is possible whenever there are no
guards present. The Jailbreaker should count to (30) seconds and
pantomime unlocking/undoing the restraints. If a guard is present
and catches someone attempting to free the prisoner they may also
attempt to capture the freer. If a guard (or guards) are present
and are challenged by freer opponents, each guard should pair off
against an opponent in a challenge game (Rock-Paper-Scissors, Odds
& Evens, Tic-Tac-Toe). If the Freer loses the challenge they
must flee or also be captured. If there are no guards left
standing after the challenges the Prisoner is Free!
Quick Reference Sheets
For organizers to use when designing missions on the fly at events
CONSENT
Is everyone on board with participation? How are
you checking? Is any part of your mission dealing with difficult
or triggering topics? Have you made a disclaimer?
Remember the S.E.A.M.S.
Safe for participants.
Enjoyable for everyone, participants and audience alike.
Accessible to ages 18-99 and all shapes, sizes and abilities.
Memorable leave em’ wanting more, but reward what they’ve done.
Sustainable Run it once? Or Ongoing? Do your best but, don't get
burnt out
Shit Happens Some things (like weather) are out of your control.
Do what you can with what you’re given. Expect Delays and
rescheduling.
Yes …..and Remember “Yes … and” is critical to continuing the
Story. Sometimes it's better to accept what's happened, and move
on from there, rather than correct it. Preserving the momentum and
spirit of an activity, is more important to your Participants and
Audience, than getting every loose-end tied up neatly.
DESIGNING A MISSION
What? What are the Goals of the Mission?
When? When and where does the Mission take place?
How? How do Participants complete the Goals?
Armed or Unarmed? What Options do Participants have?
Props: When it comes to Props “Two is One, One is None”
Networking Involve other Teams, and Groups when possible.
Advertising: Before, during and after the Event
Briefing: Give your Participants something to work
towards. Explain the Rules.
Execution: Follow through with the Goals, and be prepared
for sudden changes.
Debriefing: Summarize what your participants have done and
the consequences/results.
Project Your Voice! Participants who can’t hear or understand
what’s going on will quickly lose interest (and may wander
off). Keep your audience engaged with the plot as it
unfolds. Audience participation is good.
Calling Card: leave a Calling Card whenever you take an Item
or Relic with the “Steal-this-thing-” Symbol on it.
Include: What was taken, Who took it, and Where to find it.
(Example Below)
EVENT
MISSION REPORT SHEET
MISSION NAME:
_______________________________________
(To distinguish this
Mission from similar ones)
ORGANIZERS/LEADS:
_____________________________________________________ (Who is
in charge of running this)
WHAT:
______________________________________________________________________
___________________________________________________________________________
(A brief Summary of what the Mission entails)
WHEN & WHERE:
_____________________________________________________________
(Dates, Times and Locations)
HOW (Checklist)
PROPS/TOKENS:
___________________________________________________________
(What items are needed to run this Mission)
CAST/SUPPORT:
__________________________________________________________
(Who is helping act in/run/facilitate this Mission)
BRIEFING :
(Notes)_________________________________________________________
_________________________________________________________
_________________________________________________________
(Notes on what you want to include in the Briefing, the
In-Character Summary)
SPECIAL RULES: (Notes)
____________________________________________________
____________________________________________________
(Notes on any Special
Circumstances, Game Mechanic explanations, etc.
Out-of-Character)
DEBRIEFING :
(Notes)_______________________________________________________
_______________________________________________________
(Notes on what you want to
include in the Debriefing, the In-Character Summary Report)
REWARD :
____________________________________ (rewards for completion
[if any])
This Guide is for Entertainment Purposes only. All links to
Copyrighted Material are protected under Fair Use. The Views and
Opinions expressed in this Guide are those of the Author, and do
not necessarily reflect the Official Policy, or Position of the
Starbase 1 LARP, or Starfleet Command-Mojave Outpost. The Author
is not responsible for any Errors or Omissions, or for the Results
obtained from the use of the information presented in this Guide.
Starport Industries:
Missions in the Starbase 1 LARP.
2022 Starport Industries
This Work is licensed under a Creative Commons
Attribution-Non-Commercial-No Derivatives 4.0 International
License.